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9667 lines
2.1 MiB
9667 lines
2.1 MiB
[
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"creature_family": "Alghollthu",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Alghollthu](/MonsterFamilies.aspx?ID=1)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 12</row>\n\nIn bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires contained countless mortal slaves treated as little more than cattle. Alghollthus shaped their slaves and other creatures using mental manipulation and physically transformative magic. Aberrant horrors from faceless stalkers to mimics can be traced back to this meddling. The rulers of the alghollthu race, the so-called veiled masters, further shaped entire societies by assuming the forms of those they controlled. From the heights of power to the shadows of poverty, the veiled masters manipulated these societies according to their own dark designs, enslaving, killing, or horrifically transforming those who discovered their plans or acted against them.\n\n In time, the alghollthus grew frustrated with their increasingly upstart slave societies and sought to wipe the slate clean—both starting anew and punishing those who had become too willful and rebellious. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they’d manipulated. Yet they miscalculated the strength of faith and will to survive of their pawns and slaves, and in time the world and its empires recovered and grew strong once again—this time without alghollthu influence.\n\n Today, the alghollthus have retreated from their mass-scale manipulation of the surface world, and they have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitor races like ugothols points to a frightening possibility—that the alghollthus have turned their hateful eyes to the surface once again.\r\n\r\n<title level=\"2\">Members</title>\r\n[Alghollthu Master](/Monsters.aspx?ID=2) (Creature 7), [Faceless Stalker](/Monsters.aspx?ID=4) (Creature 4), [Skum](/Monsters.aspx?ID=3) (Creature 2), [Veiled Master](/Monsters.aspx?ID=5) (Creature 14)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Alghollthu Domains</title>\r\n\r\nThe ruling castes of the alghollthu species dwell in oceanic depths or underground waterways, while their servitors like ulat-kinis and ugothols can often be found in coastal regions and marshes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Alghollthu Treasure</title>\r\n\r\nAlthough most alghollthus lack the greed that tempts most mortals, they do gather wealth and magical tools to use in their schemes. A given aboleth or veiled master might also wear magical jewelry and other objects. Faceless stalkers and other humanoid servants of alghollthus use weapons and armor, such as the faceless stalker’s sword or ulat-kini’s trident, as well as other tools. These servitor races can be as acquisitive as other humanoids.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Alghollthus</title>\r\n\r\nWhile the veiled masters are the rulers of alghollthu society, they are not the most powerful of their kind. Greater, more mysterious creatures that function as organic thought networks, immense aquatic engines of war, or specialized extractors of forgotten secrets dwell among their sunken cities. Meanwhile, the world above remains infested with creatures that were originally created by the alghollthus but have long since drifted away from their aquatic progenitors to become their own sinister monstrosities.\r\n</aside>",
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"name": "Alghollthu",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 12</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIn bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires …\r\n</summary>",
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"summary": "In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires …",
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"text": " Alghollthu Source Bestiary pg. 12 In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires contained countless mortal slaves treated as little more than cattle. Alghollthus shaped their slaves and other creatures using mental manipulation and physically transformative magic. Aberrant horrors from faceless stalkers to mimics can be traced back to this meddling. The rulers of the alghollthu race, the so-called veiled masters, further shaped entire societies by assuming the forms of those they controlled. From the heights of power to the shadows of poverty, the veiled masters manipulated these societies according to their own dark designs, enslaving, killing, or horrifically transforming those who discovered their plans or acted against them. In time, the alghollthus grew frustrated with their increasingly upstart slave societies and sought to wipe the slate clean—both starting anew and punishing those who had become too willful and rebellious. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they’d manipulated. Yet they miscalculated the strength of faith and will to survive of their pawns and slaves, and in time the world and its empires recovered and grew strong once again—this time without alghollthu influence. Today, the alghollthus have retreated from their mass-scale manipulation of the surface world, and they have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitor races like ugothols points to a frightening possibility—that the alghollthus have turned their hateful eyes to the surface once again. Members Alghollthu Master (Creature 7), Faceless Stalker (Creature 4), Skum (Creature 2), Veiled Master (Creature 14) Alghollthu Domains The ruling castes of the alghollthu species dwell in oceanic depths or underground waterways, while their servitors like ulat-kinis and ugothols can often be found in coastal regions and marshes. Alghollthu Treasure Although most alghollthus lack the greed that tempts most mortals, they do gather wealth and magical tools to use in their schemes. A given aboleth or veiled master might also wear magical jewelry and other objects. Faceless stalkers and other humanoid servants of alghollthus use weapons and armor, such as the faceless stalker’s sword or ulat-kini’s trident, as well as other tools. These servitor races can be as acquisitive as other humanoids. Other Alghollthus While the veiled masters are the rulers of alghollthu society, they are not the most powerful of their kind. Greater, more mysterious creatures that function as organic thought networks, immense aquatic engines of war, or specialized extractors of forgotten secrets dwell among their sunken cities. Meanwhile, the world above remains infested with creatures that were originally created by the alghollthus but have long since drifted away from their aquatic progenitors to become their own sinister monstrosities. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Aeon](/MonsterFamilies.aspx?ID=2)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 8</row>\n\nAeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons can bring weal or woe when they appear in a region, and their machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others— they simply create the results they insist through their strange envisioning communication are necessary to maintain the balance of the multiverse.\n\n As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To the aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Once regarded as an independent faction, the living machines known as inevitables are now revealed as having been agents of the aeons all along, and while inevitables have their own shared themes and features, they are very much living but constructed manifestations of the aeons’ war against imbalance—particularly with regard to how this war is waged against the forces of chaos.\n\n Aeons have a name for this cyclic return, in which they welcome the industrious axiomites back to their fold and bring the inevitables once again under their control: the “Convergence.” At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change it was time for the axiomites and their creations, the inevitables, to rejoin the aeon cause. While most axiomites and inevitables fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons — but that wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites and allied inevitables. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace and the inevitables to continue with their duties. How—or if—this Convergence will end is as little understood as the aeons themselves.\r\n\r\n<title level=\"2\">Members</title>\r\n[Arbiter](/Monsters.aspx?ID=6) (Creature 1), [Axiomite](/Monsters.aspx?ID=7) (Creature 8), [Bythos](/Monsters.aspx?ID=539) (Creature 16), [Kolyarut](/Monsters.aspx?ID=10) (Creature 12), [Marut](/Monsters.aspx?ID=538) (Creature 15), [Pleroma](/Monsters.aspx?ID=11) (Creature 20), [Theletos](/Monsters.aspx?ID=536) (Creature 7), [Zelekhut](/Monsters.aspx?ID=537) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Aeon Divinities</title>\r\n\r\nWhether the aeons serve an actual divinity, a philosophical concept, or merely a “supreme oneness” is a topic hotly debated by planar scholars. The aeons themselves are silent, referring to this being or concept as the Monad, a “condition of all.” Regardless of what the Monad actually is, there certainly exists another category of powerful aeons—the primal inevitables, each a unique demigod with its own powers and goals. Relatively few primal inevitables remain today, for nearly three-quarters of their irreplaceable kind have fallen in the endless battle with the inexorable forces of entropy.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Aeons</title>\r\n\r\nAeons are among the least understood of the Great Beyond’s immortal creatures, and they have a wide range of powers and abilities. Far more aeons exist than those presented here, including guardians of time like the four-armed bythos and the weirdly symmetrical theletos, which moderates the duality between freedom and fate.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Paradox and Unity</title>\r\n\r\nTo mortals, aeons sometimes seem to combine elements that are fundamentally incompatible, whether it's an aeon combining opposing concepts, or [axiomites](/Monsters.aspx?ID=7) and [inevitables](/Traits.aspx?ID=223) mixing the organic with the mathematical or mechanical. Aeons see no paradox in this, but rather claim it is an expression of the underlying unity of all things.\r\n</aside>",
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"name": "Aeon",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 8</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in …\r\n</summary>",
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"summary": "Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in …",
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"text": " Aeon Source Bestiary pg. 8 Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons can bring weal or woe when they appear in a region, and their machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others— they simply create the results they insist through their strange envisioning communication are necessary to maintain the balance of the multiverse. As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To the aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Once regarded as an independent faction, the living machines known as inevitables are now revealed as having been agents of the aeons all along, and while inevitables have their own shared themes and features, they are very much living but constructed manifestations of the aeons’ war against imbalance—particularly with regard to how this war is waged against the forces of chaos. Aeons have a name for this cyclic return, in which they welcome the industrious axiomites back to their fold and bring the inevitables once again under their control: the “Convergence.” At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change it was time for the axiomites and their creations, the inevitables, to rejoin the aeon cause. While most axiomites and inevitables fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons — but that wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites and allied inevitables. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace and the inevitables to continue with their duties. How—or if—this Convergence will end is as little understood as the aeons themselves. Members Arbiter (Creature 1), Axiomite (Creature 8), Bythos (Creature 16), Kolyarut (Creature 12), Marut (Creature 15), Pleroma (Creature 20), Theletos (Creature 7), Zelekhut (Creature 9) Aeon Divinities Whether the aeons serve an actual divinity, a philosophical concept, or merely a “supreme oneness” is a topic hotly debated by planar scholars. The aeons themselves are silent, referring to this being or concept as the Monad, a “condition of all.” Regardless of what the Monad actually is, there certainly exists another category of powerful aeons—the primal inevitables, each a unique demigod with its own powers and goals. Relatively few primal inevitables remain today, for nearly three-quarters of their irreplaceable kind have fallen in the endless battle with the inexorable forces of entropy. Other Aeons Aeons are among the least understood of the Great Beyond’s immortal creatures, and they have a wide range of powers and abilities. Far more aeons exist than those presented here, including guardians of time like the four-armed bythos and the weirdly symmetrical theletos, which moderates the duality between freedom and fate. Paradox and Unity To mortals, aeons sometimes seem to combine elements that are fundamentally incompatible, whether it's an aeon combining opposing concepts, or axiomites and inevitables mixing the organic with the mathematical or mechanical. Aeons see no paradox in this, but rather claim it is an expression of the underlying unity of all things. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Angel](/MonsterFamilies.aspx?ID=3)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 16</row>\n\nThe celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. The majority of angels are neutral good and live in Nirvana, the plane of virtue and enlightenment. However, some angels, including several angelic deities, have different alignments, and some even dwell on other planes. Regardless of alignment, angels remain benevolent messengers possessed with magical auras to aid their allies.\r\n\r\n<title level=\"2\">Members</title>\r\n[Astral Deva](/Monsters.aspx?ID=16) (Creature 14), [Balisse](/Monsters.aspx?ID=15) (Creature 8), [Cassisian](/Monsters.aspx?ID=13) (Creature 1), [Choral](/Monsters.aspx?ID=14) (Creature 6), [Monadic Deva](/Monsters.aspx?ID=543) (Creature 12), [Movanic Deva](/Monsters.aspx?ID=542) (Creature 10), [Planetar](/Monsters.aspx?ID=544) (Creature 16), [Solar](/Monsters.aspx?ID=545) (Creature 23)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Angelic Divinities</title>\r\n\r\nThe most powerful angels belong to a category of demigods known as the empyreal lords—a title shared with other powerful good-aligned demigods among the host of archons, azatas, and other inhabitants of the celestial planes. The most powerful and most well-known of the angelic empyreal lords is Sarenrae.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Angelic Locations</title>\r\n\r\nAngels normally live on Nirvana or other celestial planes, but their missions can bring them to the Material Plane. Spellcasters can conjure them for aid or advice in times of need, and they can even be found, if rarely, crusading against fiends in Hell, the Abyss, or anywhere in between.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Angelic Treasure</title>\r\n\r\nMany angels wear exquisite armor or wield beautiful and often magical weapons. While they are not hampered by mortal sins like greed or pride (save for the very rare and tragic exception), they do enjoy the beauty of fine clothing, exquisite jewelry, and works of art.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Angels</title>\r\n\r\nThe most powerful angels are known as the solars, but numerous others can be found in Nirvana working their own missions or goals. Angels generally appear as beautiful, often somewhat androgynous humanoids, and the most powerful often possess two or even four sets of feathered wings.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">What is a Deva?</title>\r\n\r\nThree types of devas exist among the angelic host, all of which serve as angelic “field agents.” Of the types of angels, devas are the ones most likely to be encountered dwelling somewhere other than Nirvana, as these angels focus their work on cultivating and protecting goodness in mortal souls, be they living or dead.\r\n</aside>",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 16</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. The majority of angels are …\r\n</summary>",
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"summary": "The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. The majority of angels are …",
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"text": " Angel Source Bestiary pg. 16 The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. The majority of angels are neutral good and live in Nirvana, the plane of virtue and enlightenment. However, some angels, including several angelic deities, have different alignments, and some even dwell on other planes. Regardless of alignment, angels remain benevolent messengers possessed with magical auras to aid their allies. Members Astral Deva (Creature 14), Balisse (Creature 8), Cassisian (Creature 1), Choral (Creature 6), Monadic Deva (Creature 12), Movanic Deva (Creature 10), Planetar (Creature 16), Solar (Creature 23) Angelic Divinities The most powerful angels belong to a category of demigods known as the empyreal lords—a title shared with other powerful good-aligned demigods among the host of archons, azatas, and other inhabitants of the celestial planes. The most powerful and most well-known of the angelic empyreal lords is Sarenrae. Angelic Locations Angels normally live on Nirvana or other celestial planes, but their missions can bring them to the Material Plane. Spellcasters can conjure them for aid or advice in times of need, and they can even be found, if rarely, crusading against fiends in Hell, the Abyss, or anywhere in between. Angelic Treasure Many angels wear exquisite armor or wield beautiful and often magical weapons. While they are not hampered by mortal sins like greed or pride (save for the very rare and tragic exception), they do enjoy the beauty of fine clothing, exquisite jewelry, and works of art. Other Angels The most powerful angels are known as the solars, but numerous others can be found in Nirvana working their own missions or goals. Angels generally appear as beautiful, often somewhat androgynous humanoids, and the most powerful often possess two or even four sets of feathered wings. What is a Deva? Three types of devas exist among the angelic host, all of which serve as angelic “field agents.” Of the types of angels, devas are the ones most likely to be encountered dwelling somewhere other than Nirvana, as these angels focus their work on cultivating and protecting goodness in mortal souls, be they living or dead. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Animated Object](/MonsterFamilies.aspx?ID=4)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 20</row>\n\nGranted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.\r\n\r\n<title level=\"2\">Members</title>\r\n[Animated Armor](/Monsters.aspx?ID=19) (Creature 2), [Animated Broom](/Monsters.aspx?ID=18) (Creature -1), [Animated Colossus](/Monsters.aspx?ID=1066) (Creature 15), [Animated Furnace](/Monsters.aspx?ID=1064) (Creature 9), [Animated Silverware Swarm](/Monsters.aspx?ID=1063) (Creature 1), [Animated Statue](/Monsters.aspx?ID=20) (Creature 3), [Animated Trebuchet](/Monsters.aspx?ID=1065) (Creature 13), [Giant Animated Statue](/Monsters.aspx?ID=22) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Animating Objects</title>\r\n\r\nMost animated objects encountered by adventurers are permanently animated creatures, either created by rituals or given life by infusions of positive energy. Restless spirits, certain ghosts, and other haunting undead influences can also give rise to animated objects, although in cases like the [poltergeist](/Monsters.aspx?ID=334), what appears to be an animated object may merely be an evil force using its magic to hurl furnishings about as weapons.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Choosing to Animate</title>\r\n\r\nMost animated objects are created for convenience or out of vanity. Spellcasters often animate brooms and dishes to aid with cleaning, books and scrolls for aid with research, and carts and carriages for transport. Most objects are animated without the intent of using them as guardians, and many animated objects exist without the rest of the world ever noticing. Only those with money and power choose to animate objects as guardians, and these are the animated objects most likely encountered on adventures.\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Guarded Treasures</title>\r\n\r\nAnimated objects are mindless constructs. While this leaves them no concept of the value of treasure, they are often used as guardians for vaults or repositories of valuables. In these cases, the treasures they guard can vary wildly, but should be of a value appropriate for the animated object’s level.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Losing Control</title>\r\n\r\nThe process for animating objects varies from object to object and by the needs of the ritual. Some rituals designate a controller whom the animated object obeys. Without orders, many animated objects fall back to defensive tactics. In other cases, the ritual may have been poorly performed or may have failed after many years, causing the animated object to enter an uncontrollable state where it attacks anything it sees.\r\n\r\n</aside>",
|
||
"name": "Animated Object",
|
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"rarity": "common",
|
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"release_date": "2019-08-01",
|
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 20</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGranted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few …\r\n</summary>",
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"Bestiary"
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"Bestiary pg. 20"
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 20</row>",
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"summary": "Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few …",
|
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"summary_markdown": "Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few …",
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"text": " Animated Object Source Bestiary pg. 20 Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like. Members Animated Armor (Creature 2), Animated Broom (Creature -1), Animated Colossus (Creature 15), Animated Furnace (Creature 9), Animated Silverware Swarm (Creature 1), Animated Statue (Creature 3), Animated Trebuchet (Creature 13), Giant Animated Statue (Creature 7) Animating Objects Most animated objects encountered by adventurers are permanently animated creatures, either created by rituals or given life by infusions of positive energy. Restless spirits, certain ghosts, and other haunting undead influences can also give rise to animated objects, although in cases like the poltergeist, what appears to be an animated object may merely be an evil force using its magic to hurl furnishings about as weapons. Choosing to Animate Most animated objects are created for convenience or out of vanity. Spellcasters often animate brooms and dishes to aid with cleaning, books and scrolls for aid with research, and carts and carriages for transport. Most objects are animated without the intent of using them as guardians, and many animated objects exist without the rest of the world ever noticing. Only those with money and power choose to animate objects as guardians, and these are the animated objects most likely encountered on adventures. Guarded Treasures Animated objects are mindless constructs. While this leaves them no concept of the value of treasure, they are often used as guardians for vaults or repositories of valuables. In these cases, the treasures they guard can vary wildly, but should be of a value appropriate for the animated object’s level. Losing Control The process for animating objects varies from object to object and by the needs of the ritual. Some rituals designate a controller whom the animated object obeys. Without orders, many animated objects fall back to defensive tactics. In other cases, the ritual may have been poorly performed or may have failed after many years, causing the animated object to enter an uncontrollable state where it attacks anything it sees. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=4",
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"weakness": {}
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Ankhrav",
|
||
"creature_family_markdown": "Ankhrav",
|
||
"exclude_from_search": false,
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"id": "creature-family-5",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Ankhrav](/MonsterFamilies.aspx?ID=5)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 22</row>\n\nAnkhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ankhrav](/Monsters.aspx?ID=23) (Creature 3), [Hive Mother](/Monsters.aspx?ID=24) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Ankhrav Burrows</title>\r\n\r\nAs if the appearance of a hungry ankhrav in a stretch of farmland isn’t bad enough, it almost always indicates the proximity of an ankhrav hive nearby. A disturbing number of ankhravs can infest a lair. However, adventurers brave enough to crawl through the tangled burrows are often rewarded with large amounts of treasure as ankhravs have a habit of dragging their victims back to the deepest corners of their den to feast, usually discarding the remains with most of the gear intact.\r\n</aside>",
|
||
"name": "Ankhrav",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 22</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAnkhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague .\r\n</summary>",
|
||
"source": [
|
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"Bestiary"
|
||
],
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"Bestiary pg. 22"
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 22</row>",
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"speed": {},
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||
"summary": "Ankhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague .",
|
||
"summary_markdown": "Ankhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague .",
|
||
"text": " Ankhrav Source Bestiary pg. 22 Ankhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague. Members Ankhrav (Creature 3), Hive Mother (Creature 8) Ankhrav Burrows As if the appearance of a hungry ankhrav in a stretch of farmland isn’t bad enough, it almost always indicates the proximity of an ankhrav hive nearby. A disturbing number of ankhravs can infest a lair. However, adventurers brave enough to crawl through the tangled burrows are often rewarded with large amounts of treasure as ankhravs have a habit of dragging their victims back to the deepest corners of their den to feast, usually discarding the remains with most of the gear intact. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=5",
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||
"weakness": {}
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||
},
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{
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||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Ape",
|
||
"creature_family_markdown": "Ape",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-6",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Ape](/MonsterFamilies.aspx?ID=6)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 23</row>\n\nWhile many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous.\r\n\r\n<title level=\"2\">Members</title>\r\n[Gorilla](/Monsters.aspx?ID=25) (Creature 3), [Megaprimatus](/Monsters.aspx?ID=26) (Creature 8)",
|
||
"name": "Ape",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 23</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous .\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 23"
|
||
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|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 23</row>",
|
||
"speed": {},
|
||
"summary": "While many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous .",
|
||
"summary_markdown": "While many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous .",
|
||
"text": " Ape Source Bestiary pg. 23 While many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous. Members Gorilla (Creature 3), Megaprimatus (Creature 8)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=6",
|
||
"weakness": {}
|
||
},
|
||
{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Arboreal",
|
||
"creature_family_markdown": "Arboreal",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-8",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Arboreal](/MonsterFamilies.aspx?ID=8)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 24</row>\n\nArboreals are guardians of the forest and representatives of the trees. As longlived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk—even elves are fugacious in the eyes of arboreals—and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals’ wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build—a trait that serves vengeful members of their kind well.\r\n\r\n<title level=\"2\">Members</title>\r\n[Arboreal Archive](/Monsters.aspx?ID=1068) (Creature 12), [Arboreal Reaper](/Monsters.aspx?ID=1067) (Creature 7), [Arboreal Regent](/Monsters.aspx?ID=29) (Creature 8), [Arboreal Warden](/Monsters.aspx?ID=27) (Creature 4), [Awakened Tree](/Monsters.aspx?ID=28) (Creature 6), [Canopy Elder](/Monsters.aspx?ID=1410) (Creature 19)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Felled Arboreals</title>\r\n\r\nArboreals have a great respect for dead members of their species. Their elaborate burial rituals involve laying the fallen arboreal down in a mossy bed in the center of a grove of saplings. The decomposing arboreal nourishes the saplings, ensuring the growth of a new generation of trees.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Fungus Network</title>\r\n\r\nParticularly old arboreal regents and other powerful arboreals can tap into the extensive network of fungus that connects the roots of all the trees in the forest. By doing so, the arboreal can learn of threats throughout the entire woodland, even from miles away.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Late Bloomers</title>\r\n\r\nThough they grow faster than trees, arboreals take decades to reach maturity. They spend their early years rooted in place, developing an affinity with the flora of their homeland and attuning to its rhythms while adult arboreals keep a watchful eye on their progress. After the first century, young arboreals become more mobile, often apprenticing with senior arboreals in their territory as they take up the mantle of forest guardian.\r\n\r\n</aside>",
|
||
"name": "Arboreal",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 24</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nArboreals are guardians of the forest and representatives of the trees. As longlived as the woods they watch over, arboreals consider themselves …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
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|
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"Bestiary pg. 24"
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],
|
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 24</row>",
|
||
"speed": {},
|
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"summary": "Arboreals are guardians of the forest and representatives of the trees. As longlived as the woods they watch over, arboreals consider themselves …",
|
||
"summary_markdown": "Arboreals are guardians of the forest and representatives of the trees. As longlived as the woods they watch over, arboreals consider themselves …",
|
||
"text": " Arboreal Source Bestiary pg. 24 Arboreals are guardians of the forest and representatives of the trees. As longlived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk—even elves are fugacious in the eyes of arboreals—and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals’ wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build—a trait that serves vengeful members of their kind well. Members Arboreal Archive (Creature 12), Arboreal Reaper (Creature 7), Arboreal Regent (Creature 8), Arboreal Warden (Creature 4), Awakened Tree (Creature 6), Canopy Elder (Creature 19) Felled Arboreals Arboreals have a great respect for dead members of their species. Their elaborate burial rituals involve laying the fallen arboreal down in a mossy bed in the center of a grove of saplings. The decomposing arboreal nourishes the saplings, ensuring the growth of a new generation of trees. Fungus Network Particularly old arboreal regents and other powerful arboreals can tap into the extensive network of fungus that connects the roots of all the trees in the forest. By doing so, the arboreal can learn of threats throughout the entire woodland, even from miles away. Late Bloomers Though they grow faster than trees, arboreals take decades to reach maturity. They spend their early years rooted in place, developing an affinity with the flora of their homeland and attuning to its rhythms while adult arboreals keep a watchful eye on their progress. After the first century, young arboreals become more mobile, often apprenticing with senior arboreals in their territory as they take up the mantle of forest guardian. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=8",
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||
"weakness": {}
|
||
},
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||
{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Archon",
|
||
"creature_family_markdown": "Archon",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-9",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Archon](/MonsterFamilies.aspx?ID=9)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 26</row>\n\nArchons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation.\n\n Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain’s peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bastion Archon](/Monsters.aspx?ID=554) (Creature 20), [Horned Archon](/Monsters.aspx?ID=31) (Creature 4), [Hound Archon](/Monsters.aspx?ID=551) (Creature 4), [Lantern Archon](/Monsters.aspx?ID=30) (Creature 1), [Legion Archon](/Monsters.aspx?ID=32) (Creature 7), [Shield Archon](/Monsters.aspx?ID=33) (Creature 10), [Star Archon](/Monsters.aspx?ID=553) (Creature 19), [Trumpet Archon](/Monsters.aspx?ID=552) (Creature 14), [Wheel Archon](/Monsters.aspx?ID=2079) (Creature 16)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Archon Aesthetics</title>\r\n\r\nWhile archons do not seek to gather or maintain wealth, they do appreciate beauty and art, and their domains are often decorated with valuable crafts and creative works. Their armor and weapons are similarly ornate, and they always clean and polish their gear after battle. Archons value order—and thus tidiness—in all things.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Archon Divinities</title>\r\n\r\nAs with angels and azatas, the most powerful of archons are a caste of demigods known collectively as empyreal lords. Each archon empyreal lord is a unique and powerful creature that keeps a domain somewhere in Heaven and is worshipped on Material Plane worlds. Archon divinities serve a variety of goals and focus on different aspects of righteousness. Some, such as Zohls, hold influence over the pursuit of truth and determined investigations, while others, like Damerrich, the demigod of executions, emphasize the punishment of unrepentant wrongdoers and seek to obliterate evil in all its forms.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Archon Evolutions</title>\r\n\r\nWhen a spirit becomes an archon, they usually start as a lantern archon, the lowliest of archonkind. As they perform noble deeds and bolster their pureness of heart, an archon evolves into greater forms, possibly skipping stages or remaining in others for long spans of time, depending on their particular strengths and personality.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Archon Locations</title>\r\n\r\nWhile commonly found in Heaven, archons can also be encountered on the fiendish planes in their endless crusade against evil. On the Material Plane they are usually encountered as advisors or saviors to those in need.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Armored Archons</title>\r\n\r\nAlways ready to defend others, most archons are never encountered out of their suits of armor. Even those who eschew armor, such as the bastion archon, tend to still appear as if they are wearing heavy protection against the scourge of battle.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Heavenly Mountain</title>\r\n\r\nArchons reside in [Heaven](/Planes.aspx?ID=17), a plane that appears as a single massive mountain. Heaven is broken into seven tiers, with most archons occupying the second level and base of army operations, Proelera, or the sixth level, Iudica, the administrative heart of Heaven.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Archons</title>\r\n\r\nMany other archons than those presented here patrol Heaven or crusade in the fiendish planes, including the resolute hound archon soldiers and sentinels, and the supreme bastion archons, who rank among Heaven’s most powerful defenders.\r\n</aside>",
|
||
"name": "Archon",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 26</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nArchons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of …\r\n</summary>",
|
||
"source": [
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|
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"speed": {},
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"summary": "Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of …",
|
||
"summary_markdown": "Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of …",
|
||
"text": " Archon Source Bestiary pg. 26 Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation. Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain’s peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas. Members Bastion Archon (Creature 20), Horned Archon (Creature 4), Hound Archon (Creature 4), Lantern Archon (Creature 1), Legion Archon (Creature 7), Shield Archon (Creature 10), Star Archon (Creature 19), Trumpet Archon (Creature 14), Wheel Archon (Creature 16) Archon Aesthetics While archons do not seek to gather or maintain wealth, they do appreciate beauty and art, and their domains are often decorated with valuable crafts and creative works. Their armor and weapons are similarly ornate, and they always clean and polish their gear after battle. Archons value order—and thus tidiness—in all things. Archon Divinities As with angels and azatas, the most powerful of archons are a caste of demigods known collectively as empyreal lords. Each archon empyreal lord is a unique and powerful creature that keeps a domain somewhere in Heaven and is worshipped on Material Plane worlds. Archon divinities serve a variety of goals and focus on different aspects of righteousness. Some, such as Zohls, hold influence over the pursuit of truth and determined investigations, while others, like Damerrich, the demigod of executions, emphasize the punishment of unrepentant wrongdoers and seek to obliterate evil in all its forms. Archon Evolutions When a spirit becomes an archon, they usually start as a lantern archon, the lowliest of archonkind. As they perform noble deeds and bolster their pureness of heart, an archon evolves into greater forms, possibly skipping stages or remaining in others for long spans of time, depending on their particular strengths and personality. Archon Locations While commonly found in Heaven, archons can also be encountered on the fiendish planes in their endless crusade against evil. On the Material Plane they are usually encountered as advisors or saviors to those in need. Armored Archons Always ready to defend others, most archons are never encountered out of their suits of armor. Even those who eschew armor, such as the bastion archon, tend to still appear as if they are wearing heavy protection against the scourge of battle. Heavenly Mountain Archons reside in Heaven, a plane that appears as a single massive mountain. Heaven is broken into seven tiers, with most archons occupying the second level and base of army operations, Proelera, or the sixth level, Iudica, the administrative heart of Heaven. Other Archons Many other archons than those presented here patrol Heaven or crusade in the fiendish planes, including the resolute hound archon soldiers and sentinels, and the supreme bastion archons, who rank among Heaven’s most powerful defenders. ",
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"creature_family": "Azata",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Azata](/MonsterFamilies.aspx?ID=10)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 30</row>\n\nAzatas are manifestations of freedom—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of the untamable wilds of Elysium, azatas are passionate and mercurial, but also fiercely loyal to those they hold dear. Azatas act quickly and directly against fiendish and otherworldly influences, but they tend to stay out of mortal affairs otherwise, allowing them the ultimate freedom to choose their own destiny. While all azatas cherish freedom, each type exemplifies a particular freedom above others. Many of their kind hold strange knightly and courtly titles that defy mortal classification and shift and change with time and on different occasions rather than following a strict hierarchy. This baffles [archon](/MonsterFamilies.aspx?ID=9) and other more lawful creatures who haven't had much contact with azatas. In actuality, the azatas use their titles as personal flourishes and points of pride, rather than as excuses to order each other around.\r\n\r\n<title level=\"2\">Members</title>\r\n[Aeolaeka (Stone Azata)](/Monsters.aspx?ID=2080) (Creature 12), [Bralani](/Monsters.aspx?ID=559) (Creature 6), [Gancanagh](/Monsters.aspx?ID=35) (Creature 4), [Ghaele](/Monsters.aspx?ID=37) (Creature 13), [Lillend](/Monsters.aspx?ID=36) (Creature 7), [Lyrakien](/Monsters.aspx?ID=34) (Creature 1), [Veranallia](/Monsters.aspx?ID=560) (Creature 20)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Azata Divinities</title>\r\n\r\nThe most powerful of all azatas belong to the cast of demigods known as empyreal lords. These lesser deities maintain many cults across many Material Plane worlds, and count among their kind such diverse demigods as Ashava, a protector of lost spirits and dancer in the moonlight; Black Butterfly, a mysterious agent of Desna and patron of the depths of outer space; and Sinashakti, joyful wanderer and deliverer of wisdom to vagabonds.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Azata Treasure</title>\r\n\r\nWhile azatas would like to think they are above material wealth, the truth is that most azatas adore finery and displays of beauty or grandeur. They might explain away bejeweled weapons as necessary tools against the forces of evil, or the wild array of jewelry and silks they wear as important diplomatic tools.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Azatas</title>\r\n\r\nThe wilds of Elysium play host to a wide array of azatas, the most varied and widespread of the celestials. From the four-eyed mothlike uinuja to the supernaturally verdant and beautiful veranallia, whose lower body is a wondrous garden of wildflowers and plant life, azatas are nothing if not diverse!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Wandering Azatas</title>\r\n\r\nWhile the idyllic realm of Elysium is the home plane of azatas, their overwhelming curiosity and natural wanderlust often lead them to travel far from this plane. On other planes, they can be seeking to right wrongs, looking for entertainment, or merely exploring to see the sights. More than a few azatas, taken by a whimsical urge to spread their sometimes unwelcome jocosity, see it as their duty to tease uptight or humorless mortal creatures.\r\n</aside>",
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||
"name": "Azata",
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"rarity": "common",
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 30</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAzatas are manifestations of freedom—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of …\r\n</summary>",
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"summary": "Azatas are manifestations of freedom—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of …",
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"summary_markdown": "Azatas are manifestations of freedom—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of …",
|
||
"text": " Azata Source Bestiary pg. 30 Azatas are manifestations of freedom—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of the untamable wilds of Elysium, azatas are passionate and mercurial, but also fiercely loyal to those they hold dear. Azatas act quickly and directly against fiendish and otherworldly influences, but they tend to stay out of mortal affairs otherwise, allowing them the ultimate freedom to choose their own destiny. While all azatas cherish freedom, each type exemplifies a particular freedom above others. Many of their kind hold strange knightly and courtly titles that defy mortal classification and shift and change with time and on different occasions rather than following a strict hierarchy. This baffles archon and other more lawful creatures who haven't had much contact with azatas. In actuality, the azatas use their titles as personal flourishes and points of pride, rather than as excuses to order each other around. Members Aeolaeka (Stone Azata) (Creature 12), Bralani (Creature 6), Gancanagh (Creature 4), Ghaele (Creature 13), Lillend (Creature 7), Lyrakien (Creature 1), Veranallia (Creature 20) Azata Divinities The most powerful of all azatas belong to the cast of demigods known as empyreal lords. These lesser deities maintain many cults across many Material Plane worlds, and count among their kind such diverse demigods as Ashava, a protector of lost spirits and dancer in the moonlight; Black Butterfly, a mysterious agent of Desna and patron of the depths of outer space; and Sinashakti, joyful wanderer and deliverer of wisdom to vagabonds. Azata Treasure While azatas would like to think they are above material wealth, the truth is that most azatas adore finery and displays of beauty or grandeur. They might explain away bejeweled weapons as necessary tools against the forces of evil, or the wild array of jewelry and silks they wear as important diplomatic tools. Other Azatas The wilds of Elysium play host to a wide array of azatas, the most varied and widespread of the celestials. From the four-eyed mothlike uinuja to the supernaturally verdant and beautiful veranallia, whose lower body is a wondrous garden of wildflowers and plant life, azatas are nothing if not diverse! Wandering Azatas While the idyllic realm of Elysium is the home plane of azatas, their overwhelming curiosity and natural wanderlust often lead them to travel far from this plane. On other planes, they can be seeking to right wrongs, looking for entertainment, or merely exploring to see the sights. More than a few azatas, taken by a whimsical urge to spread their sometimes unwelcome jocosity, see it as their duty to tease uptight or humorless mortal creatures. ",
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"category": "creature-family",
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"creature_family": "Barghest",
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"creature_family_markdown": "Barghest",
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"id": "creature-family-11",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Barghest](/MonsterFamilies.aspx?ID=11)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 36</row>\n\nBarghests are lupine fiends with goblinoid faces and humanoid hands. They stalk the Material Plane in search of souls to sate their demonic hunger. Eons ago, barghests dwelled in the pits of Hell and served Asmodeus, but after Lamashtu abducted and adopted the four most powerful of their kind to serve as pets (and in time, as a pantheon of hero-gods worshipped by evil goblins), barghests’ loyalties and philosophical nature changed significantly. Today, while barghests retain their connection to goblinoids, they serve none but their own appetites.\r\n\r\n<title level=\"2\">Members</title>\r\n[Barghest](/Monsters.aspx?ID=41) (Creature 4), [Greater Barghest](/Monsters.aspx?ID=43) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Barghest Cults</title>\r\n\r\nThe barghest hero-gods may be the only ones of their kind capable of granting spells to their clerics, but the idea of adoring worshippers appeals to all barghests. A barghest that completes its transformation into a greater barghest, and thus is no longer morbidly distracted by its hunger, often plays the role of a deity to ignorant groups of goblins or other monsters. To them, the fact that the barghest can’t grant spells is irrelevant—rather, their veneration is due the fact that worshipping the barghest is the best way to keep it from devouring the entire tribe.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Barghest Hero-Gods</title>\r\n\r\nThe four barghests stolen from Hell’s kennels by the deity Lamashtu were not the originals of their kind, but they were then and remain today the most powerful. Now they are denizens of the Abyss, dwelling in their own realm adjacent to Lamashtu’s domain, and are heavily worshipped by goblins across multiple worlds as “hero-gods.” These four barghests include Hadregash the slaver, Venkelvore the torturer, Zarongel the dog slayer, and Zogmugot the scavenger.\r\n</aside>",
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||
"name": "Barghest",
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||
"rarity": "common",
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||
"release_date": "2019-08-01",
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||
"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 36</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBarghests are lupine fiends with goblinoid faces and humanoid hands. They stalk the Material Plane in search of souls to sate their demonic hunger.\r\n</summary>",
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"summary": "Barghests are lupine fiends with goblinoid faces and humanoid hands. They stalk the Material Plane in search of souls to sate their demonic hunger.",
|
||
"summary_markdown": "Barghests are lupine fiends with goblinoid faces and humanoid hands. They stalk the Material Plane in search of souls to sate their demonic hunger.",
|
||
"text": " Barghest Source Bestiary pg. 36 Barghests are lupine fiends with goblinoid faces and humanoid hands. They stalk the Material Plane in search of souls to sate their demonic hunger. Eons ago, barghests dwelled in the pits of Hell and served Asmodeus, but after Lamashtu abducted and adopted the four most powerful of their kind to serve as pets (and in time, as a pantheon of hero-gods worshipped by evil goblins), barghests’ loyalties and philosophical nature changed significantly. Today, while barghests retain their connection to goblinoids, they serve none but their own appetites. Members Barghest (Creature 4), Greater Barghest (Creature 7) Barghest Cults The barghest hero-gods may be the only ones of their kind capable of granting spells to their clerics, but the idea of adoring worshippers appeals to all barghests. A barghest that completes its transformation into a greater barghest, and thus is no longer morbidly distracted by its hunger, often plays the role of a deity to ignorant groups of goblins or other monsters. To them, the fact that the barghest can’t grant spells is irrelevant—rather, their veneration is due the fact that worshipping the barghest is the best way to keep it from devouring the entire tribe. Barghest Hero-Gods The four barghests stolen from Hell’s kennels by the deity Lamashtu were not the originals of their kind, but they were then and remain today the most powerful. Now they are denizens of the Abyss, dwelling in their own realm adjacent to Lamashtu’s domain, and are heavily worshipped by goblins across multiple worlds as “hero-gods.” These four barghests include Hadregash the slaver, Venkelvore the torturer, Zarongel the dog slayer, and Zogmugot the scavenger. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Bat](/MonsterFamilies.aspx?ID=12)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 39</row>\n\nA wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers.\r\n\r\n<title level=\"2\">Members</title>\r\n[Albino Giant Bat](/Monsters.aspx?ID=2178) (Creature 5), [Giant Bat](/Monsters.aspx?ID=46) (Creature 2), [Vampire Bat Swarm](/Monsters.aspx?ID=45) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Bat Locations</title>\r\n\r\nVampire bat swarms roost in colonies wherever they can find shelter from weather, light, and predators, favoring caves, trees, and narrow gorges. Giant bats prefer to dwell in smaller numbers in deep caves, abandoned mines, or the attics of abandoned buildings. Even larger species dwell in the deeper regions of the Darklands, where they are often used as mounts, or even ritualistically slaughtered and then animated as specialized undead guardians of eerie underground cities and nations.\r\n</aside>",
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||
"name": "Bat",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 39</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and …\r\n</summary>",
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"summary": "A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and …",
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"summary_markdown": "A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and …",
|
||
"text": " Bat Source Bestiary pg. 39 A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers. Members Albino Giant Bat (Creature 5), Giant Bat (Creature 2), Vampire Bat Swarm (Creature 1) Bat Locations Vampire bat swarms roost in colonies wherever they can find shelter from weather, light, and predators, favoring caves, trees, and narrow gorges. Giant bats prefer to dwell in smaller numbers in deep caves, abandoned mines, or the attics of abandoned buildings. Even larger species dwell in the deeper regions of the Darklands, where they are often used as mounts, or even ritualistically slaughtered and then animated as specialized undead guardians of eerie underground cities and nations. ",
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"type": "Creature Family",
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"category": "creature-family",
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"creature_family": "Bear",
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"id": "creature-family-13",
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||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Bear](/MonsterFamilies.aspx?ID=13)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 40</row>\n\nBears are ferocious predators typically found in cold or temperate woodlands and hills. Many species of bear exist in addition to the two presented below, such as the smaller (but no less dangerous) black bear or the arctic-dwelling polar bear.\r\n\r\n<title level=\"2\">Members</title>\r\n[Black Bear](/Monsters.aspx?ID=566) (Creature 2), [Cave Bear](/Monsters.aspx?ID=48) (Creature 6), [Grizzly Bear](/Monsters.aspx?ID=47) (Creature 3), [Polar Bear](/Monsters.aspx?ID=567) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Bear Resources</title>\r\n\r\nA bear den can contain valuable treasures, such as the remains of less fortunate adventurers who stumbled into a hungry bear’s path. Bear furs themselves are valued as rugs, while their claws and fangs make for impressive jewelry or adornments for armor. Bear hide is an excellent resource for hide armor.\r\n</aside>",
|
||
"name": "Bear",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBears are ferocious predators typically found in cold or temperate woodlands and hills. Many species of bear exist in addition to the two presented …\r\n</summary>",
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"summary": "Bears are ferocious predators typically found in cold or temperate woodlands and hills. Many species of bear exist in addition to the two presented …",
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||
"summary_markdown": "Bears are ferocious predators typically found in cold or temperate woodlands and hills. Many species of bear exist in addition to the two presented …",
|
||
"text": " Bear Source Bestiary pg. 40 Bears are ferocious predators typically found in cold or temperate woodlands and hills. Many species of bear exist in addition to the two presented below, such as the smaller (but no less dangerous) black bear or the arctic-dwelling polar bear. Members Black Bear (Creature 2), Cave Bear (Creature 6), Grizzly Bear (Creature 3), Polar Bear (Creature 5) Bear Resources A bear den can contain valuable treasures, such as the remains of less fortunate adventurers who stumbled into a hungry bear’s path. Bear furs themselves are valued as rugs, while their claws and fangs make for impressive jewelry or adornments for armor. Bear hide is an excellent resource for hide armor. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=13",
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"creature_family": "Beetle",
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"id": "creature-family-14",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Beetle](/MonsterFamilies.aspx?ID=14)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 41</row>\n\nNot all beetles are harmless creatures that can be easily crushed underfoot. Oversized and ravenous giant beetles can be found throughout the temperate and tropical regions of the world. They are often benign creatures, though when threatened or roused, giant beetles are quite dangerous. Their powerful mandibles and tough exoskeletons make for a challenging combatant.\r\n\r\n<title level=\"2\">Members</title>\r\n[Flash Beetle](/Monsters.aspx?ID=49) (Creature -1), [Giant Stag Beetle](/Monsters.aspx?ID=50) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Beetle Species</title>\r\n\r\nNumerous other species of giant beetle exist in the wilds. Duergars train deep-dwelling beetles as mounts and guardians. Bombardier beetles can spew caustic acid as a potent attack. And the truly immense goliath beetles can devastate entire buildings or even castles with frightening ease. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Beetle Treasures</title>\r\n\r\nBeetles do not collect treasure, but the two light-producing organs of a flash beetle can be recovered from the creature and used for illumination-based chemical recipes, spell components, and magic item creation. \r\n</aside>",
|
||
"name": "Beetle",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 41</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNot all beetles are harmless creatures that can be easily crushed underfoot. Oversized and ravenous giant beetles can be found throughout the …\r\n</summary>",
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"summary": "Not all beetles are harmless creatures that can be easily crushed underfoot. Oversized and ravenous giant beetles can be found throughout the …",
|
||
"summary_markdown": "Not all beetles are harmless creatures that can be easily crushed underfoot. Oversized and ravenous giant beetles can be found throughout the …",
|
||
"text": " Beetle Source Bestiary pg. 41 Not all beetles are harmless creatures that can be easily crushed underfoot. Oversized and ravenous giant beetles can be found throughout the temperate and tropical regions of the world. They are often benign creatures, though when threatened or roused, giant beetles are quite dangerous. Their powerful mandibles and tough exoskeletons make for a challenging combatant. Members Flash Beetle (Creature -1), Giant Stag Beetle (Creature 4) Beetle Species Numerous other species of giant beetle exist in the wilds. Duergars train deep-dwelling beetles as mounts and guardians. Bombardier beetles can spew caustic acid as a potent attack. And the truly immense goliath beetles can devastate entire buildings or even castles with frightening ease. Beetle Treasures Beetles do not collect treasure, but the two light-producing organs of a flash beetle can be recovered from the creature and used for illumination-based chemical recipes, spell components, and magic item creation. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=14",
|
||
"weakness": {}
|
||
},
|
||
{
|
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Boar",
|
||
"creature_family_markdown": "Boar",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-15",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Boar](/MonsterFamilies.aspx?ID=15)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 43</row>\n\nWhile domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the lumbering, primeval beasts known as daeodons are less so. Voracious eaters, boars can ravage the countryside in which they live. Boars breed freely, and a pair of boars can rapidly grow to a large family. Boars are a particular nuisance to farmers, as they break into food stores and root through gardens to sate their hunger.\r\n\r\n<title level=\"2\">Members</title>\r\n[Boar](/Monsters.aspx?ID=52) (Creature 2), [Daeodon](/Monsters.aspx?ID=53) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Boar Locations</title>\r\n\r\nBoars can be found in almost any environment, from forests to deserts, warm or cold, including even high-altitude mountainous regions. They tend to prefer forests, marshes, and meadows. Daeodons are likewise found in such regions but generally prefer remote reaches far from civilization. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Boar Resources</title>\r\n\r\nA boar's carcass typically provides enough meat for 100 meals or more, as well as hide and bristles that can be used for crafting.\r\n</aside>",
|
||
"name": "Boar",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 43</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
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|
||
"Bestiary pg. 43"
|
||
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|
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|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 43</row>",
|
||
"speed": {},
|
||
"summary": "While domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the …",
|
||
"summary_markdown": "While domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the …",
|
||
"text": " Boar Source Bestiary pg. 43 While domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the lumbering, primeval beasts known as daeodons are less so. Voracious eaters, boars can ravage the countryside in which they live. Boars breed freely, and a pair of boars can rapidly grow to a large family. Boars are a particular nuisance to farmers, as they break into food stores and root through gardens to sate their hunger. Members Boar (Creature 2), Daeodon (Creature 4) Boar Locations Boars can be found in almost any environment, from forests to deserts, warm or cold, including even high-altitude mountainous regions. They tend to prefer forests, marshes, and meadows. Daeodons are likewise found in such regions but generally prefer remote reaches far from civilization. Boar Resources A boar's carcass typically provides enough meat for 100 meals or more, as well as hide and bristles that can be used for crafting. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=15",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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||
"category": "creature-family",
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||
"creature_family": "Boggard",
|
||
"creature_family_markdown": "Boggard",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-16",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Boggard](/MonsterFamilies.aspx?ID=16)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 44</row>\n\nBoggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare—everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.\r\n\r\n<title level=\"2\">Members</title>\r\n[Boggard Cultist](/Monsters.aspx?ID=2237) (Creature 8), [Boggard Scout](/Monsters.aspx?ID=54) (Creature 1), [Boggard Swampseer](/Monsters.aspx?ID=56) (Creature 3), [Boggard Warrior](/Monsters.aspx?ID=55) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Boggard Villages</title>\r\n\r\nBoggards prefer to dwell in swamplands and mires. Though they are at home in the water, they prefer to spend most of their lives on land, and build villages of mud huts. They often keep guardian beasts, such as [bloodseekers](/Monsters.aspx?ID=51), [crocodiles](/Monsters.aspx?ID=84), giant frogs, or other feral animals tamed (if only just barely) to serve as protectors.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Building With Shells</title>\r\n\r\nThe shell of a giant snapping turtle is over 20 feet long and is sturdy, naturally curved, and waterproof, making it a useful building material. While [boggards](/MonsterFamilies.aspx?ID=16) seldom have advanced construction techniques, they use giant snapping turtle shells as roofs and rafts when available. Boggards also incorporate smaller turtle shells into their armor.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Gogunta</title>\r\n\r\n[Gogunta](/Deities.aspx?ID=25) is the patron of the boggard people, many of whom worship her as their goddess.\r\n</aside>",
|
||
"name": "Boggard",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 44</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBoggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
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|
||
"Bestiary pg. 44"
|
||
],
|
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"source_category": "Rulebooks",
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||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 44</row>",
|
||
"speed": {},
|
||
"summary": "Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, …",
|
||
"summary_markdown": "Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, …",
|
||
"text": " Boggard Source Bestiary pg. 44 Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare—everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic. Members Boggard Cultist (Creature 8), Boggard Scout (Creature 1), Boggard Swampseer (Creature 3), Boggard Warrior (Creature 2) Boggard Villages Boggards prefer to dwell in swamplands and mires. Though they are at home in the water, they prefer to spend most of their lives on land, and build villages of mud huts. They often keep guardian beasts, such as bloodseekers, crocodiles, giant frogs, or other feral animals tamed (if only just barely) to serve as protectors. Building With Shells The shell of a giant snapping turtle is over 20 feet long and is sturdy, naturally curved, and waterproof, making it a useful building material. While boggards seldom have advanced construction techniques, they use giant snapping turtle shells as roofs and rafts when available. Boggards also incorporate smaller turtle shells into their armor. Gogunta Gogunta is the patron of the boggard people, many of whom worship her as their goddess. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=16",
|
||
"weakness": {}
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||
},
|
||
{
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||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Bugbear",
|
||
"creature_family_markdown": "Bugbear",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-17",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Bugbear](/MonsterFamilies.aspx?ID=17)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 47</row>\n\nThese stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bugbear Thug](/Monsters.aspx?ID=58) (Creature 2), [Bugbear Tormentor](/Monsters.aspx?ID=59) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Bugbear Lairs</title>\r\n\r\nBugbears live in small gangs that often prowl together, working as a group to sow torment. They keep their lairs in hard-to-find places deep in the forest or hills. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Bugbear Treasure</title>\r\n\r\nThough bugbears don't have much concern for treasure, they're prone to keeping gruesome trophies. Some might keep a leather cord strung with ears from their victims, while others collect severed fingers or noses. Bits of valuable jewelry can sometimes remain on these grisly prizes. \r\n</aside>",
|
||
"name": "Bugbear",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 47</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
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|
||
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||
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||
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|
||
"speed": {},
|
||
"summary": "These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet …",
|
||
"summary_markdown": "These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet …",
|
||
"text": " Bugbear Source Bestiary pg. 47 These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear. Members Bugbear Thug (Creature 2), Bugbear Tormentor (Creature 3) Bugbear Lairs Bugbears live in small gangs that often prowl together, working as a group to sow torment. They keep their lairs in hard-to-find places deep in the forest or hills. Bugbear Treasure Though bugbears don't have much concern for treasure, they're prone to keeping gruesome trophies. Some might keep a leather cord strung with ears from their victims, while others collect severed fingers or noses. Bits of valuable jewelry can sometimes remain on these grisly prizes. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=17",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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||
"category": "creature-family",
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||
"creature_family": "Caligni",
|
||
"creature_family_markdown": "Caligni",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-18",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Caligni](/MonsterFamilies.aspx?ID=18)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 50</row>\n\nCalignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural traditions and influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Some surface dwellers call the caligni “dark folk,” a term they dislike because it doesn’t reflect either their appearance or character, only their environment.\n\nEach individual in caligni society serves a specific role. At times, certain roles so rarely find suitable candidates that a community might only see a few individuals fill them in an entire generation.\r\n\r\n<title level=\"2\">Members</title>\r\n[Caligni Caller](/Monsters.aspx?ID=1088) (Creature 6), [Caligni Creeper](/Monsters.aspx?ID=65) (Creature 2), [Caligni Dancer](/Monsters.aspx?ID=64) (Creature 1), [Caligni Slayer](/Monsters.aspx?ID=577) (Creature 3), [Caligni Stalker](/Monsters.aspx?ID=66) (Creature 4), [Caligni Vanguard](/Monsters.aspx?ID=1087) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Caligni Faiths</title>\r\n\r\nSome calignis have abandoned their traditional faith in favor of more active deities; evil individuals favor [Norgorber](/Deities.aspx?ID=13) or [Zon-Kuthon](/Deities.aspx?ID=20), while the less malevolent might follow [Nocticula](/Deities.aspx?ID=45) or [Pharasma](/Deities.aspx?ID=14). Perhaps unexpectedly, [Desna](/Deities.aspx?ID=5) also has a small caligni following, particularly among those who frequently travel.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Caligni Treasure</title>\r\n\r\nMany calignis hide shiny baubles and trinkets beneath their dark rags, keeping them out of sight of their greedy kin. They also keep several doses of black smear poison on hand to incapacitate foes. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Caligni Legacy</title>\r\n\r\nThe calignis are descendants of humans who, millennia ago, fled underground to escape a devastating cataclysm and begged malevolent, shadowy demigods known only as the Forsaken for salvation. The Forsaken warped the refugees into tough survivors, but at a price: every caligni that dies combusts in a burst of energy that provides a scrap of soul energy to the Forsaken. The greatest irony of the caligni's bargain is that the Forsaken themselves mysteriously vanished long ago and no longer answer pleas or prayers. Today, caligni still burst into light upon death, but their soul energy no longer feeds a mysterious pantheon of shadowy divinities.\r\n</aside>",
|
||
"name": "Caligni",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 50</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCalignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows …\r\n</summary>",
|
||
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|
||
"Bestiary"
|
||
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|
||
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|
||
"Bestiary pg. 50"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 50</row>",
|
||
"speed": {},
|
||
"summary": "Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows …",
|
||
"summary_markdown": "Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows …",
|
||
"text": " Caligni Source Bestiary pg. 50 Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural traditions and influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Some surface dwellers call the caligni “dark folk,” a term they dislike because it doesn’t reflect either their appearance or character, only their environment. Each individual in caligni society serves a specific role. At times, certain roles so rarely find suitable candidates that a community might only see a few individuals fill them in an entire generation. Members Caligni Caller (Creature 6), Caligni Creeper (Creature 2), Caligni Dancer (Creature 1), Caligni Slayer (Creature 3), Caligni Stalker (Creature 4), Caligni Vanguard (Creature 5) Caligni Faiths Some calignis have abandoned their traditional faith in favor of more active deities; evil individuals favor Norgorber or Zon-Kuthon, while the less malevolent might follow Nocticula or Pharasma. Perhaps unexpectedly, Desna also has a small caligni following, particularly among those who frequently travel. Caligni Treasure Many calignis hide shiny baubles and trinkets beneath their dark rags, keeping them out of sight of their greedy kin. They also keep several doses of black smear poison on hand to incapacitate foes. The Caligni Legacy The calignis are descendants of humans who, millennia ago, fled underground to escape a devastating cataclysm and begged malevolent, shadowy demigods known only as the Forsaken for salvation. The Forsaken warped the refugees into tough survivors, but at a price: every caligni that dies combusts in a burst of energy that provides a scrap of soul energy to the Forsaken. The greatest irony of the caligni's bargain is that the Forsaken themselves mysteriously vanished long ago and no longer answer pleas or prayers. Today, caligni still burst into light upon death, but their soul energy no longer feeds a mysterious pantheon of shadowy divinities. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=18",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Cat",
|
||
"creature_family_markdown": "Cat",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-19",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Cat](/MonsterFamilies.aspx?ID=19)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 52</row>\n\nFew predators of the natural world can match the cat’s talent for stalking and stealth.\r\n\r\n<title level=\"2\">Members</title>\r\n[Leopard](/Monsters.aspx?ID=67) (Creature 2), [Lion](/Monsters.aspx?ID=68) (Creature 3), [Smilodon](/Monsters.aspx?ID=70) (Creature 6), [Tiger](/Monsters.aspx?ID=69) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Cat Locations</title>\r\n\r\nLeopards are exceptionally adaptable, able to survive in any grassland, forest, or jungle, and even the fringes of deserts.<br /> Lions live in grassy plains and savannas, although species adapted for temperate environs that dwell in mountains exist as well. Male mountain lions lack the mane of their somewhat larger grassland-dwelling kin, but are no less dangerous.<br /> While tigers are most common in forests, they also inhabit grasslands and savannas as long as vegetation is dense, and their dens are often found in caves.<br /> Smilodons live in wooded and grassland areas.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Domesticating Big Cats</title>\r\n\r\nWhile it's common practice to keep a house cat in the home to ward off unwanted rodents, keeping a big cat for a pet is a different matter entirely. Nevertheless, up-and-coming merchant lords, impetuous princes and princesses, and status-obsessed nobles have tried to do just that, often resulting only in terrified house staff and ruined upholstery. Many among the idle rich will gladly pay for the services of an unscrupulous druid or ranger who promises to help them achieve their dreams of an oversized feline friend, but the dire risks of such an endeavor are enough to dissuade even the greediest would-be animal trainers from even attempting the feat.\r\n</aside>",
|
||
"name": "Cat",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 52</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFew predators of the natural world can match the cat's talent for stalking and stealth .\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
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|
||
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|
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|
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||
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|
||
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|
||
"speed": {},
|
||
"summary": "Few predators of the natural world can match the cat's talent for stalking and stealth .",
|
||
"summary_markdown": "Few predators of the natural world can match the cat's talent for stalking and stealth .",
|
||
"text": " Cat Source Bestiary pg. 52 Few predators of the natural world can match the cat’s talent for stalking and stealth. Members Leopard (Creature 2), Lion (Creature 3), Smilodon (Creature 6), Tiger (Creature 4) Cat Locations Leopards are exceptionally adaptable, able to survive in any grassland, forest, or jungle, and even the fringes of deserts. Lions live in grassy plains and savannas, although species adapted for temperate environs that dwell in mountains exist as well. Male mountain lions lack the mane of their somewhat larger grassland-dwelling kin, but are no less dangerous. While tigers are most common in forests, they also inhabit grasslands and savannas as long as vegetation is dense, and their dens are often found in caves. Smilodons live in wooded and grassland areas. Domesticating Big Cats While it's common practice to keep a house cat in the home to ward off unwanted rodents, keeping a big cat for a pet is a different matter entirely. Nevertheless, up-and-coming merchant lords, impetuous princes and princesses, and status-obsessed nobles have tried to do just that, often resulting only in terrified house staff and ruined upholstery. Many among the idle rich will gladly pay for the services of an unscrupulous druid or ranger who promises to help them achieve their dreams of an oversized feline friend, but the dire risks of such an endeavor are enough to dissuade even the greediest would-be animal trainers from even attempting the feat. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=19",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Catfolk",
|
||
"creature_family_markdown": "Catfolk",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-20",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Catfolk](/MonsterFamilies.aspx?ID=20)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 54</row>\n\nLithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an unbridled curiosity. This latter characteristic leads many individual amurruns into trouble, yet this inquisitiveness is paired with a penchant for good fortune that offsets much of their self-induced peril. They accept the term “catfolk” as a name for their people with grace and a hint of amusement.\n\n Ever eager to explore and learn, catfolk have spread to other parts of the world from their native nations in the southern tropics, yet never in large groups. A lone catfolk can be found anywhere in the world, but it’s rare to find a settlement beyond their traditional national borders. This is due to their innate wanderlust and insatiable wonder. As many a catfolk might say, “I’ve lived with my people my whole life, but you? You’re new and different! There’s so much to learn from you!”\n\n Longstanding amurrun legends claim the catfolk were first created as guardians and were then charged with protecting the world from those sinister forces that exist at its fringes. Often, this charge manifests as a longstanding opposition to cultists of demon lords, archdevils, and other fiendish demigods. Many catfolk worship the spirits of creation, using serendipitous rituals to attract good fortune and banish ill luck in the spirits’ name, while others venerate their own small pantheon of divinities. Those who travel often find comfort in the worship of Desna, whose teachings closely match their own predilections.\n\n Catfolk adapt well to adventuring roles, and can be quite diverse in their areas of study and specialization. Those who follow the traditions of rangers and rogues are perhaps the most commonly encountered, but not overwhelmingly so. Their natural curiosity leads some catfolk to take up mystical arts, training as wizards or following a divine path to become clerics.\r\n\r\n<title level=\"2\">Members</title>\r\n[Catfolk Pouncer](/Monsters.aspx?ID=71) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Catfolk Nation</title>\r\n\r\nCatfolk claim to hail from a faroff nation called Murraseth in southern Garund. It is a nation rumored to hold a dark secret at its center, the details of which its discreet inhabitants do not willingly divulge to outsiders. Indeed, few adventurers from the Inner Sea region have managed to gain entrance to Murraseth, let alone discover any of its mysteries.\r\n</aside>",
|
||
"name": "Catfolk",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 54</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an …\r\n</summary>",
|
||
"source": [
|
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"Bestiary"
|
||
],
|
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"source_raw": [
|
||
"Bestiary pg. 54"
|
||
],
|
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"source_category": "Rulebooks",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 54</row>",
|
||
"speed": {},
|
||
"summary": "Lithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an …",
|
||
"summary_markdown": "Lithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an …",
|
||
"text": " Catfolk Source Bestiary pg. 54 Lithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an unbridled curiosity. This latter characteristic leads many individual amurruns into trouble, yet this inquisitiveness is paired with a penchant for good fortune that offsets much of their self-induced peril. They accept the term “catfolk” as a name for their people with grace and a hint of amusement. Ever eager to explore and learn, catfolk have spread to other parts of the world from their native nations in the southern tropics, yet never in large groups. A lone catfolk can be found anywhere in the world, but it’s rare to find a settlement beyond their traditional national borders. This is due to their innate wanderlust and insatiable wonder. As many a catfolk might say, “I’ve lived with my people my whole life, but you? You’re new and different! There’s so much to learn from you!” Longstanding amurrun legends claim the catfolk were first created as guardians and were then charged with protecting the world from those sinister forces that exist at its fringes. Often, this charge manifests as a longstanding opposition to cultists of demon lords, archdevils, and other fiendish demigods. Many catfolk worship the spirits of creation, using serendipitous rituals to attract good fortune and banish ill luck in the spirits’ name, while others venerate their own small pantheon of divinities. Those who travel often find comfort in the worship of Desna, whose teachings closely match their own predilections. Catfolk adapt well to adventuring roles, and can be quite diverse in their areas of study and specialization. Those who follow the traditions of rangers and rogues are perhaps the most commonly encountered, but not overwhelmingly so. Their natural curiosity leads some catfolk to take up mystical arts, training as wizards or following a divine path to become clerics. Members Catfolk Pouncer (Creature 1) The Catfolk Nation Catfolk claim to hail from a faroff nation called Murraseth in southern Garund. It is a nation rumored to hold a dark secret at its center, the details of which its discreet inhabitants do not willingly divulge to outsiders. Indeed, few adventurers from the Inner Sea region have managed to gain entrance to Murraseth, let alone discover any of its mysteries. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=20",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Cave Worm",
|
||
"creature_family_markdown": "Cave Worm",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-21",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Cave Worm](/MonsterFamilies.aspx?ID=21)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 56</row>\n\nCave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive colorations, these worms are ravenous and display overwhelming destructive capabilities. Cave worms of different colors and abilities lurk in the more remote corners of the world—tales speak of white worms that dwell within immense glaciers or icebergs and gray worms that burrow through the boneyards of long-forgotten ruins, to name a few.\r\n\r\n<title level=\"2\">Members</title>\r\n[Azure Worm](/Monsters.aspx?ID=74) (Creature 15), [Crimson Worm](/Monsters.aspx?ID=75) (Creature 18), [Purple Worm](/Monsters.aspx?ID=73) (Creature 13), [Shadow Worm](/Monsters.aspx?ID=2425) (Creature 20)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Belly of the Beast</title>\r\n\r\nThe adventure need not end simply because the party was ingloriously swallowed whole by a giant cave worm. Perhaps the PCs find an undigested item that helps them survive the inhospitable environ, or maybe the worm regurgitates them in a cavern far off from where they started. Whatever the specifics, you can easily draw from folklore and popular fiction to create your own \"belly of the worm\" adventure for heroes who wind up on the wrong side of the monster’s scales.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Cave Worm Guardians</title>\r\n\r\nCave worms are notoriously dim witted, driven primarily by purely animalistic needs to feed and reproduce. This hasn’t prevented attempts to use them as guardians for their lairs, if not to tame them. Magic can be used to maintain control over a worm, but gifted, patient, and brave animal trainers can condition cave worms to serve in all manner of roles, such as living siege engines, shocking methods of executing foes, or merely pets.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Notorious Worms</title>\r\n\r\nSome societies view the immense cave worms as natural disasters or incarnations of wrathful gods. Cave worms that have been active in a region often become part of that area’s local lore. For example, in the notorious Cinderlands of eastern Varisia, Shoanti have long told tales of Cindermaw, an immense crimson worm viewed by some as worthy of worship, and by others as the ultimate test of bravery.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Ravenous Tunnelers</title>\r\n\r\nCave worms are infamous for being nearly unstoppable and for swallowing their prey whole. A cave worm also ingests earth and minerals as it tunnels. The worm processes some of these minerals, resulting in its armored hide and toxic sting, while it leaves others behind—often including treasure or other valuables that incidentally serve to lure explorers into the worm’s proximity and, more often than not, its gullet. While not completely mindless, cave worms are difficult to train, and most attempts to domesticate them (in theory, a cave worm would make an excellent mining resource) result in disaster.\r\n</aside>",
|
||
"name": "Cave Worm",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 56</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 56"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 56</row>",
|
||
"speed": {},
|
||
"summary": "Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive …",
|
||
"summary_markdown": "Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive …",
|
||
"text": " Cave Worm Source Bestiary pg. 56 Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive colorations, these worms are ravenous and display overwhelming destructive capabilities. Cave worms of different colors and abilities lurk in the more remote corners of the world—tales speak of white worms that dwell within immense glaciers or icebergs and gray worms that burrow through the boneyards of long-forgotten ruins, to name a few. Members Azure Worm (Creature 15), Crimson Worm (Creature 18), Purple Worm (Creature 13), Shadow Worm (Creature 20) Belly of the Beast The adventure need not end simply because the party was ingloriously swallowed whole by a giant cave worm. Perhaps the PCs find an undigested item that helps them survive the inhospitable environ, or maybe the worm regurgitates them in a cavern far off from where they started. Whatever the specifics, you can easily draw from folklore and popular fiction to create your own \"belly of the worm\" adventure for heroes who wind up on the wrong side of the monster’s scales. Cave Worm Guardians Cave worms are notoriously dim witted, driven primarily by purely animalistic needs to feed and reproduce. This hasn’t prevented attempts to use them as guardians for their lairs, if not to tame them. Magic can be used to maintain control over a worm, but gifted, patient, and brave animal trainers can condition cave worms to serve in all manner of roles, such as living siege engines, shocking methods of executing foes, or merely pets. Notorious Worms Some societies view the immense cave worms as natural disasters or incarnations of wrathful gods. Cave worms that have been active in a region often become part of that area’s local lore. For example, in the notorious Cinderlands of eastern Varisia, Shoanti have long told tales of Cindermaw, an immense crimson worm viewed by some as worthy of worship, and by others as the ultimate test of bravery. Ravenous Tunnelers Cave worms are infamous for being nearly unstoppable and for swallowing their prey whole. A cave worm also ingests earth and minerals as it tunnels. The worm processes some of these minerals, resulting in its armored hide and toxic sting, while it leaves others behind—often including treasure or other valuables that incidentally serve to lure explorers into the worm’s proximity and, more often than not, its gullet. While not completely mindless, cave worms are difficult to train, and most attempts to domesticate them (in theory, a cave worm would make an excellent mining resource) result in disaster. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=21",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Centipede",
|
||
"creature_family_markdown": "Centipede",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-22",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Centipede](/MonsterFamilies.aspx?ID=22)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 61</row>\n\nHunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure.\r\n\r\n<title level=\"2\">Members</title>\r\n[Centipede Swarm](/Monsters.aspx?ID=78) (Creature 3), [Giant Centipede](/Monsters.aspx?ID=77) (Creature -1), [Giant Whiptail Centipede](/Monsters.aspx?ID=581) (Creature 3), [Titan Centipede](/Monsters.aspx?ID=582) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Centipede Species</title>\r\n\r\nCentipedes take nearly countless forms amid nearly every climate, with specific traits and abilities varying wildly between species. Tangled forests, arid deserts, foul sewers, deep caverns, and abandoned buildings are all common haunts for centipedes, from oversized specimens capable of taking down significant prey alone to carpets of frenzied vermin gathered into a dangerous swarm. Larger and more specialized centipedes than the two presented here exist, such as the sleek giant whiptail centipede or the immense titan centipede.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Massive Myriapods</title>\r\n\r\nAll centipedes prefer to eat carrion, gathering in numbers around large corpses or battlefields and jealously guarding their troves of flesh from any who would disturb them. Monstrous centipedes are also aggressive hunters and are particularly fond of devouring horses and similar creatures, often snatching a mount right out from under its rider. They are unusually stealthy for creatures of their size, making their swift strikes all the more frightening.\r\n</aside>",
|
||
"name": "Centipede",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 61</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 61"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 61</row>",
|
||
"speed": {},
|
||
"summary": "Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying …",
|
||
"summary_markdown": "Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying …",
|
||
"text": " Centipede Source Bestiary pg. 61 Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure. Members Centipede Swarm (Creature 3), Giant Centipede (Creature -1), Giant Whiptail Centipede (Creature 3), Titan Centipede (Creature 9) Centipede Species Centipedes take nearly countless forms amid nearly every climate, with specific traits and abilities varying wildly between species. Tangled forests, arid deserts, foul sewers, deep caverns, and abandoned buildings are all common haunts for centipedes, from oversized specimens capable of taking down significant prey alone to carpets of frenzied vermin gathered into a dangerous swarm. Larger and more specialized centipedes than the two presented here exist, such as the sleek giant whiptail centipede or the immense titan centipede. Massive Myriapods All centipedes prefer to eat carrion, gathering in numbers around large corpses or battlefields and jealously guarding their troves of flesh from any who would disturb them. Monstrous centipedes are also aggressive hunters and are particularly fond of devouring horses and similar creatures, often snatching a mount right out from under its rider. They are unusually stealthy for creatures of their size, making their swift strikes all the more frightening. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=22",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Changeling",
|
||
"creature_family_markdown": "Changeling",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-23",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Changeling](/MonsterFamilies.aspx?ID=23)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 62</row>\n\nChildren of hags, destined to become hags themselves, changelings face a life of conflict. Born of supernatural creatures who kill and consume the child’s father, changelings are deposited into their father’s society to be raised. These offspring appear to be members of their paternal ancestry, and changelings have been found among dwarves, gnomes, orcs, goblins, and numerous others, but human-ancestry changelings are by far the most common. Within the normal range for their ancestry, changelings tend toward slighter builds, darker hair, and pale complexions, though their most common feature is a nearly universal heterochromia, leading to widespread superstition about individuals with differently colored eyes.\n\n As changelings come of age, they sometimes manifest abilities granted by their hag heritage. Some gain the ability to see in the dark, some grow fingernails long and hard enough to serve as claws, and others gain even stranger abilities specific to their hag mother. For instance, dream mays, the children of night hags or their cousins the dreamthief hags, can gain an enhanced ability to resist the magic of dreams and sleep. Other types of changelings include slag mays, the children of annis hags; callow mays, the children of green hags; brine mays, the children of sea hags; and others for each type of hag. As beings infused with supernatural power, changelings find themselves able to command various traditions of magic, with many drawn to either the occult magic common among hags or primal magic.\n\n At roughly the same time in their lives, many changelings— women in particular—begin to hear the Call, a psychic urging from their hag mother luring them away from the communities that raised them. If followed, the Call eventually leads the changeling to the hag’s coven, where they are subjected to terrible rituals that twist them into hags themselves. Some changelings, especially those who have strong social bonds or embrace druidic traditions, are able to resist this Call and continue on with their mortal lives. The fact that the Call disproportionately targets female changelings has led to a widespread misunderstanding that all changelings are female, while in fact male changelings are simply assumed to be members of their paternal ancestry.\r\n\r\n<title level=\"2\">Members</title>\r\n[Changeling Exile](/Monsters.aspx?ID=79) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Changeling Exiles</title>\r\n\r\nChangelings who resist the Call and abandon the society that raised them become exiles like the one presented on this page—creatures who live solitary lives in the wild and are often driven to desperate measures to survive, taking up the lifestyles of highway bandits or risk-taking wilderness guides.\r\n</aside>",
|
||
"name": "Changeling",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 62</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nChildren of hags, destined to become hags themselves, changelings face a life of conflict. Born of supernatural creatures who kill and consume the …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 62"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 62</row>",
|
||
"speed": {},
|
||
"summary": "Children of hags, destined to become hags themselves, changelings face a life of conflict. Born of supernatural creatures who kill and consume the …",
|
||
"summary_markdown": "Children of hags, destined to become hags themselves, changelings face a life of conflict. Born of supernatural creatures who kill and consume the …",
|
||
"text": " Changeling Source Bestiary pg. 62 Children of hags, destined to become hags themselves, changelings face a life of conflict. Born of supernatural creatures who kill and consume the child’s father, changelings are deposited into their father’s society to be raised. These offspring appear to be members of their paternal ancestry, and changelings have been found among dwarves, gnomes, orcs, goblins, and numerous others, but human-ancestry changelings are by far the most common. Within the normal range for their ancestry, changelings tend toward slighter builds, darker hair, and pale complexions, though their most common feature is a nearly universal heterochromia, leading to widespread superstition about individuals with differently colored eyes. As changelings come of age, they sometimes manifest abilities granted by their hag heritage. Some gain the ability to see in the dark, some grow fingernails long and hard enough to serve as claws, and others gain even stranger abilities specific to their hag mother. For instance, dream mays, the children of night hags or their cousins the dreamthief hags, can gain an enhanced ability to resist the magic of dreams and sleep. Other types of changelings include slag mays, the children of annis hags; callow mays, the children of green hags; brine mays, the children of sea hags; and others for each type of hag. As beings infused with supernatural power, changelings find themselves able to command various traditions of magic, with many drawn to either the occult magic common among hags or primal magic. At roughly the same time in their lives, many changelings— women in particular—begin to hear the Call, a psychic urging from their hag mother luring them away from the communities that raised them. If followed, the Call eventually leads the changeling to the hag’s coven, where they are subjected to terrible rituals that twist them into hags themselves. Some changelings, especially those who have strong social bonds or embrace druidic traditions, are able to resist this Call and continue on with their mortal lives. The fact that the Call disproportionately targets female changelings has led to a widespread misunderstanding that all changelings are female, while in fact male changelings are simply assumed to be members of their paternal ancestry. Members Changeling Exile (Creature 3) Changeling Exiles Changelings who resist the Call and abandon the society that raised them become exiles like the one presented on this page—creatures who live solitary lives in the wild and are often driven to desperate measures to survive, taking up the lifestyles of highway bandits or risk-taking wilderness guides. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=23",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Crocodile",
|
||
"creature_family_markdown": "Crocodile",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-24",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Crocodile](/MonsterFamilies.aspx?ID=24)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 67</row>\n\nPowerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands.\r\n\r\n<title level=\"2\">Members</title>\r\n[Crocodile](/Monsters.aspx?ID=84) (Creature 2), [Deinosuchus](/Monsters.aspx?ID=85) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Crocodile Locations</title>\r\n\r\nCrocodiles often live in warm, tropical areas, either in fresh or salt water. Alligators are found in more varied climates, but only in fresh water. Deinosuchuses, particularly the largest and most dangerous of their kind, prefer estuaries, bays, or other brackish bodies of water connected to both river and sea.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Crocodile Resources</title>\r\n\r\nA crocodile’s skin can be used as leather, and its meat is chewy and mild, though even a large crocodile doesn’t usually yield more than 50 pounds of usable meat.\r\n</aside>",
|
||
"name": "Crocodile",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 67</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPowerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands .\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 67"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 67</row>",
|
||
"speed": {},
|
||
"summary": "Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands .",
|
||
"summary_markdown": "Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands .",
|
||
"text": " Crocodile Source Bestiary pg. 67 Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands. Members Crocodile (Creature 2), Deinosuchus (Creature 9) Crocodile Locations Crocodiles often live in warm, tropical areas, either in fresh or salt water. Alligators are found in more varied climates, but only in fresh water. Deinosuchuses, particularly the largest and most dangerous of their kind, prefer estuaries, bays, or other brackish bodies of water connected to both river and sea. Crocodile Resources A crocodile’s skin can be used as leather, and its meat is chewy and mild, though even a large crocodile doesn’t usually yield more than 50 pounds of usable meat. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=24",
|
||
"weakness": {}
|
||
},
|
||
{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Cyclops",
|
||
"creature_family_markdown": "Cyclops",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-25",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Cyclops](/MonsterFamilies.aspx?ID=25)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 68</row>\n\nThe cyclopes are violent giants with a tragic past. Although they possess only one eye, they could once see far more than most, possessing occult wisdom and divinatory magic that gave them the mystic ability of foresight. But their legendary oracular powers failed to prevent the fall of their society, and the vast kingdoms of the cyclops long ago collapsed into ruin. Today, cyclopes have forgotten much of what they once knew, and they skulk among the crumbling remains of their fallen cities like forgotten kings and queens gone mad.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cyclops](/Monsters.aspx?ID=86) (Creature 5), [Great Cyclops](/Monsters.aspx?ID=87) (Creature 12)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Cyclops Seers</title>\r\n\r\nGreat cyclopes are traditionally violent creatures, but some retain fragments of the old ways that lull them into periods of calm. During such times, they can be incredible sources of information, but one must take care to be well away from the great cyclops’s lair before its bestial rage wakens once more.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Lost Civilizations</title>\r\n\r\nCyclopes dwell in or near the remains of their lost civilizations—notably Ghol-Gan in Garund, Koloran in northwestern Casmaron, and various kingdoms in Iblydos. Ruins of Ghol-Gan still dot the archipelago of the Shackles, and untold numbers of treasures belonging to the ancient cyclops empire still await discovery. Pirates and treasure hunters regularly conduct expeditions in search of lost Ghol-Gani relics, but many of these voyages never return. Among those that do, survivors speak of terrible curses, gruesome traps, and one-eyed undead guardians.\r\n</aside>",
|
||
"name": "Cyclops",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 68</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe cyclopes are violent giants with a tragic past. Although they possess only one eye, they could once see far more than most, possessing occult …\r\n</summary>",
|
||
"source": [
|
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"Bestiary"
|
||
],
|
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"source_raw": [
|
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"Bestiary pg. 68"
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|
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"source_category": "Rulebooks",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 68</row>",
|
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"speed": {},
|
||
"summary": "The cyclopes are violent giants with a tragic past. Although they possess only one eye, they could once see far more than most, possessing occult …",
|
||
"summary_markdown": "The cyclopes are violent giants with a tragic past. Although they possess only one eye, they could once see far more than most, possessing occult …",
|
||
"text": " Cyclops Source Bestiary pg. 68 The cyclopes are violent giants with a tragic past. Although they possess only one eye, they could once see far more than most, possessing occult wisdom and divinatory magic that gave them the mystic ability of foresight. But their legendary oracular powers failed to prevent the fall of their society, and the vast kingdoms of the cyclops long ago collapsed into ruin. Today, cyclopes have forgotten much of what they once knew, and they skulk among the crumbling remains of their fallen cities like forgotten kings and queens gone mad. Members Cyclops (Creature 5), Great Cyclops (Creature 12) Cyclops Seers Great cyclopes are traditionally violent creatures, but some retain fragments of the old ways that lull them into periods of calm. During such times, they can be incredible sources of information, but one must take care to be well away from the great cyclops’s lair before its bestial rage wakens once more. Lost Civilizations Cyclopes dwell in or near the remains of their lost civilizations—notably Ghol-Gan in Garund, Koloran in northwestern Casmaron, and various kingdoms in Iblydos. Ruins of Ghol-Gan still dot the archipelago of the Shackles, and untold numbers of treasures belonging to the ancient cyclops empire still await discovery. Pirates and treasure hunters regularly conduct expeditions in search of lost Ghol-Gani relics, but many of these voyages never return. Among those that do, survivors speak of terrible curses, gruesome traps, and one-eyed undead guardians. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=25",
|
||
"weakness": {}
|
||
},
|
||
{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
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||
"creature_family": "Daemon",
|
||
"creature_family_markdown": "Daemon",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-26",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Daemon](/MonsterFamilies.aspx?ID=26)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 70</row>\n\nDenizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.\n\n While those who summon daemons to the Material Plane usually seek to use the creatures’ destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals’ fear.\n\n While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods—not least of which is the cacodaemons’ soul gems—to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual “resource.”\r\n\r\n<title level=\"2\">Members</title>\r\n[Agradaemon](/Monsters.aspx?ID=1018) (Creature 19), [Astradaemon](/Monsters.aspx?ID=91) (Creature 16), [Cacodaemon](/Monsters.aspx?ID=88) (Creature 1), [Ceustodaemon](/Monsters.aspx?ID=89) (Creature 6), [Crucidaemon](/Monsters.aspx?ID=479) (Creature 15), [Derghodaemon](/Monsters.aspx?ID=594) (Creature 12), [Leukodaemon](/Monsters.aspx?ID=90) (Creature 9), [Meladaemon](/Monsters.aspx?ID=593) (Creature 11), [Olethrodaemon](/Monsters.aspx?ID=597) (Creature 20), [Piscodaemon](/Monsters.aspx?ID=592) (Creature 10), [Purrodaemon](/Monsters.aspx?ID=596) (Creature 18), [Sordesdaemon](/Monsters.aspx?ID=1017) (Creature 15), [Thanadaemon](/Monsters.aspx?ID=595) (Creature 13)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Abaddon</title>\r\n\r\nDaemons hail from [Abaddon](/Planes.aspx?ID=12), a plane of pure evil for only the most corrupt souls. If [Hell](/Planes.aspx?ID=18) is a realm of torture and systematic depravity, Abaddon is its twisted cousin—a place where one can find only misery and despair in ample quantities, with neither the strictures of Hell nor the chaotic freedom of the [Abyss](/Planes.aspx?ID=13). For evildoers who seek simply to inflict their wickedness on others, Abaddon is a rich hunting ground where one can revel in turpitude, though visitors be forewarned: the competition is fierce.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Daemon Harbingers</title>\r\n\r\nThe four Horsemen are the most powerful of the daemonic demigods, but they are only four of many. Far more daemonic harbingers dwell on [Abaddon](/Planes.aspx?ID=12), each a unique and powerful demigod in their own right that enjoys sweeping influence among daemonkind. Jacarkas the Collector (ruler of the slave city of Awaiting Consumption), Vorasha the Ophidian (consort to the Horseman of Famine), and Zelishkar the Bitter Flame (patron to arsonists and agent of the Horseman of War) are but three of the dozens of harbingers who rule realms in Abaddon.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Daemonic Deacons</title>\r\n\r\nEach of the four Horsemen is served by a specific category of servitor daemons known as deacons. [Leukodaemons](/Traits.aspx?ID=213) serve as deacons to the [Horseman of Pestilence](/Deities.aspx?ID=134). [Meladaemons](/Traits.aspx?ID=213) serve as deacons to the [Horseman of Famine](/Deities.aspx?ID=137) <%END>, while [thanadaemons](/Traits.aspx?ID=213) serve as deacons to the [Horseman of Death](/Deities.aspx?ID=135). [Purrodaemons](/Traits.aspx?ID=213) are currently the most powerful of the deacons, and serve the [Horseman of War](/Deities.aspx?ID=136)—yet over time, which category of deacon is the most powerful can wax and wane.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Daemonic Divinities</title>\r\n\r\nNumerous powerful and unique daemon demigods, known collectively as harbingers, rule over swaths of Abaddon. Above these demigods, though, are entities of even greater power—the four Horsemen of the Apocalypse. As the eons go on, the names and identities of specific horsemen change. Currently, they consist of [Apollyon](/Deities.aspx?ID=134) (Horseman of Pestilence), [Charon](/Deities.aspx?ID=135) (Horseman of Death), [Szuriel](/Deities.aspx?ID=136) (Horseman of War), and [Trelmarixian](/Deities.aspx?ID=137) (Horseman of Famine). Of these, only Charon has never fallen to an upstart. Some hold that a “Fifth Horseman” once ruled over the other four, while others maintain that the eternally eclipsed sun in the skies above Abaddon is all that remains of this long-dead god.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Daemons</title>\r\n\r\nAs many daemons exist as there are awful ways to die. The bloody sangudaemon personifies death by blood loss, while the skeletal thanadaemon represents death from old age. The most powerful daemons are the olethrodaemons, who represent the massive deaths caused by apocalypses and the end of entire worlds.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Soul Gems as Gear</title>\r\n\r\nDaemons often carry soul gems either as trophies or for powering an ability. [Cacodaemons](/Monsters.aspx?ID=88) are the most common source for soul gems, but they can also be created by spells like [_bind soul_](/Spells.aspx?ID=21). If a daemon crushes a soul gem to power an ability, the trapped soul is released into the afterlife and can be resurrected normally.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Soul Gems as Treasure</title>\r\n\r\nSoul gems are traded in illicit markets, a tradition celestials and psychopomps alike find vile. Soul gems' value varies, but is generally worth an amount relative to the level of a gem's captive soul.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Daemonic Paradox</title>\r\n\r\nDaemons embody a fundamental paradox—while they are incarnations of death and seek to devour all that lives, they are themselves living creatures. Some speak of a glorious end time after which reality will finally be free of the contagion that is life itself. Most daemons give no thought to this paradox.\r\n</aside>",
|
||
"name": "Daemon",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 70</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDenizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the …\r\n</summary>",
|
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"source": [
|
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|
||
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|
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|
||
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|
||
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|
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"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 70</row>",
|
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"speed": {},
|
||
"summary": "Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the …",
|
||
"summary_markdown": "Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the …",
|
||
"text": " Daemon Source Bestiary pg. 70 Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion. While those who summon daemons to the Material Plane usually seek to use the creatures’ destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals’ fear. While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods—not least of which is the cacodaemons’ soul gems—to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual “resource.” Members Agradaemon (Creature 19), Astradaemon (Creature 16), Cacodaemon (Creature 1), Ceustodaemon (Creature 6), Crucidaemon (Creature 15), Derghodaemon (Creature 12), Leukodaemon (Creature 9), Meladaemon (Creature 11), Olethrodaemon (Creature 20), Piscodaemon (Creature 10), Purrodaemon (Creature 18), Sordesdaemon (Creature 15), Thanadaemon (Creature 13) Abaddon Daemons hail from Abaddon, a plane of pure evil for only the most corrupt souls. If Hell is a realm of torture and systematic depravity, Abaddon is its twisted cousin—a place where one can find only misery and despair in ample quantities, with neither the strictures of Hell nor the chaotic freedom of the Abyss. For evildoers who seek simply to inflict their wickedness on others, Abaddon is a rich hunting ground where one can revel in turpitude, though visitors be forewarned: the competition is fierce. Daemon Harbingers The four Horsemen are the most powerful of the daemonic demigods, but they are only four of many. Far more daemonic harbingers dwell on Abaddon, each a unique and powerful demigod in their own right that enjoys sweeping influence among daemonkind. Jacarkas the Collector (ruler of the slave city of Awaiting Consumption), Vorasha the Ophidian (consort to the Horseman of Famine), and Zelishkar the Bitter Flame (patron to arsonists and agent of the Horseman of War) are but three of the dozens of harbingers who rule realms in Abaddon. Daemonic Deacons Each of the four Horsemen is served by a specific category of servitor daemons known as deacons. Leukodaemons serve as deacons to the Horseman of Pestilence. Meladaemons serve as deacons to the Horseman of Famine <%END>, while thanadaemons serve as deacons to the Horseman of Death. Purrodaemons are currently the most powerful of the deacons, and serve the Horseman of War—yet over time, which category of deacon is the most powerful can wax and wane. Daemonic Divinities Numerous powerful and unique daemon demigods, known collectively as harbingers, rule over swaths of Abaddon. Above these demigods, though, are entities of even greater power—the four Horsemen of the Apocalypse. As the eons go on, the names and identities of specific horsemen change. Currently, they consist of Apollyon (Horseman of Pestilence), Charon (Horseman of Death), Szuriel (Horseman of War), and Trelmarixian (Horseman of Famine). Of these, only Charon has never fallen to an upstart. Some hold that a “Fifth Horseman” once ruled over the other four, while others maintain that the eternally eclipsed sun in the skies above Abaddon is all that remains of this long-dead god. Other Daemons As many daemons exist as there are awful ways to die. The bloody sangudaemon personifies death by blood loss, while the skeletal thanadaemon represents death from old age. The most powerful daemons are the olethrodaemons, who represent the massive deaths caused by apocalypses and the end of entire worlds. Soul Gems as Gear Daemons often carry soul gems either as trophies or for powering an ability. Cacodaemons are the most common source for soul gems, but they can also be created by spells like bind soul . If a daemon crushes a soul gem to power an ability, the trapped soul is released into the afterlife and can be resurrected normally. Soul Gems as Treasure Soul gems are traded in illicit markets, a tradition celestials and psychopomps alike find vile. Soul gems' value varies, but is generally worth an amount relative to the level of a gem's captive soul. The Daemonic Paradox Daemons embody a fundamental paradox—while they are incarnations of death and seek to devour all that lives, they are themselves living creatures. Some speak of a glorious end time after which reality will finally be free of the contagion that is life itself. Most daemons give no thought to this paradox. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=26",
|
||
"weakness": {}
|
||
},
|
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{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Deep Gnome",
|
||
"creature_family_markdown": "Deep Gnome",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-27",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Deep Gnome](/MonsterFamilies.aspx?ID=27)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 74</row>\n\nThese distant cousins to gnomes are reclusive, underground dwellers. Svirfneblins, as deep gnomes call themselves, have skin the color of gray or brown stone. While deep gnome males are bald, women have thin, pale-gray hair, and all have the large, expressive eyes typical among all gnomes. A deep gnome is 3 feet tall and weighs approximately 65 pounds. Deep gnomes rarely interact with those outside of their small cavern communities, and they are slow to trust outsiders, sometimes keeping them imprisoned for years simply to prevent them from informing others of the deep gnome settlement.\n\n The first deep gnomes rose in the underground world some time after their early gnome ancestors migrated from the First World to Golarion. A group of these migrants elected to settle underground instead of on the surface, and it was from these gnomes that the svirfneblin came to be. Some believe the gnomes chose the Darklands as their home to watch for and stop any evil fey who might infiltrate the underground region, but much like the exact reasons for the gnomes' relocation, their motivation has been lost to time. Thousands of years of living in subterranean caverns with little to no light transformed the physical characteristics of the gnomes living there into those of the deep gnome of today.\n\n Though deep gnomes may seem dour and recalcitrant at first glance, they retain the fey blood of their ancestors. In fact, deep gnomes are sometimes more emotionally erratic than their gnome cousins, lashing out violently at what seems like the smallest provocation. Such an explosion is often followed by an extended period of quiet brooding. Despite this, deep gnome communities are close-knit, as each citizen knows when to give the others the space they require to process their feelings.\n\n Many deep gnome settlements have clashed with nearby [duergar](/MonsterFamilies.aspx?ID=38) communities for myriad reasons: resources, territory, and even religion and morality. Over the centuries, some of these disputes have evolved into full wars, with many lives lost on both sides. Neither deep gnomes nor duergars are particularly proud of these conflicts, but both insist they were in the right each time. The ferocity with which most duergars fight has left a deep impression on the psyches of some deep gnome communities, leading them to distrust all dwarves and dwarf-like ancestries even more than other strangers. This can result in non-duergar dwarves being driven off from deep gnome cities before being able to explain themselves. A dwarf and even those traveling with a dwarf require patience and tenacity when attempting to deal with deep gnomes holding such views. Svirfneblins value crafting and many decorate their cavernous homes with paintings on the walls, often incorporating the rock in clever ways. They also value crystals and gems, making jewelry and beads that they string through their hair.\r\n\r\n<title level=\"2\">Members</title>\r\n[Deep Gnome Rockwarden](/Monsters.aspx?ID=96) (Creature 5), [Deep Gnome Scout](/Monsters.aspx?ID=93) (Creature 1), [Deep Gnome Warrior](/Monsters.aspx?ID=94) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Deep Gnome Faith</title>\r\n\r\nWhile most deep gnomes aren’t particularly religious, they respect the spirits of nature, especially those found within earth and stone. Most deep gnome druids, known as “rockwardens,” learn Terran, the language of the Plane of Earth, in order to speak with these forces, and some can even entreat with earth elementals. The handful of deep gnome communities of faith tend to worship neutral deities, such as Gozreh, Nethys, Pharasma, and the gnomish goddess Nivi Rhombodazzle. In such areas, a small church to the worshipped god is erected in the center of town and is open to the public around the clock, allowing the deep gnomes to worship as they see fit.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Few Friends Below</title>\r\n\r\nMost who dwell in the Darklands are sinister and cruel. While deep gnomes are not, those who seek their aid should remember that they don’t welcome strangers with open arms. In the brutal Darklands, such traits are seized upon by its denizens and treated as much as weaknesses as they are strengths.\r\n</aside>",
|
||
"name": "Deep Gnome",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 74</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese distant cousins to gnomes are reclusive, underground dwellers. Svirfneblins, as deep gnomes call themselves, have skin the color of gray or …\r\n</summary>",
|
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|
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"summary": "These distant cousins to gnomes are reclusive, underground dwellers. Svirfneblins, as deep gnomes call themselves, have skin the color of gray or …",
|
||
"summary_markdown": "These distant cousins to gnomes are reclusive, underground dwellers. Svirfneblins, as deep gnomes call themselves, have skin the color of gray or …",
|
||
"text": " Deep Gnome Source Bestiary pg. 74 These distant cousins to gnomes are reclusive, underground dwellers. Svirfneblins, as deep gnomes call themselves, have skin the color of gray or brown stone. While deep gnome males are bald, women have thin, pale-gray hair, and all have the large, expressive eyes typical among all gnomes. A deep gnome is 3 feet tall and weighs approximately 65 pounds. Deep gnomes rarely interact with those outside of their small cavern communities, and they are slow to trust outsiders, sometimes keeping them imprisoned for years simply to prevent them from informing others of the deep gnome settlement. The first deep gnomes rose in the underground world some time after their early gnome ancestors migrated from the First World to Golarion. A group of these migrants elected to settle underground instead of on the surface, and it was from these gnomes that the svirfneblin came to be. Some believe the gnomes chose the Darklands as their home to watch for and stop any evil fey who might infiltrate the underground region, but much like the exact reasons for the gnomes' relocation, their motivation has been lost to time. Thousands of years of living in subterranean caverns with little to no light transformed the physical characteristics of the gnomes living there into those of the deep gnome of today. Though deep gnomes may seem dour and recalcitrant at first glance, they retain the fey blood of their ancestors. In fact, deep gnomes are sometimes more emotionally erratic than their gnome cousins, lashing out violently at what seems like the smallest provocation. Such an explosion is often followed by an extended period of quiet brooding. Despite this, deep gnome communities are close-knit, as each citizen knows when to give the others the space they require to process their feelings. Many deep gnome settlements have clashed with nearby duergar communities for myriad reasons: resources, territory, and even religion and morality. Over the centuries, some of these disputes have evolved into full wars, with many lives lost on both sides. Neither deep gnomes nor duergars are particularly proud of these conflicts, but both insist they were in the right each time. The ferocity with which most duergars fight has left a deep impression on the psyches of some deep gnome communities, leading them to distrust all dwarves and dwarf-like ancestries even more than other strangers. This can result in non-duergar dwarves being driven off from deep gnome cities before being able to explain themselves. A dwarf and even those traveling with a dwarf require patience and tenacity when attempting to deal with deep gnomes holding such views. Svirfneblins value crafting and many decorate their cavernous homes with paintings on the walls, often incorporating the rock in clever ways. They also value crystals and gems, making jewelry and beads that they string through their hair. Members Deep Gnome Rockwarden (Creature 5), Deep Gnome Scout (Creature 1), Deep Gnome Warrior (Creature 2) Deep Gnome Faith While most deep gnomes aren’t particularly religious, they respect the spirits of nature, especially those found within earth and stone. Most deep gnome druids, known as “rockwardens,” learn Terran, the language of the Plane of Earth, in order to speak with these forces, and some can even entreat with earth elementals. The handful of deep gnome communities of faith tend to worship neutral deities, such as Gozreh, Nethys, Pharasma, and the gnomish goddess Nivi Rhombodazzle. In such areas, a small church to the worshipped god is erected in the center of town and is open to the public around the clock, allowing the deep gnomes to worship as they see fit. Few Friends Below Most who dwell in the Darklands are sinister and cruel. While deep gnomes are not, those who seek their aid should remember that they don’t welcome strangers with open arms. In the brutal Darklands, such traits are seized upon by its denizens and treated as much as weaknesses as they are strengths. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Demon](/MonsterFamilies.aspx?ID=28)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 76</row>\n\nWhen a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more “specialized” depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon’s driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.\r\n\r\n<title level=\"2\">Members</title>\r\n[Abrikandilu](/Monsters.aspx?ID=499) (Creature 4), [Abrikandilu](/Monsters.aspx?ID=1110) (Creature 4), [Babau](/Monsters.aspx?ID=598) (Creature 6), [Balor](/Monsters.aspx?ID=104) (Creature 20), [Brimorak](/Monsters.aspx?ID=1111) (Creature 5), [Dretch](/Monsters.aspx?ID=1109) (Creature 2), [Ghalzarokh](/Monsters.aspx?ID=2523) (Creature 15), [Glabrezu](/Monsters.aspx?ID=101) (Creature 13), [Hezrou](/Monsters.aspx?ID=601) (Creature 11), [Invidiak](/Monsters.aspx?ID=599) (Creature 7), [Kalavakus](/Monsters.aspx?ID=455) (Creature 10), [Katpaskir](/Monsters.aspx?ID=2524) (Creature 18), [Kithangian](/Monsters.aspx?ID=2457) (Creature 9), [Marilith](/Monsters.aspx?ID=103) (Creature 17), [Nabasu](/Monsters.aspx?ID=600) (Creature 8), [Nalfeshnee](/Monsters.aspx?ID=481) (Creature 14), [Nalfeshnee](/Monsters.aspx?ID=602) (Creature 14), [Omox](/Monsters.aspx?ID=1112) (Creature 12), [Quasit](/Monsters.aspx?ID=97) (Creature 1), [Roru](/Monsters.aspx?ID=1774) (Creature 7), [Shemhazian](/Monsters.aspx?ID=102) (Creature 16), [Succubus](/Monsters.aspx?ID=98) (Creature 7), [Urglid (Grave Demon)](/Monsters.aspx?ID=2153) (Creature 13), [Vavakia](/Monsters.aspx?ID=976) (Creature 18), [Vermlek](/Monsters.aspx?ID=500) (Creature 3), [Vrock](/Monsters.aspx?ID=100) (Creature 9), [Vrolikai](/Monsters.aspx?ID=603) (Creature 19)\r\n\r\n<title level=\"2\">Group Families</title>\r\n[Demon Throng](/MonsterFamilies.aspx?ID=337)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Abyssal Newcomers</title>\r\n\r\nThough now the most plentiful fiends of the [Abyss](/Planes.aspx?ID=13), demons are relative newcomers, spawning only as mortal influence—and mortal sin, in particular—began to shape the plane. For eons, demons fought with other longstanding residents of the Abyss for dominance, but eventually their sheer numbers allowed them to become the predominant chaotic fiends.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Conjuring Demons</title>\r\n\r\nConjuring demons is ill-advised, yet the desperate or wicked still do. Rituals like [planar ally](/Rituals.aspx?ID=16) or [planar binding](/Rituals.aspx?ID=17) are typical for long-term ends, and [_summon fiend_](/Spells.aspx?ID=323) for combat applications. For _planar ally_, demons sometimes accept offerings that aren't valuable if gifting them to a demon pushes the ritualist further into sin.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Demonic Deities</title>\r\n\r\nThe most powerful demons are known as demon lords (the term is gender neutral in this case). Of these divinities, Lamashtu is the most powerful. Countless other demon lords exist, including Abraxas, Cyth-V’sug, Kabriri, and Zura.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Demonic Locations</title>\r\n\r\nThe sprawling, heaving, changing realm of the Abyss is the planar home of demonic life, but demons can be found anywhere the capacity to sin exists. Evil or foolish conjurers are fond of calling upon demons for advice or darker needs. When the Abyss wears through the boundaries of reality to create wound-like portals into other worlds, demons can spill over to wreak incredible havoc.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Demonic Possession</title>\r\n\r\nSome demons specialize in the art of possessing creatures or objects to spread fear and chaos. In such cases a demon gains a powerful disguise with which to work its evils upon the world, a subterfuge that delights the demon.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Demonic Sources</title>\r\n\r\nWhen a sinful mortal soul is consigned to the Abyss, it spends time wallowing in the mire and feeding on filth. If it survives and is not itself eaten, the soul eventually ascends into a demon, as influenced by the nature of its sin, yet most demons are themselves capable of reproduction as well. The fecundity of demonic life is perhaps the greatest—and most threatening—aspect of these dangerous fiends.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Demons and Souls</title>\r\n\r\nDemons, like many other fiends, hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Half-Demons</title>\r\n\r\nThe [Abyss](/Planes.aspx?ID=13) can corrupt living creatures through direct congress or supernatural infusion of Abyssal energies, resulting in monstrous hybrids. A half-demon should be a custom creature, but you can quickly generate one by giving an existing creature a few of a demon's abilities along with the demon's sin-related vulnerability. For example, a half-[hezrou](/Monsters.aspx?ID=601) [hill giant](/Monsters.aspx?ID=220) would gain purity vulnerability, but perhaps also a bite, swim Speed, and poisonous pustules. When swapping over abilities between creatures of different levels, be sure to adjust the numbers for the new level.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Demons</title>\r\n\r\nThe Abyss may be the largest of the Outer Planes, and mortals have an equally large capacity to betray themselves, society, and the natural order of reality. With this limitless source for increasingly specialized sins, the Abyss is constantly generating new types of demons to plague reality. While the vast majority of these are swiftly destroyed and never rise again, enough survive that dozens, if not hundreds, of types of demons are known to exist beyond those listed here. The shadowy invidiak is a demon without a body, born of envious souls. The goat-faced, flame-hooved brimorak rises from the souls of arsonists. Slimy, horned blood demons spawn from assassins, boar demons from the greedy... the list goes on and on.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Sinful Destruction</title>\r\n\r\nWhile they enjoy causing destruction themselves, most demons prefer to trick and tempt mortals into falling to sin of their own volition.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Nature of Chaos</title>\r\n\r\nSome say that the nature of chaos inherently precludes cooperation and subtlety, but demons are proof of the fallacy of this claim.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">What Makes a Sin?</title>\r\n\r\nSome classify sin into seven categories—envy, gluttony, greed, lust, pride, sloth, and wrath. While these sins embody some of the most powerful and numerous demons, far more than seven demons exist. Any act of cruelty or destruction a mortal takes to gratify the self at others’ expense is, in effect, a sin, and any such act can spawn a demon from a soul in the afterlife.\r\n</aside>",
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"name": "Demon",
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"rarity": "common",
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"release_date": "2019-08-01",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 76</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they …\r\n</summary>",
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"summary": "When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they …",
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"summary_markdown": "When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they …",
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"text": " Demon Source Bestiary pg. 76 When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more “specialized” depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon’s driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss. Members Abrikandilu (Creature 4), Abrikandilu (Creature 4), Babau (Creature 6), Balor (Creature 20), Brimorak (Creature 5), Dretch (Creature 2), Ghalzarokh (Creature 15), Glabrezu (Creature 13), Hezrou (Creature 11), Invidiak (Creature 7), Kalavakus (Creature 10), Katpaskir (Creature 18), Kithangian (Creature 9), Marilith (Creature 17), Nabasu (Creature 8), Nalfeshnee (Creature 14), Nalfeshnee (Creature 14), Omox (Creature 12), Quasit (Creature 1), Roru (Creature 7), Shemhazian (Creature 16), Succubus (Creature 7), Urglid (Grave Demon) (Creature 13), Vavakia (Creature 18), Vermlek (Creature 3), Vrock (Creature 9), Vrolikai (Creature 19) Group Families Demon Throng Abyssal Newcomers Though now the most plentiful fiends of the Abyss, demons are relative newcomers, spawning only as mortal influence—and mortal sin, in particular—began to shape the plane. For eons, demons fought with other longstanding residents of the Abyss for dominance, but eventually their sheer numbers allowed them to become the predominant chaotic fiends. Conjuring Demons Conjuring demons is ill-advised, yet the desperate or wicked still do. Rituals like planar ally or planar binding are typical for long-term ends, and summon fiend for combat applications. For planar ally , demons sometimes accept offerings that aren't valuable if gifting them to a demon pushes the ritualist further into sin. Demonic Deities The most powerful demons are known as demon lords (the term is gender neutral in this case). Of these divinities, Lamashtu is the most powerful. Countless other demon lords exist, including Abraxas, Cyth-V’sug, Kabriri, and Zura. Demonic Locations The sprawling, heaving, changing realm of the Abyss is the planar home of demonic life, but demons can be found anywhere the capacity to sin exists. Evil or foolish conjurers are fond of calling upon demons for advice or darker needs. When the Abyss wears through the boundaries of reality to create wound-like portals into other worlds, demons can spill over to wreak incredible havoc. Demonic Possession Some demons specialize in the art of possessing creatures or objects to spread fear and chaos. In such cases a demon gains a powerful disguise with which to work its evils upon the world, a subterfuge that delights the demon. Demonic Sources When a sinful mortal soul is consigned to the Abyss, it spends time wallowing in the mire and feeding on filth. If it survives and is not itself eaten, the soul eventually ascends into a demon, as influenced by the nature of its sin, yet most demons are themselves capable of reproduction as well. The fecundity of demonic life is perhaps the greatest—and most threatening—aspect of these dangerous fiends. Demons and Souls Demons, like many other fiends, hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters. Half-Demons The Abyss can corrupt living creatures through direct congress or supernatural infusion of Abyssal energies, resulting in monstrous hybrids. A half-demon should be a custom creature, but you can quickly generate one by giving an existing creature a few of a demon's abilities along with the demon's sin-related vulnerability. For example, a half-hezrou hill giant would gain purity vulnerability, but perhaps also a bite, swim Speed, and poisonous pustules. When swapping over abilities between creatures of different levels, be sure to adjust the numbers for the new level. Other Demons The Abyss may be the largest of the Outer Planes, and mortals have an equally large capacity to betray themselves, society, and the natural order of reality. With this limitless source for increasingly specialized sins, the Abyss is constantly generating new types of demons to plague reality. While the vast majority of these are swiftly destroyed and never rise again, enough survive that dozens, if not hundreds, of types of demons are known to exist beyond those listed here. The shadowy invidiak is a demon without a body, born of envious souls. The goat-faced, flame-hooved brimorak rises from the souls of arsonists. Slimy, horned blood demons spawn from assassins, boar demons from the greedy... the list goes on and on. Sinful Destruction While they enjoy causing destruction themselves, most demons prefer to trick and tempt mortals into falling to sin of their own volition. The Nature of Chaos Some say that the nature of chaos inherently precludes cooperation and subtlety, but demons are proof of the fallacy of this claim. What Makes a Sin? Some classify sin into seven categories—envy, gluttony, greed, lust, pride, sloth, and wrath. While these sins embody some of the most powerful and numerous demons, far more than seven demons exist. Any act of cruelty or destruction a mortal takes to gratify the self at others’ expense is, in effect, a sin, and any such act can spawn a demon from a soul in the afterlife. ",
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"creature_family": "Dero",
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"creature_family_markdown": "Dero",
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"id": "creature-family-29",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dero](/MonsterFamilies.aspx?ID=29)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 84</row>\n\nDeros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world’s surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects. A dero is 3 feet tall and weighs approximately 70 pounds.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dero Magister](/Monsters.aspx?ID=107) (Creature 5), [Dero Stalker](/Monsters.aspx?ID=105) (Creature 2), [Dero Strangler](/Monsters.aspx?ID=106) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Cytillesh</title>\r\n\r\nDeros grow and ingest a poisonous fungus called cytillesh, also known as brain mold. Cytillesh gives off a pale blue glow and can cause birth defects and various adverse effects. Deros aren’t fazed by these detriments, as prolonged exposure can also slow the effects of aging and, in rare cases, provide occult powers to certain individuals known as “magisters.” Deros can also brew cytillesh spores into a poison that creates delusions and hallucinations.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Sun! It Burns!</title>\r\n\r\nDeros are fixated with curing their allergy to sunlight. To understand how the surface dwellers can withstand the light of the sun, deros conduct late-night raids on surface cities, abducting victims and performing terrible experiments on them. Those who survive are often returned with much of their memory erased and their bodies bearing mysterious scars. When these repressed memories surface, they lead to wild, hazy recollections of being abducted.\r\n</aside>",
|
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"name": "Dero",
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"rarity": "common",
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDeros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious …\r\n</summary>",
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"summary": "Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious …",
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"summary_markdown": "Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious …",
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"text": " Dero Source Bestiary pg. 84 Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world’s surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects. A dero is 3 feet tall and weighs approximately 70 pounds. Members Dero Magister (Creature 5), Dero Stalker (Creature 2), Dero Strangler (Creature 3) Cytillesh Deros grow and ingest a poisonous fungus called cytillesh, also known as brain mold. Cytillesh gives off a pale blue glow and can cause birth defects and various adverse effects. Deros aren’t fazed by these detriments, as prolonged exposure can also slow the effects of aging and, in rare cases, provide occult powers to certain individuals known as “magisters.” Deros can also brew cytillesh spores into a poison that creates delusions and hallucinations. The Sun! It Burns! Deros are fixated with curing their allergy to sunlight. To understand how the surface dwellers can withstand the light of the sun, deros conduct late-night raids on surface cities, abducting victims and performing terrible experiments on them. Those who survive are often returned with much of their memory erased and their bodies bearing mysterious scars. When these repressed memories surface, they lead to wild, hazy recollections of being abducted. ",
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"creature_family": "Devil",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Devil](/MonsterFamilies.aspx?ID=30)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 86</row>\n\nMasters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.\r\n\r\n<title level=\"2\">Members</title>\r\n[Barbazu](/Monsters.aspx?ID=110) (Creature 5), [Cornugon](/Monsters.aspx?ID=482) (Creature 16), [Cornugon](/Monsters.aspx?ID=611) (Creature 16), [Deimavigga](/Monsters.aspx?ID=1116) (Creature 17), [Erinys](/Monsters.aspx?ID=111) (Creature 8), [Ferrugon](/Monsters.aspx?ID=2519) (Creature 12), [Gelugon](/Monsters.aspx?ID=113) (Creature 13), [Gylou](/Monsters.aspx?ID=610) (Creature 14), [Hamatula](/Monsters.aspx?ID=609) (Creature 11), [Hellbound Attorney](/Monsters.aspx?ID=1113) (Creature 4), [Imp](/Monsters.aspx?ID=109) (Creature 1), [Lemure](/Monsters.aspx?ID=108) (Creature 0), [Levaloch](/Monsters.aspx?ID=1114) (Creature 7), [Munagola](/Monsters.aspx?ID=1115) (Creature 11), [Osyluth](/Monsters.aspx?ID=456) (Creature 9), [Osyluth](/Monsters.aspx?ID=608) (Creature 9), [Phistophilus](/Monsters.aspx?ID=112) (Creature 10), [Pit Fiend](/Monsters.aspx?ID=114) (Creature 20), [Sarglagon](/Monsters.aspx?ID=607) (Creature 8), [Uniila](/Monsters.aspx?ID=2520) (Creature 10), [Zebub](/Monsters.aspx?ID=606) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Archdevils</title>\r\n\r\nAt any one time, eight archdevils rule the eight upper layers of Hell, while the deepest layer is ruled by Asmodeus. Each archdevil is a unique demigod with a dedicated role in guiding the infernal machine forward. Barbatos is the doorwarden of Hellʼs uppermost layer, while Dispater rules Hellʼs largest city. Mammon guards Hellʼs treasuries, and Belial designs new weapons for Hellʼs legions. Geryon is the oldest archdevil and keeper of many secrets, while Moloch leads Hellʼs armies. Baalzebul is a brooding archdevil who has fallen from Asmodeusʼs favor, while mighty Mephistopheles was formed from the plane of Hell itself.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Diabolic Divinities</title>\r\n\r\nMany unique and powerful devils hold positions of power in Hell. The most numerous of these are the infernal dukes, many of whom were promoted to this position from already impressive statures as pit fiends. The supreme ruler of Hell itself is Asmodeus, the Prince of Darkness. Between these two tiers rule the eight archdevils—see the sidebar on the facing page.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Diabolic Locations</title>\r\n\r\nThe nine layers of Hell are the planar home of all devils, and they much prefer its tyrannically ordered environs to anywhere else in the multiverse. Yet devils can be encountered anywhere mortals can be tempted by infernal bargains or seek diabolic aid. On Golarion, the nation of Cheliax is particularly aligned with Hell. Its government is based upon Hellʼs organization, and the state church is that of Asmodeus.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Fiendish Relations</title>\r\n\r\nDevils view daemonsʼ constant hunt for souls as a short-sighted waste of potential, and demonsʼ chaotic destruction of society and flesh as uncivilized and obnoxious, but they do not loathe their fiendish counterparts. Indeed, most devils are more than willing to take advantage of daemons and demons as they can to further their own machinations.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Hellfire</title>\r\n\r\nStinking, sulfurous hellfire is infused with evil. Hellfire always deals a combination of fire damage and evil damage, though the specific ratio depends on the hellfire's origin. Certain types of hellfire can impose other effects on creatures as well, such as sapping their strength or memories.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Hellmouths</title>\r\n\r\nWhile travel to and from Hell is possible with [_plane shift_](/Spells.aspx?ID=222), another way to reach and traverse the infernal realms is via hellmouths, strange living portals connecting different layers or even different planes. A hellmouth takes the form of a grimacing face, distended maw, or other distressingly organic aperture, and no two share the same appearance. Most are carefully guarded, but some new or well-hidden hellmouths have yet to be discovered.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Devils</title>\r\n\r\nThe devils presented on these pages are a small sampling of the torments Hell has to offer. Other devils, like the inquisition-focused bone devils, the cherub-faced and fly-bodied accuser devils, and the aquatic drowning devil are a few examples of these widespread immortal creatures.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Queens of the Night</title>\r\n\r\nThe four queens of the night wield great power in the Pit. [Ardad Lili](/Deities.aspx?ID=167) is a plotter and manipulator with ambitions of ruling the heavens, while [Doloras](/Deities.aspx?ID=168) revels in suffering. Most distant is [Mahathallah](/Deities.aspx?ID=170), watching over fate and death. Mightiest among them is [Eiseth](/Deities.aspx?ID=169), who is assembling an army in Dis in the hopes of claiming the iron throne of Malebolge.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Hierarchy of Hell</title>\r\n\r\n[Hell](/Planes.aspx?ID=18) is a harsh plane of law with little use for compassion or empathy. As such, it exists entirely within a strict hierarchy, and this order extends to its denizens. While different types of [demons](/MonsterFamilies.aspx?ID=28) correspond to various sins and [daemons](/MonsterFamilies.aspx?ID=26) are associated with modes of mortal death, the different types of devils exist solely to fulfill particular roles in the infernal machine. On occasion, a particular devil can transcend the role for which they were literally shaped, but this often transforms the devil physically into the type suitable for their new role.\r\n</aside>",
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"text": " Devil Source Bestiary pg. 86 Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies. Members Barbazu (Creature 5), Cornugon (Creature 16), Cornugon (Creature 16), Deimavigga (Creature 17), Erinys (Creature 8), Ferrugon (Creature 12), Gelugon (Creature 13), Gylou (Creature 14), Hamatula (Creature 11), Hellbound Attorney (Creature 4), Imp (Creature 1), Lemure (Creature 0), Levaloch (Creature 7), Munagola (Creature 11), Osyluth (Creature 9), Osyluth (Creature 9), Phistophilus (Creature 10), Pit Fiend (Creature 20), Sarglagon (Creature 8), Uniila (Creature 10), Zebub (Creature 3) Archdevils At any one time, eight archdevils rule the eight upper layers of Hell, while the deepest layer is ruled by Asmodeus. Each archdevil is a unique demigod with a dedicated role in guiding the infernal machine forward. Barbatos is the doorwarden of Hellʼs uppermost layer, while Dispater rules Hellʼs largest city. Mammon guards Hellʼs treasuries, and Belial designs new weapons for Hellʼs legions. Geryon is the oldest archdevil and keeper of many secrets, while Moloch leads Hellʼs armies. Baalzebul is a brooding archdevil who has fallen from Asmodeusʼs favor, while mighty Mephistopheles was formed from the plane of Hell itself. Diabolic Divinities Many unique and powerful devils hold positions of power in Hell. The most numerous of these are the infernal dukes, many of whom were promoted to this position from already impressive statures as pit fiends. The supreme ruler of Hell itself is Asmodeus, the Prince of Darkness. Between these two tiers rule the eight archdevils—see the sidebar on the facing page. Diabolic Locations The nine layers of Hell are the planar home of all devils, and they much prefer its tyrannically ordered environs to anywhere else in the multiverse. Yet devils can be encountered anywhere mortals can be tempted by infernal bargains or seek diabolic aid. On Golarion, the nation of Cheliax is particularly aligned with Hell. Its government is based upon Hellʼs organization, and the state church is that of Asmodeus. Fiendish Relations Devils view daemonsʼ constant hunt for souls as a short-sighted waste of potential, and demonsʼ chaotic destruction of society and flesh as uncivilized and obnoxious, but they do not loathe their fiendish counterparts. Indeed, most devils are more than willing to take advantage of daemons and demons as they can to further their own machinations. Hellfire Stinking, sulfurous hellfire is infused with evil. Hellfire always deals a combination of fire damage and evil damage, though the specific ratio depends on the hellfire's origin. Certain types of hellfire can impose other effects on creatures as well, such as sapping their strength or memories. Hellmouths While travel to and from Hell is possible with plane shift , another way to reach and traverse the infernal realms is via hellmouths, strange living portals connecting different layers or even different planes. A hellmouth takes the form of a grimacing face, distended maw, or other distressingly organic aperture, and no two share the same appearance. Most are carefully guarded, but some new or well-hidden hellmouths have yet to be discovered. Other Devils The devils presented on these pages are a small sampling of the torments Hell has to offer. Other devils, like the inquisition-focused bone devils, the cherub-faced and fly-bodied accuser devils, and the aquatic drowning devil are a few examples of these widespread immortal creatures. Queens of the Night The four queens of the night wield great power in the Pit. Ardad Lili is a plotter and manipulator with ambitions of ruling the heavens, while Doloras revels in suffering. Most distant is Mahathallah, watching over fate and death. Mightiest among them is Eiseth, who is assembling an army in Dis in the hopes of claiming the iron throne of Malebolge. The Hierarchy of Hell Hell is a harsh plane of law with little use for compassion or empathy. As such, it exists entirely within a strict hierarchy, and this order extends to its denizens. While different types of demons correspond to various sins and daemons are associated with modes of mortal death, the different types of devils exist solely to fulfill particular roles in the infernal machine. On occasion, a particular devil can transcend the role for which they were literally shaped, but this often transforms the devil physically into the type suitable for their new role. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dhampir](/MonsterFamilies.aspx?ID=31)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 95</row>\n\nAs the mortal offspring of a vampire and a living parent, dhampirs occupy an unusual place among the living. Their vampiric parentage lends them elongated incisors, an unearthly beauty and physical grace, a ghostly pallor, and a piercing gaze. Perhaps their most distinctive feature, however, is their connection to negative energy, which heals them, leaving them as vulnerable to positive energy as any undead creature. Though they don’t suffer the full range of a vampire’s vulnerabilities, they do share certain characteristics with their vampire parent, leading to several distinct dhampir heritages across Golarion. By far the most common dhampirs are svetocher, the children of the more common moroi vampires.\n\n Many dhampirs lived their childhoods as orphans, often because their mortal parents believed their child to be cursed and abandoned them, or perished as a result of a difficult childbirth. Often outcast, some dhampirs leverage their charisma and personal magnetism to manipulate those around them, while others struggle to form relationships. Frequent mistrust of a dhampir’s parentage present further challenges when dhampirs attempt to integrate into mortal society. Those who seek out their vampiric parent instead often find themselves considered inferior, rejected as they were with regular mortals but for different reasons. But in regions like Nidal, Geb, and Ustalav, where vampires themselves carry some degree of respect, dhampirs can sometimes find their heritage empowering.\n\n Dhampirs fill countless roles within many communities. Some prefer to blend in as best they can, holding regular jobs and building families (most children born to dhampirs share an ancestry with the dhampir’s mortal parent, but a rare few are born as dhampirs themselves). Those who learn to make the most of their inherited charm can achieve a high societal status, whether leveraging traditional avenues of power or gathering followers enamored by the dhampir’s abilities. With a lifespan rivaling that of an elf, a dhampir can develop extensive influence and engage in long-reaching schemes of massive scope. Further, their ancestry lends them a proclivity to necromancy and the occult arts.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dhampir Wizard](/Monsters.aspx?ID=116) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Dhampir Locations</title>\r\n\r\nMost dhampirs make their homes in urban areas, though some more reclusive individuals claim ruins or dungeons as their domains.\r\n</aside>",
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"name": "Dhampir",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 95</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAs the mortal offspring of a vampire and a living parent, dhampirs occupy an unusual place among the living. Their vampiric parentage lends them …\r\n</summary>",
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"text": " Dhampir Source Bestiary pg. 95 As the mortal offspring of a vampire and a living parent, dhampirs occupy an unusual place among the living. Their vampiric parentage lends them elongated incisors, an unearthly beauty and physical grace, a ghostly pallor, and a piercing gaze. Perhaps their most distinctive feature, however, is their connection to negative energy, which heals them, leaving them as vulnerable to positive energy as any undead creature. Though they don’t suffer the full range of a vampire’s vulnerabilities, they do share certain characteristics with their vampire parent, leading to several distinct dhampir heritages across Golarion. By far the most common dhampirs are svetocher, the children of the more common moroi vampires. Many dhampirs lived their childhoods as orphans, often because their mortal parents believed their child to be cursed and abandoned them, or perished as a result of a difficult childbirth. Often outcast, some dhampirs leverage their charisma and personal magnetism to manipulate those around them, while others struggle to form relationships. Frequent mistrust of a dhampir’s parentage present further challenges when dhampirs attempt to integrate into mortal society. Those who seek out their vampiric parent instead often find themselves considered inferior, rejected as they were with regular mortals but for different reasons. But in regions like Nidal, Geb, and Ustalav, where vampires themselves carry some degree of respect, dhampirs can sometimes find their heritage empowering. Dhampirs fill countless roles within many communities. Some prefer to blend in as best they can, holding regular jobs and building families (most children born to dhampirs share an ancestry with the dhampir’s mortal parent, but a rare few are born as dhampirs themselves). Those who learn to make the most of their inherited charm can achieve a high societal status, whether leveraging traditional avenues of power or gathering followers enamored by the dhampir’s abilities. With a lifespan rivaling that of an elf, a dhampir can develop extensive influence and engage in long-reaching schemes of massive scope. Further, their ancestry lends them a proclivity to necromancy and the occult arts. Members Dhampir Wizard (Creature 2) Dhampir Locations Most dhampirs make their homes in urban areas, though some more reclusive individuals claim ruins or dungeons as their domains. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dinosaur](/MonsterFamilies.aspx?ID=32)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 96</row>\n\nRemnants from the world’s primeval era, these enormous reptilian animals still exist in large numbers in isolated and remote wildernesses or far underground within magical Darklands caverns. Lizardfolk, orcs, giants, and other monstrous humanoids sometimes use dinosaurs as mounts, guards, or hunting animals. Humans and other ancestries have also been known to collect dinosaurs, be it to display them in menageries or keep them as exotic pets or guardians. Such activities are generally pursuits of the rich or eccentric, but certain druids and other guardians of nature feel strong kinships with dinosaurs as well and take them on as companions. When dinosaurs establish themselves in regions beyond their normal habitats, it is generally the result of these captive creatures escaping into the wild.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ankylosaurus](/Monsters.aspx?ID=119) (Creature 6), [Brontosaurus](/Monsters.aspx?ID=122) (Creature 10), [Compsognathus](/Monsters.aspx?ID=613) (Creature -1), [Deinonychus](/Monsters.aspx?ID=118) (Creature 2), [Hadrosaurid](/Monsters.aspx?ID=615) (Creature 4), [Iguanodon](/Monsters.aspx?ID=616) (Creature 6), [Pachycephalosaurus](/Monsters.aspx?ID=614) (Creature 3), [Spinosaurus](/Monsters.aspx?ID=617) (Creature 11), [Stegosaurus](/Monsters.aspx?ID=120) (Creature 7), [Triceratops](/Monsters.aspx?ID=121) (Creature 8), [Tyrannosaurus](/Monsters.aspx?ID=123) (Creature 10), [Velociraptor](/Monsters.aspx?ID=117) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Dinosaur Abilities</title>\r\n\r\nWhile the real world fossil records hold a wealth of inspiration for the reconstruction of dinosaurs in an RPG, you can also look to living creatures for ideas. Giving a dinosaur a poisonous bite or an unusual attack routine like Clobbering Charge ensures that dinosaurs are as interesting in combat as they are in appearance.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Dinosaur Guardians</title>\r\n\r\nAs with most animals, dinosaurs can be tamed or domesticated, but the difficulty of this task increases along with the dinosaur’s level. Lizardfolk and orcs are fond of using dinosaurs as beasts of burden, workhorses, mounts, or even war beasts. Certain dinosaurs, such as velociraptors and deinonychuses, make excellent trackers as well. The largest and most dangerous dinosaurs, such as the tyrannosaurus, are generally avoided, although more powerful creatures like giants have been known to be able to keep them as pets, guardians, or even brutal executioners. In certain cities, dinosaurs are popularly featured as combatants in blood sports and other gladiatorial battles.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Dinosaur Resources</title>\r\n\r\nAs animals, dinosaurs have little interest in treasure (although velociraptors and deinonychuses, like their bird cousins, enjoy keeping sparkling baubles in their nests), but the remains of adventurers strewn about their lairs often still have valuable gear. Dinosaurs can also be harvested for rare and valuable trophies such as teeth, talons, armor plates, and the like.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Dinosaurs in Fantasy</title>\r\n\r\nAt first glance, the inclusion of dinosaurs in a fantasy setting might seem strange, but dinosaurs are an excellent creature to use in a game that bridges the gap between familiar real-world animals and legendary monsters. If having dinosaurs mix freely with lions, manticores, and dragons still seems strange to you, consider having them dwell in remote, primeval lands, as suggested in the section below. On Golarion, dinosaurs do exist in the wilder regions of the world, particularly on the continent of Garund, though they are common enough that PCs might find some on display in a menagerie in a northern city, in use as guardian creatures, or even kept by druids as loyal animal companions.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Hollow Worlds</title>\r\n\r\nAnother classic place that dinosaurs are found in fiction are in “hollow worlds.” Some campaign settings might not contain entire isolated worlds within them, but many, such as Golarion, have expansive underground lands. The deepest region of the Darklands of Golarion—a realm called Orv—is an optimal place to find a hollow world. Typically infused with magic that allows for jungles to grow deep underground (and sometimes even sunlike orbs that illuminate the lands from above, simulating a day‑night cycle), areas such as Deep Tolguth of Orv make perfect places for dinosaurs to roam.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Magical Dinosaurs</title>\r\n\r\nIn a fantasy setting, magical effects or supernatural influences can enhance dinosaurs by giving them unexpected attacks, modes of movement, or other abilities. You can quickly create a memorable magical beast simply by giving a dinosaur the magical attack of another creature of an equal level, such as a [spinosaurus](/Monsters.aspx?ID=617) gaining an acidic breath weapon akin to that of an [adult black dragon](/Monsters.aspx?ID=128).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Dinosaurs</title>\r\n\r\nA wide range of dinosaurs are presented on these pages, but any trip to the movies, exploration of dinosaur books, or a quick online search reveals a wealth of additional creatures that could fit into your game as well. Armor-headed pachycephalosaurs, spike-thumbed iguanodons, duck-billed hadrosaurs, sail-backed spinosauruses, and more await discovery by those who would seek out the mysteries of the lost worlds where the thunder lizards still rule!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Primeval Lands</title>\r\n\r\nDinosaurs fit well into certain types of settings. They’re often found in isolated lands like primeval jungle valleys or plateaus—regions known as lost worlds for their inaccessibility and lack of any encroaching civilization. In addition to dinosaurs, other megafauna can exist in these places as well, along with giant insects or aggressive creatures like bulettes, carnivorous plants, chuuls, and drakes. Such regions can make for perilous and intriguing adventure sites, especially if you combine them with ruins of ancient civilizations to explore once the party has navigated the hostile wilderness regions.\r\n</aside>",
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"text": " Dinosaur Source Bestiary pg. 96 Remnants from the world’s primeval era, these enormous reptilian animals still exist in large numbers in isolated and remote wildernesses or far underground within magical Darklands caverns. Lizardfolk, orcs, giants, and other monstrous humanoids sometimes use dinosaurs as mounts, guards, or hunting animals. Humans and other ancestries have also been known to collect dinosaurs, be it to display them in menageries or keep them as exotic pets or guardians. Such activities are generally pursuits of the rich or eccentric, but certain druids and other guardians of nature feel strong kinships with dinosaurs as well and take them on as companions. When dinosaurs establish themselves in regions beyond their normal habitats, it is generally the result of these captive creatures escaping into the wild. Members Ankylosaurus (Creature 6), Brontosaurus (Creature 10), Compsognathus (Creature -1), Deinonychus (Creature 2), Hadrosaurid (Creature 4), Iguanodon (Creature 6), Pachycephalosaurus (Creature 3), Spinosaurus (Creature 11), Stegosaurus (Creature 7), Triceratops (Creature 8), Tyrannosaurus (Creature 10), Velociraptor (Creature 1) Dinosaur Abilities While the real world fossil records hold a wealth of inspiration for the reconstruction of dinosaurs in an RPG, you can also look to living creatures for ideas. Giving a dinosaur a poisonous bite or an unusual attack routine like Clobbering Charge ensures that dinosaurs are as interesting in combat as they are in appearance. Dinosaur Guardians As with most animals, dinosaurs can be tamed or domesticated, but the difficulty of this task increases along with the dinosaur’s level. Lizardfolk and orcs are fond of using dinosaurs as beasts of burden, workhorses, mounts, or even war beasts. Certain dinosaurs, such as velociraptors and deinonychuses, make excellent trackers as well. The largest and most dangerous dinosaurs, such as the tyrannosaurus, are generally avoided, although more powerful creatures like giants have been known to be able to keep them as pets, guardians, or even brutal executioners. In certain cities, dinosaurs are popularly featured as combatants in blood sports and other gladiatorial battles. Dinosaur Resources As animals, dinosaurs have little interest in treasure (although velociraptors and deinonychuses, like their bird cousins, enjoy keeping sparkling baubles in their nests), but the remains of adventurers strewn about their lairs often still have valuable gear. Dinosaurs can also be harvested for rare and valuable trophies such as teeth, talons, armor plates, and the like. Dinosaurs in Fantasy At first glance, the inclusion of dinosaurs in a fantasy setting might seem strange, but dinosaurs are an excellent creature to use in a game that bridges the gap between familiar real-world animals and legendary monsters. If having dinosaurs mix freely with lions, manticores, and dragons still seems strange to you, consider having them dwell in remote, primeval lands, as suggested in the section below. On Golarion, dinosaurs do exist in the wilder regions of the world, particularly on the continent of Garund, though they are common enough that PCs might find some on display in a menagerie in a northern city, in use as guardian creatures, or even kept by druids as loyal animal companions. Hollow Worlds Another classic place that dinosaurs are found in fiction are in “hollow worlds.” Some campaign settings might not contain entire isolated worlds within them, but many, such as Golarion, have expansive underground lands. The deepest region of the Darklands of Golarion—a realm called Orv—is an optimal place to find a hollow world. Typically infused with magic that allows for jungles to grow deep underground (and sometimes even sunlike orbs that illuminate the lands from above, simulating a day‑night cycle), areas such as Deep Tolguth of Orv make perfect places for dinosaurs to roam. Magical Dinosaurs In a fantasy setting, magical effects or supernatural influences can enhance dinosaurs by giving them unexpected attacks, modes of movement, or other abilities. You can quickly create a memorable magical beast simply by giving a dinosaur the magical attack of another creature of an equal level, such as a spinosaurus gaining an acidic breath weapon akin to that of an adult black dragon. Other Dinosaurs A wide range of dinosaurs are presented on these pages, but any trip to the movies, exploration of dinosaur books, or a quick online search reveals a wealth of additional creatures that could fit into your game as well. Armor-headed pachycephalosaurs, spike-thumbed iguanodons, duck-billed hadrosaurs, sail-backed spinosauruses, and more await discovery by those who would seek out the mysteries of the lost worlds where the thunder lizards still rule! Primeval Lands Dinosaurs fit well into certain types of settings. They’re often found in isolated lands like primeval jungle valleys or plateaus—regions known as lost worlds for their inaccessibility and lack of any encroaching civilization. In addition to dinosaurs, other megafauna can exist in these places as well, along with giant insects or aggressive creatures like bulettes, carnivorous plants, chuuls, and drakes. Such regions can make for perilous and intriguing adventure sites, especially if you combine them with ruins of ancient civilizations to explore once the party has navigated the hostile wilderness regions. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dog](/MonsterFamilies.aspx?ID=33)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 102</row>\n\nDogs are trusted and loyal companions that serve as guardians, protectors, and hunting companions. Their ability to detect prey or predators via scent and their predilection to accompany humanoids makes them ideal pets for most adventurers. There are hundreds of breeds of dogs in the world—from tiny lapdogs who shower their masters in affection to muscular dogs that stand nearly 4 feet high at the shoulder—and they can be found in nearly any place where people reside. Larger breeds might even be used as mounts for smaller adventurers, and some cultures use dogs as beasts of burden capable of pulling sleds loaded with supplies across the icy tundra. Regardless, many adventurers find value in having a dog.\r\n\r\n<title level=\"2\">Members</title>\r\n[Guard Dog](/Monsters.aspx?ID=124) (Creature -1), [Riding Dog](/Monsters.aspx?ID=125) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Rabies</title>\r\n\r\nWhile many societies adore dogs and value them for their loyalty as pets, no affliction other than rabies can reverse sentiments about these creatures quite so easily. While many animals can be afflicted with this debilitating illness, something about a loyal family pet growing feral and violent as a result of the disease makes it that much worse.<br /> **Rabies** (disease); **Saving Throw** DC 17 Fortitude; **Stage 1** sickened 1 (1 day); **Stage 2** sickened 2 (1 day); **Stage 3** confusion (1 day); **Stage 4** dead \r\n</aside>",
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"name": "Dog",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 102</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDogs are trusted and loyal companions that serve as guardians, protectors, and hunting companions. Their ability to detect prey or predators via …\r\n</summary>",
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"text": " Dog Source Bestiary pg. 102 Dogs are trusted and loyal companions that serve as guardians, protectors, and hunting companions. Their ability to detect prey or predators via scent and their predilection to accompany humanoids makes them ideal pets for most adventurers. There are hundreds of breeds of dogs in the world—from tiny lapdogs who shower their masters in affection to muscular dogs that stand nearly 4 feet high at the shoulder—and they can be found in nearly any place where people reside. Larger breeds might even be used as mounts for smaller adventurers, and some cultures use dogs as beasts of burden capable of pulling sleds loaded with supplies across the icy tundra. Regardless, many adventurers find value in having a dog. Members Guard Dog (Creature -1), Riding Dog (Creature 1) Rabies While many societies adore dogs and value them for their loyalty as pets, no affliction other than rabies can reverse sentiments about these creatures quite so easily. While many animals can be afflicted with this debilitating illness, something about a loyal family pet growing feral and violent as a result of the disease makes it that much worse. Rabies (disease); Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 day); Stage 2 sickened 2 (1 day); Stage 3 confusion (1 day); Stage 4 dead ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Chromatic](/MonsterFamilies.aspx?ID=34)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 104</row>\n\nWhile there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty—be it by claw, tooth, or breath—and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders. \n\n<title level=\"2\" right=\"\">Shape-Changing Dragons</title> Some dragons can take humanoid form, allowing them to infiltrate settlements or influence others without revealing their true nature. They gain the following ability:<br /> **Change Shape** <actions string=\"Single Action\" /> ([arcane](/Traits.aspx?ID=11), [concentrate](/Traits.aspx?ID=32), [polymorph](/Traits.aspx?ID=127), [transmutation](/Traits.aspx?ID=157)) The dragon takes on the appearance of any Small or Medium humanoid. This doesn’t change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning). \n\n<title level=\"2\" right=\"\">Chromatic Dragon Spellcasters</title> Each type of chromatic dragon features a sidebar on spellcasting dragons of that type. To make a chromatic dragon spellcaster, remove the dragon’s Draconic Frenzy and Draconic Momentum abilities, and give it the spells outlined in its sidebar. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Intelligence or Charisma modifier by 1 or 2 to reflect its mastery of magic. \n\n<title level=\"2\" right=\"\">Chromatic Dragons of Golarion</title> The chromatic dragons that dwell around the Inner Sea region are cruel and sinister monsters who inspire as much fear as reverence. These terrible beasts are no mere myth, however, but a very real threat to the people with whom they share their lands. Most dwell in the wild places of the world, and only the most brazen of them regularly meddle in mortal affairs. The dragons of Golarion believe that they are descended from two original beings, Apsu and Tiamat, and their rich mythology attempts to explain the origins of the age-old war between chromatic and metallic dragons.\n\n Black dragons thrive in swampy wildernesses like the Mushfens in Varisia or the wrecked coastline now known as the Sodden Lands, while blue dragons prefer the sand-swept deserts of Thuvia and Osirion. Brutish green dragons roam the forests of the River Kingdoms in abundance and even the elven kingdom of Kyonin, particularly in the demon-tainted Tanglebriar. One of the most infamous red dragons, Aashaq, a wyrm priestess of the draconic god Dahak, makes her home among the isles of the Shackles, where she lords over her followers and leads raids throughout the Inner Sea region. White dragons, though they may be found in virtually any mountain range in Avistan, are perhaps most prevalent around the Crown of the World, where they threaten travelers caravaning across the Path of Aganhei.\n\n<title level=\"2\">Group Families</title>\r\n[Dragon, Black](/MonsterFamilies.aspx?ID=165), [Dragon, Blue](/MonsterFamilies.aspx?ID=166), [Dragon, Green](/MonsterFamilies.aspx?ID=167), [Dragon, Red](/MonsterFamilies.aspx?ID=168), [Dragon, White](/MonsterFamilies.aspx?ID=169)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Apsu</title>\r\n\r\nApsu, the Waybringer, is the god of good dragons, leadership, and peace. According to draconic lore, Apsu spawned the dragon-gods who created the world. One of his sons is the destructive draconic god Dahak. Thus, Apsu is not only seen as a god and creator to good dragons, but he also serves as an immortal father figure.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Dahak</title>\r\n\r\nDahak, the Endless Destruction, is an ancient dragon god spawned by the righteous Apsu. Dahak is the god of destruction, evil dragons, and greed. After his birth, Dahak made his way to Hell where he roamed for ages before returning to the Material Plane to fight against his father and siblings, reveling in destruction and pledging to destroy the world.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Dragons on Other Worlds</title>\r\n\r\nOn the planet Triaxus the Wanderer, the seventh world from Golarion’s sun, dragons rule entire continents. There, ancient dragons maintain city-states and nations. In a vast region known as the Drakelands, chromatic dragons have subjugated the humanoid inhabitants and frequently war among themselves. However, a few good dragons maintain holdings there. In the region knowns as the Skyfire Mandate, a different dynamic exists: good dragons who chose to work in harmony with the humanoid inhabitants have created a buffer against the tyrants of the Drakelands. There, creatures known as dragonkin work alongside humanoids to patrol the border, making up a group known as the Dragon Legion.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Draconic Creatures</title>\r\n\r\nThe creatures that appear in this section are considered true dragons, but a multitude of other draconic creatures populate Golarion and beyond. Among these are the powerful and deadly linnorms, a wide range of drakes, whimsical faerie dragons and pseudodragons, the cruel and deceitful azis, and the sinister undead raveners.\r\n</aside>",
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"text": " Dragon, Chromatic Source Bestiary pg. 104 While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty—be it by claw, tooth, or breath—and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders. Shape-Changing Dragons Some dragons can take humanoid form, allowing them to infiltrate settlements or influence others without revealing their true nature. They gain the following ability: Change Shape Single Action (arcane, concentrate, polymorph, transmutation) The dragon takes on the appearance of any Small or Medium humanoid. This doesn’t change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning). Chromatic Dragon Spellcasters Each type of chromatic dragon features a sidebar on spellcasting dragons of that type. To make a chromatic dragon spellcaster, remove the dragon’s Draconic Frenzy and Draconic Momentum abilities, and give it the spells outlined in its sidebar. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Intelligence or Charisma modifier by 1 or 2 to reflect its mastery of magic. Chromatic Dragons of Golarion The chromatic dragons that dwell around the Inner Sea region are cruel and sinister monsters who inspire as much fear as reverence. These terrible beasts are no mere myth, however, but a very real threat to the people with whom they share their lands. Most dwell in the wild places of the world, and only the most brazen of them regularly meddle in mortal affairs. The dragons of Golarion believe that they are descended from two original beings, Apsu and Tiamat, and their rich mythology attempts to explain the origins of the age-old war between chromatic and metallic dragons. Black dragons thrive in swampy wildernesses like the Mushfens in Varisia or the wrecked coastline now known as the Sodden Lands, while blue dragons prefer the sand-swept deserts of Thuvia and Osirion. Brutish green dragons roam the forests of the River Kingdoms in abundance and even the elven kingdom of Kyonin, particularly in the demon-tainted Tanglebriar. One of the most infamous red dragons, Aashaq, a wyrm priestess of the draconic god Dahak, makes her home among the isles of the Shackles, where she lords over her followers and leads raids throughout the Inner Sea region. White dragons, though they may be found in virtually any mountain range in Avistan, are perhaps most prevalent around the Crown of the World, where they threaten travelers caravaning across the Path of Aganhei. Group Families Dragon, Black, Dragon, Blue, Dragon, Green, Dragon, Red, Dragon, White Apsu Apsu, the Waybringer, is the god of good dragons, leadership, and peace. According to draconic lore, Apsu spawned the dragon-gods who created the world. One of his sons is the destructive draconic god Dahak. Thus, Apsu is not only seen as a god and creator to good dragons, but he also serves as an immortal father figure. Dahak Dahak, the Endless Destruction, is an ancient dragon god spawned by the righteous Apsu. Dahak is the god of destruction, evil dragons, and greed. After his birth, Dahak made his way to Hell where he roamed for ages before returning to the Material Plane to fight against his father and siblings, reveling in destruction and pledging to destroy the world. Dragons on Other Worlds On the planet Triaxus the Wanderer, the seventh world from Golarion’s sun, dragons rule entire continents. There, ancient dragons maintain city-states and nations. In a vast region known as the Drakelands, chromatic dragons have subjugated the humanoid inhabitants and frequently war among themselves. However, a few good dragons maintain holdings there. In the region knowns as the Skyfire Mandate, a different dynamic exists: good dragons who chose to work in harmony with the humanoid inhabitants have created a buffer against the tyrants of the Drakelands. There, creatures known as dragonkin work alongside humanoids to patrol the border, making up a group known as the Dragon Legion. Other Draconic Creatures The creatures that appear in this section are considered true dragons, but a multitude of other draconic creatures populate Golarion and beyond. Among these are the powerful and deadly linnorms, a wide range of drakes, whimsical faerie dragons and pseudodragons, the cruel and deceitful azis, and the sinister undead raveners. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Metallic](/MonsterFamilies.aspx?ID=35)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 116</row>\n\nParagons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives—and of their passing—always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water—though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.\n\n In addition to metallic dragons and their [chromatic counterparts](/MonsterFamilies.aspx?ID=34), other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-fiung planes of existence and, it is rumored, primeval dragons who soar between the stars. \n\n<title level=\"2\" right=\"\">Shape-Changing Dragons</title> Some dragons can take humanoid form, allowing them to infiltrate settlements or influence others without revealing their true nature. They gain the following ability:<br /> **Change Shape** <actions string=\"Single Action\" /> ([arcane](/Traits.aspx?ID=11), [concentrate](/Traits.aspx?ID=32), [polymorph](/Traits.aspx?ID=127), [transmutation](/Traits.aspx?ID=157)); The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage modifiers with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning). \n\n<title level=\"2\" right=\"\">Metallic Dragon Spellcasters</title> Each type of metallic dragon features a sidebar on spellcasting dragons of that kind. To make a metallic dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give it the spells outlined in its sidebar. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect its mastery of magic. \n\n<title level=\"2\" right=\"\">Metallic Dragons on Golarion</title> Metallic dragons are found throughout the Inner Sea region, especially in pockets of wilderness where they can carve a hideout and then take action on political and social issues, both in their local area and on a wider scale. Their everlasting war with chromatic dragons keeps them in close proximity to their evil brethren; in regions where metallic and chromatic dragons' territories intersect, humanoid settlements get caught in the crossfire, and villagers and city-dwellers alike rightfully fear for their own safety.\n\n Silver dragons lair in abundance around the cold wastes west of Mendev, as a consequence of the days when they joined thousands of crusaders who marched headlong into the demon-infested Worldwound. Bronze dragons are abundant in Taldor, and many copper dragons lair in the wilds of Andoran, where they wage war alongside other freedom fighters to overthrow devils in the neighboring empire of Cheliax. Perhaps the most extreme example of a metallic dragon taking part in human affairs is on the island nation of Hermea, where Mengkare—an ancient gold wyrm—has begun a grand social experiment he calls “the Glorious Endeavor.” Ostensibly intended to create a future utopia on Golarion, this highly controversial experiment is instead regarded by many as a cruel and unusual form of eugenics.\n\n<title level=\"2\">Group Families</title>\r\n[Dragon, Brass](/MonsterFamilies.aspx?ID=170), [Dragon, Bronze](/MonsterFamilies.aspx?ID=171), [Dragon, Copper](/MonsterFamilies.aspx?ID=172), [Dragon, Gold](/MonsterFamilies.aspx?ID=173), [Dragon, Silver](/MonsterFamilies.aspx?ID=174)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Apsu</title>\r\n\r\nApsu, the Waybringer, is the god of good dragons, leadership, and peace. According to draconic lore, Apsu spawned the dragon-gods who created the world. One of his sons is the destructive draconic god Dahak. Thus, Apsu is not only seen as a god and creator to good dragons, but he also serves as an immortal father figure.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Dahak</title>\r\n\r\nDahak, the Endless Destruction, is an ancient dragon god spawned by the righteous Apsu. Dahak is the god of destruction, evil dragons, and greed. After his birth, Dahak made his way to Hell where he roamed for ages before returning to the Material Plane to fight against his father and siblings, reveling in destruction and pledging to destroy the world.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Dragons on Other Planes</title>\r\n\r\nOn the planet Triaxus the Wanderer, the seventh world from Golarion’s sun, dragons rule entire continents. There, ancient dragons maintain city-states and nations. In a vast region known as the Drakelands, chromatic dragons have subjugated the humanoid inhabitants and frequently war among themselves. However, a few good dragons maintain holdings there. In the region knowns as the Skyfire Mandate, a different dynamic exists: good dragons who chose to work in harmony with the humanoid inhabitants have created a buffer against the tyrants of the Drakelands. There, creatures known as dragonkin work alongside humanoids to patrol the border, making up a group known as the Dragon Legion.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Draconic Creatures</title>\r\n\r\nThe creatures that appear in this section are considered true dragons, but a multitude of other draconic creatures populate Golarion and beyond. Among these are the powerful and deadly linnorms, a wide range of drakes, whimsical faerie dragons and pseudodragons, the cruel and deceitful azis, and the sinister undead raveners.\r\n</aside>",
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"summary": "Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and …",
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"text": " Dragon, Metallic Source Bestiary pg. 116 Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives—and of their passing—always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water—though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-fiung planes of existence and, it is rumored, primeval dragons who soar between the stars. Shape-Changing Dragons Some dragons can take humanoid form, allowing them to infiltrate settlements or influence others without revealing their true nature. They gain the following ability: Change Shape Single Action (arcane, concentrate, polymorph, transmutation); The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage modifiers with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning). Metallic Dragon Spellcasters Each type of metallic dragon features a sidebar on spellcasting dragons of that kind. To make a metallic dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give it the spells outlined in its sidebar. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect its mastery of magic. Metallic Dragons on Golarion Metallic dragons are found throughout the Inner Sea region, especially in pockets of wilderness where they can carve a hideout and then take action on political and social issues, both in their local area and on a wider scale. Their everlasting war with chromatic dragons keeps them in close proximity to their evil brethren; in regions where metallic and chromatic dragons' territories intersect, humanoid settlements get caught in the crossfire, and villagers and city-dwellers alike rightfully fear for their own safety. Silver dragons lair in abundance around the cold wastes west of Mendev, as a consequence of the days when they joined thousands of crusaders who marched headlong into the demon-infested Worldwound. Bronze dragons are abundant in Taldor, and many copper dragons lair in the wilds of Andoran, where they wage war alongside other freedom fighters to overthrow devils in the neighboring empire of Cheliax. Perhaps the most extreme example of a metallic dragon taking part in human affairs is on the island nation of Hermea, where Mengkare—an ancient gold wyrm—has begun a grand social experiment he calls “the Glorious Endeavor.” Ostensibly intended to create a future utopia on Golarion, this highly controversial experiment is instead regarded by many as a cruel and unusual form of eugenics. Group Families Dragon, Brass, Dragon, Bronze, Dragon, Copper, Dragon, Gold, Dragon, Silver Apsu Apsu, the Waybringer, is the god of good dragons, leadership, and peace. According to draconic lore, Apsu spawned the dragon-gods who created the world. One of his sons is the destructive draconic god Dahak. Thus, Apsu is not only seen as a god and creator to good dragons, but he also serves as an immortal father figure. Dahak Dahak, the Endless Destruction, is an ancient dragon god spawned by the righteous Apsu. Dahak is the god of destruction, evil dragons, and greed. After his birth, Dahak made his way to Hell where he roamed for ages before returning to the Material Plane to fight against his father and siblings, reveling in destruction and pledging to destroy the world. Dragons on Other Planes On the planet Triaxus the Wanderer, the seventh world from Golarion’s sun, dragons rule entire continents. There, ancient dragons maintain city-states and nations. In a vast region known as the Drakelands, chromatic dragons have subjugated the humanoid inhabitants and frequently war among themselves. However, a few good dragons maintain holdings there. In the region knowns as the Skyfire Mandate, a different dynamic exists: good dragons who chose to work in harmony with the humanoid inhabitants have created a buffer against the tyrants of the Drakelands. There, creatures known as dragonkin work alongside humanoids to patrol the border, making up a group known as the Dragon Legion. Other Draconic Creatures The creatures that appear in this section are considered true dragons, but a multitude of other draconic creatures populate Golarion and beyond. Among these are the powerful and deadly linnorms, a wide range of drakes, whimsical faerie dragons and pseudodragons, the cruel and deceitful azis, and the sinister undead raveners. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Drake](/MonsterFamilies.aspx?ID=36)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 130</row>\n\nRavenous, bestial, and driven by instinct—drakes are primitive draconic monsters who bear a fraction of the terrifying might of their larger cousins but little (if any) of the cunning. While they’re weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called “rampages”—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.\n\n Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them only their formidable jaws and thick-scaled tails with which to attack if engaged at melee range. Most drakes would rather avoid close combat, however, preferring to use their breath weapons to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed. \n\n<title level=\"2\" right=\"\">Drake Eggs</title> While drake hides aren’t any more valuable than those of other, similarly sized creatures, drake eggs are prized commodities. While they are used as components in powerful spells as well as eaten by various cultures, the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.\n\n A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.\n\n A drake egg has Hardness 3, 5 HP, and BT 5. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 Nature check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.\n\n Once a drake hatches, it imprints on the first creature that it sees. A creature imprinted on in this way gains a +5 bonus to Nature checks to train or command that drake. The market price of a drake egg varies depending on the region, the type of drake, and the exact purpose the buyer has in mind, but typically depends on the level of the drake. Because drakes are evil, dangerous, and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.\n\n It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges due to cruelty, overconfidence, or general lack of skill.\r\n\r\n<title level=\"2\">Members</title>\r\n[Desert Drake](/Monsters.aspx?ID=164) (Creature 8), [Flame Drake](/Monsters.aspx?ID=160) (Creature 5), [Frost Drake](/Monsters.aspx?ID=163) (Creature 7), [Jungle Drake](/Monsters.aspx?ID=161) (Creature 6), [Prairie Drake](/Monsters.aspx?ID=1928) (Creature 2), [River Drake](/Monsters.aspx?ID=159) (Creature 3), [Sea Drake](/Monsters.aspx?ID=641) (Creature 6), [Shadow Drake](/Monsters.aspx?ID=640) (Creature 2), [Wyvern](/Monsters.aspx?ID=162) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Drake Ecology</title>\r\n\r\nDrakes reach maturity and reproduce much earlier than dragons, meaning that they are a far more common threat than their more powerful forebears. Drakes have few qualms about dwelling with one another (provided they are the same species), often establishing dens in pockets of wilderness suitable to their needs, such as swampy grottoes, shallow shoreline caves, or cliffside perches.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Drake Hunters</title>\r\n\r\nThe allure of hunting a dragon is difficult to resist for many adventurers, but accomplishing such a task is fraught with peril. Unscrupulous adventurers have been known to instead hunt drakes and use trophies harvested from these creatures to deceive locals.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Drake Locations</title>\r\n\r\nWhile the different species of drakes are adapted to different climates and environments, many drakes share similar preferences regarding nest location, searching out high places that offer cover from above, such as cliffside or mountaintop caverns, jungle canopies, and so on.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Drake Resources</title>\r\n\r\nWhile every adventurer knows that dragon hide can be crafted into potent armor or weapons, drake hide holds no such intrinsic value. Nonetheless, drake scales and horns are physically impressive, and to the uneducated buyer, might seem at first glance to be legitimate. Unscrupulous leatherworkers have been known to use drake hides to craft and sell counterfeit dragonhide armor, so potential buyers should remain on the lookout for scams.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Drake Treasure</title>\r\n\r\nDrakes share dragon’s interest in treasure, but lack dragons’ discerning taste. A drake hoard will certainly contain coins, jewelry, gemstones, gear, and even the odd magic item or two, but the bulk of the hoard invariably consists of broken weapons, shiny rocks, bits of junk, and other doubtful pieces of refuse.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Drakes and Dragons</title>\r\n\r\nAlthough drakes and dragons are related to one another, little love is lost between them, and even the most territorial drakes know better than to remain in a dragon's territory longer than they have to. In rare cases, large rampages of drakes band together to attack an encroaching dragon, especially if the dragon is young and inexperienced.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Drakes</title>\r\n\r\nThe drakes presented on these pages are far from the only types that exist. Forest drakes have green hides, spit acidic clouds, and can be found in temperate woodlands. Rift drakes, among the most powerful of their kind, spit clinging caustic vapors and dwell in badlands and regions scarred by devastating magical disasters. Sea drakes can be found in oceans across the world, lava drakes in volcanic crevasses, mist drakes along coastlines and in salt marshes, and spire drakes in ragged, rocky hills. Undoubtedly, many other types of drakes lurk in the far corners of the world!\r\n</aside>",
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"text": " Drake Source Bestiary pg. 130 Ravenous, bestial, and driven by instinct—drakes are primitive draconic monsters who bear a fraction of the terrifying might of their larger cousins but little (if any) of the cunning. While they’re weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called “rampages”—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders. Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them only their formidable jaws and thick-scaled tails with which to attack if engaged at melee range. Most drakes would rather avoid close combat, however, preferring to use their breath weapons to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed. Drake Eggs While drake hides aren’t any more valuable than those of other, similarly sized creatures, drake eggs are prized commodities. While they are used as components in powerful spells as well as eaten by various cultures, the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians. A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely. A drake egg has Hardness 3, 5 HP, and BT 5. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 Nature check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg. Once a drake hatches, it imprints on the first creature that it sees. A creature imprinted on in this way gains a +5 bonus to Nature checks to train or command that drake. The market price of a drake egg varies depending on the region, the type of drake, and the exact purpose the buyer has in mind, but typically depends on the level of the drake. Because drakes are evil, dangerous, and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it. It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges due to cruelty, overconfidence, or general lack of skill. Members Desert Drake (Creature 8), Flame Drake (Creature 5), Frost Drake (Creature 7), Jungle Drake (Creature 6), Prairie Drake (Creature 2), River Drake (Creature 3), Sea Drake (Creature 6), Shadow Drake (Creature 2), Wyvern (Creature 6) Drake Ecology Drakes reach maturity and reproduce much earlier than dragons, meaning that they are a far more common threat than their more powerful forebears. Drakes have few qualms about dwelling with one another (provided they are the same species), often establishing dens in pockets of wilderness suitable to their needs, such as swampy grottoes, shallow shoreline caves, or cliffside perches. Drake Hunters The allure of hunting a dragon is difficult to resist for many adventurers, but accomplishing such a task is fraught with peril. Unscrupulous adventurers have been known to instead hunt drakes and use trophies harvested from these creatures to deceive locals. Drake Locations While the different species of drakes are adapted to different climates and environments, many drakes share similar preferences regarding nest location, searching out high places that offer cover from above, such as cliffside or mountaintop caverns, jungle canopies, and so on. Drake Resources While every adventurer knows that dragon hide can be crafted into potent armor or weapons, drake hide holds no such intrinsic value. Nonetheless, drake scales and horns are physically impressive, and to the uneducated buyer, might seem at first glance to be legitimate. Unscrupulous leatherworkers have been known to use drake hides to craft and sell counterfeit dragonhide armor, so potential buyers should remain on the lookout for scams. Drake Treasure Drakes share dragon’s interest in treasure, but lack dragons’ discerning taste. A drake hoard will certainly contain coins, jewelry, gemstones, gear, and even the odd magic item or two, but the bulk of the hoard invariably consists of broken weapons, shiny rocks, bits of junk, and other doubtful pieces of refuse. Drakes and Dragons Although drakes and dragons are related to one another, little love is lost between them, and even the most territorial drakes know better than to remain in a dragon's territory longer than they have to. In rare cases, large rampages of drakes band together to attack an encroaching dragon, especially if the dragon is young and inexperienced. Other Drakes The drakes presented on these pages are far from the only types that exist. Forest drakes have green hides, spit acidic clouds, and can be found in temperate woodlands. Rift drakes, among the most powerful of their kind, spit clinging caustic vapors and dwell in badlands and regions scarred by devastating magical disasters. Sea drakes can be found in oceans across the world, lava drakes in volcanic crevasses, mist drakes along coastlines and in salt marshes, and spire drakes in ragged, rocky hills. Undoubtedly, many other types of drakes lurk in the far corners of the world! ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Drow](/MonsterFamilies.aspx?ID=37)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 136</row>\n\nThe first drow were elves who fled into the depths of the world from a devastating cataclysm thousands of years ago. In their journey below, they fell to bickering and in-fighting, drawing the attention of sinister intelligences beyond their own. Whether it was the influence of a specific demon lord, the Rough Beast Rovagug, or some other fell force is unknown, but in that time the elves transformed both spiritually and physically, tainting their hearts with desires for cruelty, sadism, and violence. The hues of their eyes became sinister red or bleached white, and their flesh adopted an unearthly lavender sheen that made the drow instantly recognizable. The drow also developed potent magical abilities and resistances that further empowered them, if at the cost of their souls.\n\n Over the centuries to follow, the drow developed into a powerful, if violently dysfunctional society, influenced by the worship of demon lords and focused on providing power and glory to a relatively small collection of noble houses. Many of these noble houses are matriarchal in nature and all hold allegiance to a specific demon lord patron—but traditions of worship, warfare, and wizardry help to bind the oft-bickering houses together enough that drow society doesn’t simply consume itself from within. Fear of earning the wrath of one’s superior—be it a teacher, a parent, a commander, or the demon one worships—is the real bond holding drow society together, and this system is held in esteem by the lowliest drow servant and by the most powerful drow priestess alike.\n\n The drow are infamous throughout the world, but until recently most assumed stories of demon-worshipping, underground-dwelling elves were spooky legends crafted to share around a campfire. Today, the existence of drow is an understood truth, and while their presence in the dark caverns deep below is unsettling, they seem content to leave the surface world alone for now.\r\n\r\n<title level=\"2\">Members</title>\r\n[Drow Fighter](/Monsters.aspx?ID=165) (Creature 1), [Drow Hunter](/Monsters.aspx?ID=1386) (Creature 7), [Drow Priestess](/Monsters.aspx?ID=167) (Creature 3), [Drow Rogue](/Monsters.aspx?ID=166) (Creature 2), [Drow Shootist](/Monsters.aspx?ID=1387) (Creature 8), [Drow Warden](/Monsters.aspx?ID=1385) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Adherents of Chaos</title>\r\n\r\nAway from the larger drow cities where worship of [demon lords](/DeityCategories.aspx?ID=5) is instilled into all citizens from a young age, drow might adopt the worship of other entities. Many drow feel the call of the [protean](/MonsterFamilies.aspx?ID=82) lords and embrace chaos, art, and freedom to set themselves apart from their demon-worshipping kin. These communities often have proteans living among them, instructing drow proteges in the power of disorder.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Becoming a Drow</title>\r\n\r\nRarely, when a surface elf commits an act of cruelty heinous enough to draw the attention of a demon lord, transformation into a drow can happen spontaneously—but these transformations are rare enough to be legends in their own right. No known instance of a drow reverting to an elf has ever been recorded.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Drow Exiles</title>\r\n\r\nWhile drow society is evil, not all drow are bound to these norms. Those who seek something better in life are invariably exiles and often flee to the surface to escape their sinister kin. These drow often live as hermits, or they seek out societies where others have yet to hear the legends regarding their kind.\r\n</aside>",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 136</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe first drow were elves who fled into the depths of the world from a devastating cataclysm thousands of years ago. In their journey below, they …\r\n</summary>",
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"text": " Drow Source Bestiary pg. 136 The first drow were elves who fled into the depths of the world from a devastating cataclysm thousands of years ago. In their journey below, they fell to bickering and in-fighting, drawing the attention of sinister intelligences beyond their own. Whether it was the influence of a specific demon lord, the Rough Beast Rovagug, or some other fell force is unknown, but in that time the elves transformed both spiritually and physically, tainting their hearts with desires for cruelty, sadism, and violence. The hues of their eyes became sinister red or bleached white, and their flesh adopted an unearthly lavender sheen that made the drow instantly recognizable. The drow also developed potent magical abilities and resistances that further empowered them, if at the cost of their souls. Over the centuries to follow, the drow developed into a powerful, if violently dysfunctional society, influenced by the worship of demon lords and focused on providing power and glory to a relatively small collection of noble houses. Many of these noble houses are matriarchal in nature and all hold allegiance to a specific demon lord patron—but traditions of worship, warfare, and wizardry help to bind the oft-bickering houses together enough that drow society doesn’t simply consume itself from within. Fear of earning the wrath of one’s superior—be it a teacher, a parent, a commander, or the demon one worships—is the real bond holding drow society together, and this system is held in esteem by the lowliest drow servant and by the most powerful drow priestess alike. The drow are infamous throughout the world, but until recently most assumed stories of demon-worshipping, underground-dwelling elves were spooky legends crafted to share around a campfire. Today, the existence of drow is an understood truth, and while their presence in the dark caverns deep below is unsettling, they seem content to leave the surface world alone for now. Members Drow Fighter (Creature 1), Drow Hunter (Creature 7), Drow Priestess (Creature 3), Drow Rogue (Creature 2), Drow Shootist (Creature 8), Drow Warden (Creature 4) Adherents of Chaos Away from the larger drow cities where worship of demon lords is instilled into all citizens from a young age, drow might adopt the worship of other entities. Many drow feel the call of the protean lords and embrace chaos, art, and freedom to set themselves apart from their demon-worshipping kin. These communities often have proteans living among them, instructing drow proteges in the power of disorder. Becoming a Drow Rarely, when a surface elf commits an act of cruelty heinous enough to draw the attention of a demon lord, transformation into a drow can happen spontaneously—but these transformations are rare enough to be legends in their own right. No known instance of a drow reverting to an elf has ever been recorded. Drow Exiles While drow society is evil, not all drow are bound to these norms. Those who seek something better in life are invariably exiles and often flee to the surface to escape their sinister kin. These drow often live as hermits, or they seek out societies where others have yet to hear the legends regarding their kind. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Duergar](/MonsterFamilies.aspx?ID=38)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 138</row>\n\nDeep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to the surface along with their modern dwarven cousins. An exiled dwarven deity named Droskar offered duergars salvation from the horrors of the Darklands, and in exchange duergars endlessly toil in his honor within their subterranean empire. Notorious slavers, duergars regularly raid other Darklands settlements as well as surface communities in constant search of living beings to task with endless amounts of work in their harsh and exhausting settlements.\n\n Duergars are gray-skinned creatures, often referred to as “ashen” by those surface dwarves willing to speak of them. These subterranean dwarves have a strong natural connection with cave-dwelling vermin, and it’s common to see duergar caravans drawn by teams of immense beetles. Most duergars devote themselves to the worship of Droskar, a taskmaster of a god who demands back-breaking toil in addition to regular prayer. Duergar leadership often consists of powerful divine servants of Droskar, along with incredibly stout warriors whose martial prowess ensures they can overcome any direct threat to their rule. Almost every aspect of duergar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.\r\n\r\n<title level=\"2\">Members</title>\r\n[Duergar Bombardier](/Monsters.aspx?ID=169) (Creature 1), [Duergar Sharpshooter](/Monsters.aspx?ID=168) (Creature 0), [Duergar Taskmaster](/Monsters.aspx?ID=170) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Duergar Communities</title>\r\n\r\nDuergar communities are found deep underground in the ruins of abandoned dwarven cities. Generations of duergar occupation have resulted in the loss of dwarven history as the ashen honor their taskmaster deity by reworking traditional dwarven art into topics that elevate the exiled god. That duergars themselves seem incapable of achieving the heights of artistry mastered by their dwarven ancestors is both a source of frustration and shame that only fosters greater resentment of those who dwell on the surface.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Occult Traditions</title>\r\n\r\nUnlike classical dwarven practitioners of magic, duergars have embraced the practice of occultism. All duergars have at least a few innate occult spells, primary among them being the ability to magically increase their size. This power not only aids them in intimidating and bullying their slaves, but also serves as a potent combat option against their many enemies.\r\n</aside>",
|
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"name": "Duergar",
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"rarity": "common",
|
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"release_date": "2019-08-01",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 138</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDeep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to …\r\n</summary>",
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"summary": "Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to …",
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"summary_markdown": "Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to …",
|
||
"text": " Duergar Source Bestiary pg. 138 Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to the surface along with their modern dwarven cousins. An exiled dwarven deity named Droskar offered duergars salvation from the horrors of the Darklands, and in exchange duergars endlessly toil in his honor within their subterranean empire. Notorious slavers, duergars regularly raid other Darklands settlements as well as surface communities in constant search of living beings to task with endless amounts of work in their harsh and exhausting settlements. Duergars are gray-skinned creatures, often referred to as “ashen” by those surface dwarves willing to speak of them. These subterranean dwarves have a strong natural connection with cave-dwelling vermin, and it’s common to see duergar caravans drawn by teams of immense beetles. Most duergars devote themselves to the worship of Droskar, a taskmaster of a god who demands back-breaking toil in addition to regular prayer. Duergar leadership often consists of powerful divine servants of Droskar, along with incredibly stout warriors whose martial prowess ensures they can overcome any direct threat to their rule. Almost every aspect of duergar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life. Members Duergar Bombardier (Creature 1), Duergar Sharpshooter (Creature 0), Duergar Taskmaster (Creature 2) Duergar Communities Duergar communities are found deep underground in the ruins of abandoned dwarven cities. Generations of duergar occupation have resulted in the loss of dwarven history as the ashen honor their taskmaster deity by reworking traditional dwarven art into topics that elevate the exiled god. That duergars themselves seem incapable of achieving the heights of artistry mastered by their dwarven ancestors is both a source of frustration and shame that only fosters greater resentment of those who dwell on the surface. Occult Traditions Unlike classical dwarven practitioners of magic, duergars have embraced the practice of occultism. All duergars have at least a few innate occult spells, primary among them being the ability to magically increase their size. This power not only aids them in intimidating and bullying their slaves, but also serves as a potent combat option against their many enemies. ",
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"type": "Creature Family",
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"creature_family": "Eagle",
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"creature_family_markdown": "Eagle",
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"id": "creature-family-39",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Eagle](/MonsterFamilies.aspx?ID=39)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 141</row>\n\nThese 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.\r\n\r\n<title level=\"2\">Members</title>\r\n[Eagle](/Monsters.aspx?ID=172) (Creature -1), [Giant Eagle](/Monsters.aspx?ID=173) (Creature 3)",
|
||
"name": "Eagle",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 141</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees …\r\n</summary>",
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"summary": "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 …",
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||
"summary_markdown": "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 …",
|
||
"text": " Eagle Source Bestiary pg. 141 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. Members Eagle (Creature -1), Giant Eagle (Creature 3)",
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||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=39",
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"weakness": {}
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"creature_family": "Eel",
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"creature_family_markdown": "Eel",
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"exclude_from_search": false,
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"id": "creature-family-40",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Eel](/MonsterFamilies.aspx?ID=40)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 142</row>\n\nAlthough these long, narrow fish share similarities in appearance, eels are a diverse group of creatures.\r\n\r\n<title level=\"2\">Members</title>\r\n[Electric Eel](/Monsters.aspx?ID=174) (Creature 1), [Giant Moray Eel](/Monsters.aspx?ID=175) (Creature 5)",
|
||
"name": "Eel",
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||
"rarity": "common",
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||
"release_date": "2019-08-01",
|
||
"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 142</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAlthough these long, narrow fish share similarities in appearance, eels are a diverse group of creatures .\r\n</summary>",
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"source": [
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"Bestiary"
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 142</row>",
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"speed": {},
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"summary": "Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures .",
|
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"summary_markdown": "Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures .",
|
||
"text": " Eel Source Bestiary pg. 142 Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures. Members Electric Eel (Creature 1), Giant Moray Eel (Creature 5)",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=40",
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"creature_family": "Elemental, Air",
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"id": "creature-family-41",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Elemental, Air](/MonsterFamilies.aspx?ID=41)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 144</row>\n\nHailing from the Plane of Air, these beings appear in a variety of sizes and shapes.\r\n\r\n<title level=\"2\">Members</title>\r\n[Belker](/Monsters.aspx?ID=648) (Creature 6), [Elemental Hurricane](/Monsters.aspx?ID=181) (Creature 11), [Invisible Stalker](/Monsters.aspx?ID=179) (Creature 7), [Living Thunderclap](/Monsters.aspx?ID=647) (Creature 4), [Living Whirlwind](/Monsters.aspx?ID=178) (Creature 5), [Melody On The Wind](/Monsters.aspx?ID=649) (Creature 10), [Spark Bat](/Monsters.aspx?ID=646) (Creature 2), [Storm Lord](/Monsters.aspx?ID=180) (Creature 9), [Zephyr Hawk](/Monsters.aspx?ID=177) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">\"Civilized\" Elementals</title>\r\n\r\nSome elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Diverse Elementals</title>\r\n\r\nThe Elemental Planes are more than expanses of sky, rock, fire, and ocean. Clouds of fog, dust, and storms float through the [Plane of Air](/Planes.aspx?ID=4). The [Plane of Earth](/Planes.aspx?ID=5) includes verdant groves, shining metal and crystal, and irradiated wastelands. The [Plane of Fire](/Planes.aspx?ID=6) features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the [Plane of Water](/Planes.aspx?ID=7) are pockets of ooze and brine, plus the otherworldly environs of the deep.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Beings</title>\r\n\r\nThe Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Elemental Creatures</title>\r\n\r\nNot all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Lords</title>\r\n\r\nThe most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Elemental Vortexes</title>\r\n\r\nWhere the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Monstrous Elementals</title>\r\n\r\nSome elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie, the uthul, or the zaramuun have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Elementals</title>\r\n\r\nWhen energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It’s possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Primal Elementals</title>\r\n\r\nThe most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Elemental</title>\r\n\r\n**Related Families**\r\n[Elemental, Earth](/MonsterFamilies.aspx?ID=42), [Elemental, Fire](/MonsterFamilies.aspx?ID=43), [Elemental, Mephit](/MonsterFamilies.aspx?ID=44), [Elemental, Water](/MonsterFamilies.aspx?ID=45), [Elemental, Wisp](/MonsterFamilies.aspx?ID=232)",
|
||
"name": "Elemental, Air",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 144</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHailing from the Plane of Air, these beings appear in a variety of sizes and shapes .\r\n</summary>",
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"source": [
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 144</row>",
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"speed": {},
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"summary": "Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes .",
|
||
"summary_markdown": "Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes .",
|
||
"text": " Elemental, Air Source Bestiary pg. 144 Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. Members Belker (Creature 6), Elemental Hurricane (Creature 11), Invisible Stalker (Creature 7), Living Thunderclap (Creature 4), Living Whirlwind (Creature 5), Melody On The Wind (Creature 10), Spark Bat (Creature 2), Storm Lord (Creature 9), Zephyr Hawk (Creature 3) \"Civilized\" Elementals Some elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes. Diverse Elementals The Elemental Planes are more than expanses of sky, rock, fire, and ocean. Clouds of fog, dust, and storms float through the Plane of Air. The Plane of Earth includes verdant groves, shining metal and crystal, and irradiated wastelands. The Plane of Fire features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the Plane of Water are pockets of ooze and brine, plus the otherworldly environs of the deep. Elemental Beings The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive. Elemental Creatures Not all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities. Elemental Lords The most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars. Elemental Vortexes Where the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms. Monstrous Elementals Some elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie, the uthul, or the zaramuun have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well. Other Elementals When energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It’s possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange. Primal Elementals The most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck. Elemental Related Families Elemental, Earth, Elemental, Fire, Elemental, Mephit, Elemental, Water, Elemental, Wisp",
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Elemental, Earth](/MonsterFamilies.aspx?ID=42)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 146</row>\n\nEarth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.\r\n\r\n<title level=\"2\">Members</title>\r\n[Earthen Destrier](/Monsters.aspx?ID=651) (Creature 4), [Elemental Avalanche](/Monsters.aspx?ID=186) (Creature 11), [Granite Glyptodont](/Monsters.aspx?ID=654) (Creature 8), [Living Boulder](/Monsters.aspx?ID=650) (Creature 2), [Living Landslide](/Monsters.aspx?ID=183) (Creature 5), [Sand Sentry](/Monsters.aspx?ID=653) (Creature 6), [Sod Hound](/Monsters.aspx?ID=182) (Creature 3), [Stone Mauler](/Monsters.aspx?ID=185) (Creature 9), [Xorn](/Monsters.aspx?ID=184) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">\"Civilized\" Elementals</title>\r\n\r\nSome elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Diverse Elementals</title>\r\n\r\nThe Elemental Planes are more than expanses of sky, rock, fire, and ocean. Clouds of fog, dust, and storms float through the [Plane of Air](/Planes.aspx?ID=4). The [Plane of Earth](/Planes.aspx?ID=5) includes verdant groves, shining metal and crystal, and irradiated wastelands. The [Plane of Fire](/Planes.aspx?ID=6) features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the [Plane of Water](/Planes.aspx?ID=7) are pockets of ooze and brine, plus the otherworldly environs of the deep.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Beings</title>\r\n\r\nThe Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Elemental Creatures</title>\r\n\r\nNot all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Lords</title>\r\n\r\nThe most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Elemental Vortexes</title>\r\n\r\nWhere the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Looting Earth Elementals</title>\r\n\r\nEarth elementals sometimes have valuable gemstones or minerals incorporated into their bodies, and once they are slain, these valuables can be scavenged as treasure. Gemstones, precious metals such as silver or gold ore, or rarer materials such as [mithral](/Equipment.aspx?ID=275) or [adamantine](/Equipment.aspx?ID=271) can be harvested from these creatures, although the more expensive finds tend to be incorporated into only the most powerful earth elementals.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Monstrous Elementals</title>\r\n\r\nSome elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie, the uthul, or the zaramuun have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Elementals</title>\r\n\r\nWhen energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It’s possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Primal Elementals</title>\r\n\r\nThe most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Elemental</title>\r\n\r\n**Related Families**\r\n[Elemental, Air](/MonsterFamilies.aspx?ID=41), [Elemental, Fire](/MonsterFamilies.aspx?ID=43), [Elemental, Mephit](/MonsterFamilies.aspx?ID=44), [Elemental, Water](/MonsterFamilies.aspx?ID=45), [Elemental, Wisp](/MonsterFamilies.aspx?ID=232)",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 146</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEarth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults …\r\n</summary>",
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"text": " Elemental, Earth Source Bestiary pg. 146 Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries. Members Earthen Destrier (Creature 4), Elemental Avalanche (Creature 11), Granite Glyptodont (Creature 8), Living Boulder (Creature 2), Living Landslide (Creature 5), Sand Sentry (Creature 6), Sod Hound (Creature 3), Stone Mauler (Creature 9), Xorn (Creature 7) \"Civilized\" Elementals Some elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes. Diverse Elementals The Elemental Planes are more than expanses of sky, rock, fire, and ocean. Clouds of fog, dust, and storms float through the Plane of Air. The Plane of Earth includes verdant groves, shining metal and crystal, and irradiated wastelands. The Plane of Fire features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the Plane of Water are pockets of ooze and brine, plus the otherworldly environs of the deep. Elemental Beings The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive. Elemental Creatures Not all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities. Elemental Lords The most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars. Elemental Vortexes Where the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms. Looting Earth Elementals Earth elementals sometimes have valuable gemstones or minerals incorporated into their bodies, and once they are slain, these valuables can be scavenged as treasure. Gemstones, precious metals such as silver or gold ore, or rarer materials such as mithral or adamantine can be harvested from these creatures, although the more expensive finds tend to be incorporated into only the most powerful earth elementals. Monstrous Elementals Some elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie, the uthul, or the zaramuun have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well. Other Elementals When energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It’s possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange. Primal Elementals The most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck. Elemental Related Families Elemental, Air, Elemental, Fire, Elemental, Mephit, Elemental, Water, Elemental, Wisp",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Elemental, Fire](/MonsterFamilies.aspx?ID=43)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 148</row>\n\nFire elementals are destructive manifestations of the scorching Plane of Fire.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cinder Rat](/Monsters.aspx?ID=187) (Creature 3), [Elemental Inferno](/Monsters.aspx?ID=191) (Creature 11), [Ember Fox](/Monsters.aspx?ID=655) (Creature 2), [Filth Fire](/Monsters.aspx?ID=656) (Creature 4), [Firewyrm](/Monsters.aspx?ID=190) (Creature 9), [Living Wildfire](/Monsters.aspx?ID=188) (Creature 5), [Magma Scorpion](/Monsters.aspx?ID=658) (Creature 8), [Salamander](/Monsters.aspx?ID=189) (Creature 7), [Striding Fire](/Monsters.aspx?ID=657) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">\"Civilized\" Elementals</title>\r\n\r\nSome elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Diverse Elementals</title>\r\n\r\nThe Elemental Planes are more than expanses of sky, rock, fire, and ocean. Clouds of fog, dust, and storms float through the [Plane of Air](/Planes.aspx?ID=4). The [Plane of Earth](/Planes.aspx?ID=5) includes verdant groves, shining metal and crystal, and irradiated wastelands. The [Plane of Fire](/Planes.aspx?ID=6) features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the [Plane of Water](/Planes.aspx?ID=7) are pockets of ooze and brine, plus the otherworldly environs of the deep.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Alignments</title>\r\n\r\nMore than other elementals, fire elementals tend to deviate from neutrality, and are often good, evil, or chaotic in nature. Lawful fire elementals are rare. Fire's inherently capricious nature seems to prevent these creatures from succumbing to the influence of order.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Beings</title>\r\n\r\nThe Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Elemental Creatures</title>\r\n\r\nNot all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Lords</title>\r\n\r\nThe most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Elemental Vortexes</title>\r\n\r\nWhere the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Fire Elemental Treasure</title>\r\n\r\nOften, nothing remains after defeating a fire elemental but a pile of ashes and the fading smell of smoke. But sometimes, fragments of their elemental power remain behind. At the GM's discretion, a fire elemental can leave behind ashes, lumps of charcoal, or ever-smoldering cinders that are valuable components for the construction of fire-themed magic items.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Flame and Fathom Meet</title>\r\n\r\nThough fire and water classically oppose one another, in the right mixture they can become a dangerous combination. Water elementals heated to a scalding temperature through natural factors such as underwater volcanoes might deal 1d6 persistent fire damage with their Strikes, while fire elementals infused with moisture might exude clouds of obscuring or even blinding steam.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Monstrous Elementals</title>\r\n\r\nSome elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie, the uthul, or the zaramuun have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Elementals</title>\r\n\r\nWhen energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It’s possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Primal Elementals</title>\r\n\r\nThe most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Elemental</title>\r\n\r\n**Related Families**\r\n[Elemental, Air](/MonsterFamilies.aspx?ID=41), [Elemental, Earth](/MonsterFamilies.aspx?ID=42), [Elemental, Mephit](/MonsterFamilies.aspx?ID=44), [Elemental, Water](/MonsterFamilies.aspx?ID=45), [Elemental, Wisp](/MonsterFamilies.aspx?ID=232)",
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"name": "Elemental, Fire",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 148</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFire elementals are destructive manifestations of the scorching Plane of Fire .\r\n</summary>",
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"summary": "Fire elementals are destructive manifestations of the scorching Plane of Fire .",
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"text": " Elemental, Fire Source Bestiary pg. 148 Fire elementals are destructive manifestations of the scorching Plane of Fire. Members Cinder Rat (Creature 3), Elemental Inferno (Creature 11), Ember Fox (Creature 2), Filth Fire (Creature 4), Firewyrm (Creature 9), Living Wildfire (Creature 5), Magma Scorpion (Creature 8), Salamander (Creature 7), Striding Fire (Creature 6) \"Civilized\" Elementals Some elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes. Diverse Elementals The Elemental Planes are more than expanses of sky, rock, fire, and ocean. Clouds of fog, dust, and storms float through the Plane of Air. The Plane of Earth includes verdant groves, shining metal and crystal, and irradiated wastelands. The Plane of Fire features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the Plane of Water are pockets of ooze and brine, plus the otherworldly environs of the deep. Elemental Alignments More than other elementals, fire elementals tend to deviate from neutrality, and are often good, evil, or chaotic in nature. Lawful fire elementals are rare. Fire's inherently capricious nature seems to prevent these creatures from succumbing to the influence of order. Elemental Beings The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive. Elemental Creatures Not all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities. Elemental Lords The most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars. Elemental Vortexes Where the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms. Fire Elemental Treasure Often, nothing remains after defeating a fire elemental but a pile of ashes and the fading smell of smoke. But sometimes, fragments of their elemental power remain behind. At the GM's discretion, a fire elemental can leave behind ashes, lumps of charcoal, or ever-smoldering cinders that are valuable components for the construction of fire-themed magic items. Flame and Fathom Meet Though fire and water classically oppose one another, in the right mixture they can become a dangerous combination. Water elementals heated to a scalding temperature through natural factors such as underwater volcanoes might deal 1d6 persistent fire damage with their Strikes, while fire elementals infused with moisture might exude clouds of obscuring or even blinding steam. Monstrous Elementals Some elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie, the uthul, or the zaramuun have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well. Other Elementals When energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It’s possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange. Primal Elementals The most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck. Elemental Related Families Elemental, Air, Elemental, Earth, Elemental, Mephit, Elemental, Water, Elemental, Wisp",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Elemental, Mephit](/MonsterFamilies.aspx?ID=44)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 150</row>\n\nMephits—sometimes known as elemental scamps—are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon.\r\n\r\n<title level=\"2\">Members</title>\r\n[Air Mephit](/Monsters.aspx?ID=192) (Creature 1), [Dust Mephit](/Monsters.aspx?ID=659) (Creature 1), [Earth Mephit](/Monsters.aspx?ID=193) (Creature 1), [Fire Mephit](/Monsters.aspx?ID=194) (Creature 1), [Ice Mephit](/Monsters.aspx?ID=660) (Creature 1), [Ooze Mephit](/Monsters.aspx?ID=661) (Creature 1), [Steam Mephit](/Monsters.aspx?ID=662) (Creature 1), [Water Mephit](/Monsters.aspx?ID=195) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Conjuring Mephits</title>\r\n\r\nMephits are a favorite target for low-level spellcasters to summon, both because they have several useful abilities and because they are relatively easy to command and manipulate. Still, care must be taken when using mephits as minions, because if left unwatched or unattended for too long, they can cause all sorts of mischief.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mephit Interactions</title>\r\n\r\nDifferent types of mephits that can be found on the same elemental plane often develop friendly (or, in some cases, fierce) rivalries with one another. While mephits from elementally opposed planes (such as fire and water) may have strong opinions about the superiority of their own element, the fact that they rarely see such mephits means that when they do encounter them, they often get along better than they do with their close neighbors.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mephit Names</title>\r\n\r\nPerhaps because they're so often compelled into service by mortal conjurers and more powerful elementals, mephits tend to adopt long names peppered with self-proclaimed titles and imagined or exaggerated accomplishments to alleviate their feelings of inadequacy. Some examples of mephit names follow. \n<ul><li>Anothoraxia, Lurker in Dark Places, the Tragic Hero, One Against All</li><li>Silothiscil the Embittered, Rimelord of the Eternal Chill, Lord of Icicles</li><li>Oglophax, Prince of Pungency, the Viscous One, the Forever Stain</li><li>Zarnozath the Magnificent, First of His Name, Boiler of Kettles, the Teapot Terror</li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Mephits</title>\r\n\r\nThe four mephits presented here are but the most common of their kind. Others that rise from the mixing of elemental energies exist as well: creatures like dust mephits (who breathe out a scouring cloud of grit), ice mephits (who spit out sickening gusts of frozen air), magma mephits (which can assume the form of a pool of lava), ooze mephits (which spit out foul-smelling acid), salt mephits (who can draw moisture out of the environs and nearby creatures), and steam mephits (which can call down tiny squalls of boiling rain).\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Elemental</title>\r\n\r\n**Related Families**\r\n[Elemental, Air](/MonsterFamilies.aspx?ID=41), [Elemental, Earth](/MonsterFamilies.aspx?ID=42), [Elemental, Fire](/MonsterFamilies.aspx?ID=43), [Elemental, Water](/MonsterFamilies.aspx?ID=45), [Elemental, Wisp](/MonsterFamilies.aspx?ID=232)",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 150</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMephits—sometimes known as elemental scamps—are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or …\r\n</summary>",
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"summary_markdown": "Mephits—sometimes known as elemental scamps—are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or …",
|
||
"text": " Elemental, Mephit Source Bestiary pg. 150 Mephits—sometimes known as elemental scamps—are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon. Members Air Mephit (Creature 1), Dust Mephit (Creature 1), Earth Mephit (Creature 1), Fire Mephit (Creature 1), Ice Mephit (Creature 1), Ooze Mephit (Creature 1), Steam Mephit (Creature 1), Water Mephit (Creature 1) Conjuring Mephits Mephits are a favorite target for low-level spellcasters to summon, both because they have several useful abilities and because they are relatively easy to command and manipulate. Still, care must be taken when using mephits as minions, because if left unwatched or unattended for too long, they can cause all sorts of mischief. Mephit Interactions Different types of mephits that can be found on the same elemental plane often develop friendly (or, in some cases, fierce) rivalries with one another. While mephits from elementally opposed planes (such as fire and water) may have strong opinions about the superiority of their own element, the fact that they rarely see such mephits means that when they do encounter them, they often get along better than they do with their close neighbors. Mephit Names Perhaps because they're so often compelled into service by mortal conjurers and more powerful elementals, mephits tend to adopt long names peppered with self-proclaimed titles and imagined or exaggerated accomplishments to alleviate their feelings of inadequacy. Some examples of mephit names follow. Anothoraxia, Lurker in Dark Places, the Tragic Hero, One Against All Silothiscil the Embittered, Rimelord of the Eternal Chill, Lord of Icicles Oglophax, Prince of Pungency, the Viscous One, the Forever Stain Zarnozath the Magnificent, First of His Name, Boiler of Kettles, the Teapot Terror Other Mephits The four mephits presented here are but the most common of their kind. Others that rise from the mixing of elemental energies exist as well: creatures like dust mephits (who breathe out a scouring cloud of grit), ice mephits (who spit out sickening gusts of frozen air), magma mephits (which can assume the form of a pool of lava), ooze mephits (which spit out foul-smelling acid), salt mephits (who can draw moisture out of the environs and nearby creatures), and steam mephits (which can call down tiny squalls of boiling rain). Elemental Related Families Elemental, Air, Elemental, Earth, Elemental, Fire, Elemental, Water, Elemental, Wisp",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Elemental, Water](/MonsterFamilies.aspx?ID=45)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 152</row>\n\nWater elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.\r\n\r\n<title level=\"2\">Members</title>\r\n[Blizzardborn](/Monsters.aspx?ID=665) (Creature 6), [Brine Shark](/Monsters.aspx?ID=196) (Creature 3), [Elemental Tsunami](/Monsters.aspx?ID=200) (Creature 11), [Elemental Vessel, Water](/Monsters.aspx?ID=1009) (Creature 16), [Icewyrm](/Monsters.aspx?ID=666) (Creature 10), [Icicle Snake](/Monsters.aspx?ID=663) (Creature 2), [Living Waterfall](/Monsters.aspx?ID=197) (Creature 5), [Mist Stalker](/Monsters.aspx?ID=664) (Creature 4), [Quatoid](/Monsters.aspx?ID=198) (Creature 7), [Tidal Master](/Monsters.aspx?ID=199) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">\"Civilized\" Elementals</title>\r\n\r\nSome elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Diverse Elementals</title>\r\n\r\nThe Elemental Planes are more than expanses of sky, rock, fire, and ocean. Clouds of fog, dust, and storms float through the [Plane of Air](/Planes.aspx?ID=4). The [Plane of Earth](/Planes.aspx?ID=5) includes verdant groves, shining metal and crystal, and irradiated wastelands. The [Plane of Fire](/Planes.aspx?ID=6) features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the [Plane of Water](/Planes.aspx?ID=7) are pockets of ooze and brine, plus the otherworldly environs of the deep.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Beings</title>\r\n\r\nThe Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Elemental Creatures</title>\r\n\r\nNot all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Lords</title>\r\n\r\nThe most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Elemental Vortexes</title>\r\n\r\nWhere the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Flame and Fathom Meet</title>\r\n\r\nThough fire and water classically oppose one another, in the right mixture they can become a dangerous combination. Water elementals heated to a scalding temperature through natural factors such as underwater volcanoes might deal 1d6 persistent fire damage with their Strikes, while fire elementals infused with moisture might exude clouds of obscuring or even blinding steam.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Monstrous Elementals</title>\r\n\r\nSome elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie, the uthul, or the zaramuun have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Elementals</title>\r\n\r\nWhen energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It’s possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Primal Elementals</title>\r\n\r\nThe most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Elemental</title>\r\n\r\n**Related Families**\r\n[Elemental, Air](/MonsterFamilies.aspx?ID=41), [Elemental, Earth](/MonsterFamilies.aspx?ID=42), [Elemental, Fire](/MonsterFamilies.aspx?ID=43), [Elemental, Mephit](/MonsterFamilies.aspx?ID=44), [Elemental, Wisp](/MonsterFamilies.aspx?ID=232)",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 152</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWater elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its …\r\n</summary>",
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"summary": "Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its …",
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"text": " Elemental, Water Source Bestiary pg. 152 Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict. Members Blizzardborn (Creature 6), Brine Shark (Creature 3), Elemental Tsunami (Creature 11), Elemental Vessel, Water (Creature 16), Icewyrm (Creature 10), Icicle Snake (Creature 2), Living Waterfall (Creature 5), Mist Stalker (Creature 4), Quatoid (Creature 7), Tidal Master (Creature 9) \"Civilized\" Elementals Some elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes. Diverse Elementals The Elemental Planes are more than expanses of sky, rock, fire, and ocean. Clouds of fog, dust, and storms float through the Plane of Air. The Plane of Earth includes verdant groves, shining metal and crystal, and irradiated wastelands. The Plane of Fire features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the Plane of Water are pockets of ooze and brine, plus the otherworldly environs of the deep. Elemental Beings The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive. Elemental Creatures Not all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities. Elemental Lords The most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars. Elemental Vortexes Where the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms. Flame and Fathom Meet Though fire and water classically oppose one another, in the right mixture they can become a dangerous combination. Water elementals heated to a scalding temperature through natural factors such as underwater volcanoes might deal 1d6 persistent fire damage with their Strikes, while fire elementals infused with moisture might exude clouds of obscuring or even blinding steam. Monstrous Elementals Some elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie, the uthul, or the zaramuun have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well. Other Elementals When energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It’s possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange. Primal Elementals The most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck. Elemental Related Families Elemental, Air, Elemental, Earth, Elemental, Fire, Elemental, Mephit, Elemental, Wisp",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Elephant](/MonsterFamilies.aspx?ID=46)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 154</row>\n\nImmediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are found. Elephants are used as beasts of burden in many regions, but they are extremely clever and must be handled with great care.\r\n\r\n<title level=\"2\">Members</title>\r\n[Anancus](/Monsters.aspx?ID=667) (Creature 8), [Elephant](/Monsters.aspx?ID=201) (Creature 7), [Mammoth](/Monsters.aspx?ID=202) (Creature 10), [Mastodon](/Monsters.aspx?ID=668) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Elephant Resources</title>\r\n\r\nElephant tusks are a highly sought-after treasure, the ivory from a single tusk potentially fetching hundreds of gold coins. Those who value the elephant’s majestic presence are impassioned defenders of the creatures, making the hunt for ivory dangerous.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Rogue Elephants</title>\r\n\r\nElephants of all species are, by nature, social creatures who form strong bonds with one another, but when an elephant separates from its herd—either due to tragedy or an individual streak of viciousness—they become known as rogue elephants. These dangerous solitary creatures are ill-tempered and quick to attack anything that approaches them, and often have the [elite adjustments](/Rules.aspx?ID=790) to their statistics.\r\n</aside>",
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"name": "Elephant",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 154</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nImmediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are …\r\n</summary>",
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"summary": "Immediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are …",
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"summary_markdown": "Immediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are …",
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"text": " Elephant Source Bestiary pg. 154 Immediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are found. Elephants are used as beasts of burden in many regions, but they are extremely clever and must be handled with great care. Members Anancus (Creature 8), Elephant (Creature 7), Mammoth (Creature 10), Mastodon (Creature 9) Elephant Resources Elephant tusks are a highly sought-after treasure, the ivory from a single tusk potentially fetching hundreds of gold coins. Those who value the elephant’s majestic presence are impassioned defenders of the creatures, making the hunt for ivory dangerous. Rogue Elephants Elephants of all species are, by nature, social creatures who form strong bonds with one another, but when an elephant separates from its herd—either due to tragedy or an individual streak of viciousness—they become known as rogue elephants. These dangerous solitary creatures are ill-tempered and quick to attack anything that approaches them, and often have the elite adjustments to their statistics. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Fleshwarp](/MonsterFamilies.aspx?ID=47)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 158</row>\n\nSome creatures, notably [drow](/MonsterFamilies.aspx?ID=37), are not happy with merely killing their enemies. They revel in the total degradation of their foes through the horrifying transformative technique known as fleshwarping. Though the fleshwarping process was not created by the drow, many believe they perfected it. The drow torture their enemies in vats of churning magical reagents, reshaping their flesh and psyche alike into horrid and monstrous things. The reconstitution of flesh results in countless variations of fleshwarps, and the following are just a couple of examples of these horrors.\n\nAlthough twisting victims into horrid shapes is a well-known pastime of evil drow, other subterranean monsters have stolen these practices or developed them independently. The worm-like [seugathis](/MonsterFamilies.aspx?ID=212) sometimes warp other creatures whose territories abut their lightless lands; the fleshwarps below result from [morlocks](/MonsterFamilies.aspx?ID=211) and [urdefhans](/MonsterFamilies.aspx?ID=158), respectively.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dreshkan](/Monsters.aspx?ID=1043) (Creature 4), [Drider](/Monsters.aspx?ID=207) (Creature 6), [Ghonhatine](/Monsters.aspx?ID=671) (Creature 10), [Grothlut](/Monsters.aspx?ID=206) (Creature 3), [Irnakurse](/Monsters.aspx?ID=670) (Creature 9), [Mulventok](/Monsters.aspx?ID=1044) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Failed Fleshwarps</title>\r\n\r\nNot every fleshwarp emerges from its vat capable of survival. Many perish within minutes, as organs fundamental for life simply fail or collapse in on themselves. Fleshwarpers can usually recycle failed fleshwarps back into the mix quickly enough, but now and then, remnants known as fleshdregs are stable enough to live pain-wracked lives of their own. These foul creatures often infest fleshwarper holdings, like rats or other vermin do in less awful locations.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Fleshwarps</title>\r\n\r\nGrothluts may be the weakest example of a fleshwarp, and driders the most successful, but others exist as well. Ghonhatines are lumbering fleshwarps formed from xulgaths, while the tentacled irnakurses are formed from surface-dwelling elves. [Sinspawn](/Monsters.aspx?ID=371) are fleshwarps as well, of course, although their methods of creation differ drastically from the techniques mastered by drow.\r\n</aside>",
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"name": "Fleshwarp",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 158</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSome creatures, notably drow , are not happy with merely killing their enemies. They revel in the total degradation of their foes through the …\r\n</summary>",
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"summary": "Some creatures, notably drow , are not happy with merely killing their enemies. They revel in the total degradation of their foes through the …",
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"summary_markdown": "Some creatures, notably drow , are not happy with merely killing their enemies. They revel in the total degradation of their foes through the …",
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"text": " Fleshwarp Source Bestiary pg. 158 Some creatures, notably drow, are not happy with merely killing their enemies. They revel in the total degradation of their foes through the horrifying transformative technique known as fleshwarping. Though the fleshwarping process was not created by the drow, many believe they perfected it. The drow torture their enemies in vats of churning magical reagents, reshaping their flesh and psyche alike into horrid and monstrous things. The reconstitution of flesh results in countless variations of fleshwarps, and the following are just a couple of examples of these horrors. Although twisting victims into horrid shapes is a well-known pastime of evil drow, other subterranean monsters have stolen these practices or developed them independently. The worm-like seugathis sometimes warp other creatures whose territories abut their lightless lands; the fleshwarps below result from morlocks and urdefhans, respectively. Members Dreshkan (Creature 4), Drider (Creature 6), Ghonhatine (Creature 10), Grothlut (Creature 3), Irnakurse (Creature 9), Mulventok (Creature 7) Failed Fleshwarps Not every fleshwarp emerges from its vat capable of survival. Many perish within minutes, as organs fundamental for life simply fail or collapse in on themselves. Fleshwarpers can usually recycle failed fleshwarps back into the mix quickly enough, but now and then, remnants known as fleshdregs are stable enough to live pain-wracked lives of their own. These foul creatures often infest fleshwarper holdings, like rats or other vermin do in less awful locations. Other Fleshwarps Grothluts may be the weakest example of a fleshwarp, and driders the most successful, but others exist as well. Ghonhatines are lumbering fleshwarps formed from xulgaths, while the tentacled irnakurses are formed from surface-dwelling elves. Sinspawn are fleshwarps as well, of course, although their methods of creation differ drastically from the techniques mastered by drow. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Flytrap](/MonsterFamilies.aspx?ID=48)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 160</row>\n\nFlytraps are dangerous creatures as eager to feed on humanoids and larger prey as they are monstrous insects.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Flytrap](/Monsters.aspx?ID=209) (Creature 10), [Snapping Flytrap](/Monsters.aspx?ID=208) (Creature 3)",
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"name": "Flytrap",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 160</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFlytraps are dangerous creatures as eager to feed on humanoids and larger prey as they are monstrous insects.\r\n</summary>",
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"summary": "Flytraps are dangerous creatures as eager to feed on humanoids and larger prey as they are monstrous insects.",
|
||
"summary_markdown": "Flytraps are dangerous creatures as eager to feed on humanoids and larger prey as they are monstrous insects.",
|
||
"text": " Flytrap Source Bestiary pg. 160 Flytraps are dangerous creatures as eager to feed on humanoids and larger prey as they are monstrous insects. Members Giant Flytrap (Creature 10), Snapping Flytrap (Creature 3)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=48",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Gargoyle",
|
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|
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|
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"id": "creature-family-49",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Gargoyle](/MonsterFamilies.aspx?ID=49)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 161</row>\n\nGargoyles 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 fixed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike.\n\n Gargoyles tend to be lone hunters, though sometimes they band into fearsome tribes called “wings” for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor’s edge. The majority of gargoyles are treacherous, vindictive, and petty—traits that preclude lasting partnerships. Many tend to be obsessive and compulsive. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals’ obsessions and compulsions clash.",
|
||
"name": "Gargoyle",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 161</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the …\r\n</summary>",
|
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"source": [
|
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"Bestiary"
|
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|
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|
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 161</row>",
|
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"speed": {},
|
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"summary": "Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the …",
|
||
"summary_markdown": "Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the …",
|
||
"text": " Gargoyle Source Bestiary pg. 161 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 fixed; 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. Gargoyles tend to be lone hunters, though sometimes they band into fearsome tribes called “wings” for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor’s edge. The majority of gargoyles are treacherous, vindictive, and petty—traits that preclude lasting partnerships. Many tend to be obsessive and compulsive. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals’ obsessions and compulsions clash.",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=49",
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"weakness": {}
|
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},
|
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{
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"category": "creature-family",
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"creature_family": "Genie",
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"creature_family_markdown": "Genie",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-50",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Genie](/MonsterFamilies.aspx?ID=50)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 162</row>\n\nA unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind. \n\n<title level=\"2\" right=\"\">Genie Nobles</title> Genie nobles with titles unique to their kind (as detailed in each sidebar) rule genie society. Genie nobles are generally at least 5 levels higher than a typical example of their kind. In addition to the increased statistics afforded by their higher levels, genie nobles gain additional spells. But the most wondrous (and notorious) of a genie noble’s powers is their ability to grant wishes. Any genie noble (save for jann, who lack this power) can grant a mortal or undead creature up to three wishes within a year’s time. Many unscrupulous creatures compel genie nobles to serve them, tricking them or entrapping them with magic. However, once a genie noble grants a third wish to a single creature, they are freed from service to that creature forever.\r\n\r\n<title level=\"2\">Members</title>\r\n[Djinni](/Monsters.aspx?ID=212) (Creature 5), [Efreeti](/Monsters.aspx?ID=214) (Creature 9), [Janni](/Monsters.aspx?ID=211) (Creature 4), [Marid](/Monsters.aspx?ID=215) (Creature 9), [Shaitan](/Monsters.aspx?ID=213) (Creature 7)",
|
||
"name": "Genie",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 162</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native …\r\n</summary>",
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"source": [
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 162</row>",
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"summary": "A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native …",
|
||
"summary_markdown": "A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native …",
|
||
"text": " Genie Source Bestiary pg. 162 A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind. Genie Nobles Genie nobles with titles unique to their kind (as detailed in each sidebar) rule genie society. Genie nobles are generally at least 5 levels higher than a typical example of their kind. In addition to the increased statistics afforded by their higher levels, genie nobles gain additional spells. But the most wondrous (and notorious) of a genie noble’s powers is their ability to grant wishes. Any genie noble (save for jann, who lack this power) can grant a mortal or undead creature up to three wishes within a year’s time. Many unscrupulous creatures compel genie nobles to serve them, tricking them or entrapping them with magic. However, once a genie noble grants a third wish to a single creature, they are freed from service to that creature forever. Members Djinni (Creature 5), Efreeti (Creature 9), Janni (Creature 4), Marid (Creature 9), Shaitan (Creature 7)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=50",
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||
"weakness": {}
|
||
},
|
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"category": "creature-family",
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"creature_family": "Ghost",
|
||
"creature_family_markdown": "Ghost",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-51",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Ghost](/MonsterFamilies.aspx?ID=51)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 166</row>\n\nWhen some mortals die through tragic circumstances or without closure, they can linger on in the world. These anguished souls haunt a locale significant to them in life, constantly trying to right their perceived wrong or wrongdoings.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ghost Commoner](/Monsters.aspx?ID=216) (Creature 4), [Ghost Mage](/Monsters.aspx?ID=217) (Creature 10), [Ghost Pirate Captain](/Monsters.aspx?ID=1864) (Creature 8), [Hungry Ghost](/Monsters.aspx?ID=1863) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_6_Geb.png\">A Rebirth in Death</title>\r\n\r\nI never thought in my living years that I myself would become a ghost. Initially, I was shocked. How could I possibly be denied a proper final death? After centuries of reflection, I understood: Nex must yet live! Until I see his corpse for myself, I will remain, I will prepare, and I will triumph. My only impediment involves finding a way to step free of Mechitar...\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building Ghosts</title>\r\n\r\nNote that the ghost mage is built from the ground up, rather than by applying the ghost rules to a once-living creature, so its numbers don’t exactly match the values listed above. This is usually the better way to go if you have the time, as it allows you to hand-craft a ghost for the situation.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Custom Ghosts</title>\r\n\r\nGhosts work best in adventures when used sparingly. As they are remnants of a past life and retain their intelligence, ghosts can convey long-lost information or serve as a way to inform the PCs of crucial story elements. In this way, a ghost in an adventure can provide a clue or even a complete history of a site or event. Unlike most other undead, ghosts can retain the alignment they had in life, but regardless they should remain tragic and frightening figures in play.\r\n</aside>\n\n<title level=\"2\">Creating a Ghost</title>\r\n\r\nWhile it's best to create custom ghosts to fill an adventure's specific needs, you can also use the following guidelines to turn existing living creatures into ghosts.<br /> First, increase the creature's level by 2 and change its statistics as follows. \n<ul><li>Increase AC, saves, Perception, DCs, and skill modifiers by 2. Increase the most appropriate melee attack modifier by 4 to become ghostly hand (described below), and other attack modifiers by 2.</li> <li>A ghost has a Strength modifier of –5 and a Constitution modifier of +0.</li> <li>Do not modify the ghost's Hit Points due to its new level.</li></ul> \n\n<title level=\"3\">Ghost Abilities</title> A ghost gains the incorporeal, spirit, and undead traits. Many become evil. If the base creature has any abilities or traits that come from it being a living, corporeal creature, it loses them. You might also need to adjust some abilities that conflict with the theme of a ghost. All ghosts gain the following abilities. <br />**[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **Site Bound** A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br /> **Rejuvenation** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.<br /> **Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), precision, [unconscious](/Conditions.aspx?ID=38)<br /> **Resistances** all damage 5 (except [force](/Traits.aspx?ID=75), [ghost touch](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128); double resistance to non-[magical](/Traits.aspx?ID=103)). This resistance increases to 10 at 9th level and 15 at 16th level.<br /> **Fly Speed** equal to its Speed<br /> **Ghostly Hand** All ghosts have a ghostly hand unarmed attack that deals negative damage. It typically has the [agile](/Traits.aspx?ID=170), [finesse](/Traits.aspx?ID=179), and [magical](/Traits.aspx?ID=103) traits. Some ghosts wield ghostly memories of weapons they held in life, but the effect is the same. \n\n<title level=\"3\">Special Abilities</title> Select one or two of the following abilities, or potentially three if the ghost is 9th level or higher. These abilities should relate to the ghost's death or its history. You can also create new abilities or adapt those from monsters or classes to fit the theme. For DCs, use 2 + the DC of the ghost's level.<br /> **Corrupting Gaze** <actions string=\"Two Actions\" /> The ghost stares at a creature it can see within 30 feet. The target takes 1d6 negative damage + 1d6 per 2 levels with a basic Will save. A creature that fails its save is also [stupefied 1](/Conditions.aspx?ID=37) for 1 minute.<br /> **Draining Touch** <actions string=\"Two Actions\" /> With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes [drained 1](/Conditions.aspx?ID=10) for 1 day, and the ghost regains HP equal to half its own level.<br /> **Frightful Moan** <actions string=\"Two Actions\" /> ([auditory](/Traits.aspx?ID=16), [divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes [frightened 2](/Conditions.aspx?ID=19) (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.<br /> **Inhabit Object** <actions string=\"Single Action\" /> The ghost possesses an object of size Large or smaller within 20 feet, making it an [animated object](/Rituals.aspx?ID=1). This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for 1d4 rounds.<br /> **Malevolent Possession** <actions string=\"Two Actions\" /> The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the [possession](/Spells.aspx?ID=225) spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell.<br /> **Telekinetic Assault** <actions string=\"Two Actions\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65)) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 1d6 bludgeoning damage + 1d6 per 2 levels, subject to a basic Reflex save. \n\n<title level=\"2\" right=\"\">Special Abilities</title>**Source** [_Pathfinder #165: Eyes of Empty Death pg. 69_](https://paizo.com/products/btq024xm)<br /> Ghosts can select from the following special abilities in addition to those listed in the _Bestiary_. Of special note, several of abilities invoke the ghost's particular circumstances and death and can be used to guide heroes toward new avenues of investigation—possibly in exchange for a good share of their Hit Points. \n\n<title level=\"3\" right=\"\">Beatific Appearance</title> When dealing with ghosts, appearances can be deceiving. For every gory specter exists an innocent-looking spirit, their cherubic mien enhanced with magic to lull victims to their deaths. \n\n**Beatific Appearance** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61)) **Requirements** A creature the ghost is aware of targets the ghost with an attack; **Effect** The ghost has an unusually pitiable appearance or can change its features to look like someone close to the attacker, which causes the target to pull back on its attack. The triggering creature must attempt a Will save. On a failure, the creature takes a –1 circumstance penalty to its attack roll (–2 on a critical failure). \n\n<title level=\"3\" right=\"\">Cold Spot</title> Ghosts are often associated with unnatural cold, and one of the first signs of a ghostly presence is an uncanny cold spot in the air. \n\n**Cold Spot** ([aura](/Traits.aspx?ID=206), [cold](/Traits.aspx?ID=27), [divine](/Traits.aspx?ID=48)) The air within 5 feet of the ghost is supernaturally cold. Characters that enter or begin their turn in the ghost's aura take 1d6 cold damage per 3 levels the ghost has ([basic](/Rules.aspx?ID=329) Fortitude save). \n\n<title level=\"3\" right=\"\">Corporeal Manifestation</title> Traditionally, ghosts are thought of as wispy, insubstantial things, but not all ghosts follow this rule. \n\n**Corporeal Manifestation** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32)) The ghost loses the [incorporeal](/Traits.aspx?ID=222) trait, temporarily increasing its Strength modifier to equal its Charisma modifier. The ghost loses its immunity to precision damage and its resistance to all damage while corporeal. The ghost can resume being incorporeal by using this action again. \n\n<title level=\"3\" right=\"\">Dreamwalker</title> People who encounter ghosts are often plagued by nightmares, sometimes supernatural ones. Only powerful ghosts of 6th level or higher have this ability. \n\n**Dreamwalker** ([divine](/Traits.aspx?ID=48), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106)) Anyone who meets the ghost or visits its bound site can become subject to this effect. The first time the subject sleeps after their ghostly encounter, they're targeted by a [_nightmare_](/Spells.aspx?ID=208) spell, with the nightmares being somehow related to the ghost. Most often this means that the subject relives the ghost's last moments alive, but there are other possibilities. If the ghost wishes, it can manipulate the dreams to send messages or even hold entire conversations with dreamers. \n\n<title level=\"3\" right=\"\">Fade</title> Ghosts are notorious for appearing and disappearing when least expected. \n\n**Fade** <actions string=\"Single Action\" /> ([divine](/Traits.aspx?ID=48), [illusion](/Traits.aspx?ID=92)) The ghost becomes [invisible](/Conditions.aspx?ID=26) until the beginning of its next turn. \n\n<title level=\"3\" right=\"\">Fetch</title> A fetch is a person's double, often associated with hauntings and considered a mark of great ill omen. \n\n**Fetch** <actions string=\"Two Actions\" /> ([divine](/Traits.aspx?ID=48), [illusion](/Traits.aspx?ID=92)) The ghost creates an illusory double of a creature. The fetch functions as a 2nd-level [_illusory creature_](/Spells.aspx?ID=158), except that the ghost doesn't control the fetch, and the spell lasts for 1d4 hours instead of needing to Sustain the Spell. The fetch has a rudimentary intelligence and tries to imitate its original (it has a [Deception](/Skills.aspx?ID=5) skill value equal to the ghost's highest skill) but comes across as confused or vague. A ghost can have only one fetch at a time. If the creature doubled by the fetch encounters it, the creature must succeed at a Will save or become [stupefied 1](/Conditions.aspx?ID=37) (stupefied 2 on a Critical Failure) for as long as they can see the fetch. \n\n<title level=\"3\" right=\"\">Ghost Storm</title> Most ghosts can summon a wind to rattle a window or bang a shutter, but some angry spirits can do far worse. \n\n**Ghost Storm** ([air](/Traits.aspx?ID=5), [aura](/Traits.aspx?ID=206), [divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65)) Wind surrounds the ghost out to a range of 30 feet. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Squares in the ghost's aura are difficult terrain and flying creatures are always considered to be [moving against the wind](/Rules.aspx?ID=400). The ghost can dismiss or resume the wind as an action, which has the [concentrate](/Traits.aspx?ID=32) trait. \n\n<title level=\"3\" right=\"\">Haunted House</title> Ghosts tend to haunt a specific place, remaining for eternity within a tightly bound space. They might haunt their graves or the sites of their death, but either way they rarely venture far. In their home, though, a ghost holds great power. \n\n**Haunted House** <actions string=\"Single Action\" /> **Frequency** once every 10 minutes; **Effect** The ghost extends its presence throughout its bound site until the end of its next turn. Within this area, the ghost can extend its senses, gaining the benefits of [all-around vision](/MonsterAbilities.aspx?ID=1), and can make ghostly hand attacks or use special abilities originating from any part of the area. \n\n<title level=\"3\" right=\"\">Lynchpin</title> Ghosts are typically thought of as solitary beings, but sometimes their will and rage are so strong that they drag others back from the grave as well. \n\n**Lynchpin** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) The ghost extends some of its nature to one or more [undead](/Traits.aspx?ID=160) of equal or lower level, who are connected to the ghost's story and unfinished business. These undead gain the ghost's Rejuvenation ability and can't be permanently destroyed so long as the ghost exists. If the ghost is laid to rest, all linked undead are likewise instantly destroyed. Linked undead often, but not always, share the ghost's Site-Bound ability as well. The ghost doesn't have any control over such undead, and indeed the ghost and their partners in eternity may be unremittingly hostile to one another. \n\n<title level=\"3\" right=\"\">Memento Mori</title> For most ghosts, death is a traumatic event, and an angry spirit is perfectly willing to share their pain with others. \n\n**Memento Mori** <actions string=\"Two Actions\" /> ([divine](/Traits.aspx?ID=48), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106)) The ghost causes one creature within 30 feet to relive the ghost's death. The target must succeed at a Will save or see and feel what the ghost did, taking 1d4 [persistent mental damage](/Conditions.aspx?ID=29) per 2 levels the ghost has. All other creatures are [concealed](/Conditions.aspx?ID=4) to the target until the persistent damage ends. \n\n<title level=\"3\" right=\"\">Phanstamagoria</title> Ghost are rarely aware of the passage of time and see no difference between the homes they lived in long ago and the ruins they haunt now. Some ghosts can spread that delusion to others. \n\n**Phantasmagoria** <actions string=\"Three Actions\" /> ([auditory](/Traits.aspx?ID=16), [divine](/Traits.aspx?ID=48), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [olfactory](/Traits.aspx?ID=246), [visual](/Traits.aspx?ID=163)) The ghost causes all or part of its bound site to look, sound, feel, and smell like a different kind of place, and can populate it with simple illusions of people or animals. Typically, the ghost can recreate only a handful of images, usually different versions of its bound site as it appeared during the ghost's life. This can't disguise any creatures in the area, though it can cause minor, cosmetic changes (like causing a creature's clothing to appear nicer for a party or bloodstained for a battle). Any creature that touches the illusion or uses the [Seek](/Actions.aspx?ID=84) action to examine it can attempt to disbelieve it. Creatures can't leave the area of the illusion until they successfully disbelieve it. \n\n<title level=\"3\" right=\"\">Pyre's Memory</title> Burning is one of the most painful ways to die, and ghosts that burned to death are often more aggressive and violent than other incorporeal creatures. Their bound site is often scorched or scarred with some other evidence of fire. \n\n**Pyre's Memory** <actions string=\"Three Actions\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65), [fire](/Traits.aspx?ID=72)) The ghost causes great gouts of flame to erupt without warning. The ghost picks three 5-foot squares within 30 feet. Creatures that start in or enter one of these squares take 1d6 fire damage per 2 levels the ghost has, subject to a [basic](/Rules.aspx?ID=329) Reflex save. The flames last for 1 minute and don't set other things alight unless the ghost wishes. If the ghost uses this ability again, it dismisses any existing flames. \n\n<title level=\"3\" right=\"\">Revenant</title> Not all ghosts try to possess the living. Some prefer to ride corpses instead, wrenching bodies from shallow graves to serve as their hosts. \n\n**Revenant** <actions string=\"Two Actions\" /> or 1 hour; **Effect** The ghost possesses and transforms an adjacent corpse (this requires 2 actions if the ghost is possessing its own corpse; otherwise, it takes an hour). The possessed corpse uses the statistics of a non-[incorporeal](/Traits.aspx?ID=222) [undead](/Traits.aspx?ID=160) 2 levels lower than the ghost, and the ghost possesses it as if using the [_possession_](/Spells.aspx?ID=225) spell. The specific undead is determined by the nature of the ghost and the corpse—[ghoul](/MonsterFamilies.aspx?ID=52), [wights](/MonsterFamilies.aspx?ID=163), and [dullahans](/Monsters.aspx?ID=171) are all common, but almost any undead is possible. If the ghost ceases to possess the corpse, the corporeal undead is immediately destroyed.",
|
||
"name": "Ghost",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 166</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen some mortals die through tragic circumstances or without closure, they can linger on in the world. These anguished souls haunt a locale …\r\n</summary>",
|
||
"source": [
|
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|
||
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|
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|
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 166</row>",
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"summary": "When some mortals die through tragic circumstances or without closure, they can linger on in the world. These anguished souls haunt a locale …",
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"summary_markdown": "When some mortals die through tragic circumstances or without closure, they can linger on in the world. These anguished souls haunt a locale …",
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"text": " Ghost Source Bestiary pg. 166 When some mortals die through tragic circumstances or without closure, they can linger on in the world. These anguished souls haunt a locale significant to them in life, constantly trying to right their perceived wrong or wrongdoings. Members Ghost Commoner (Creature 4), Ghost Mage (Creature 10), Ghost Pirate Captain (Creature 8), Hungry Ghost (Creature 6) A Rebirth in Death I never thought in my living years that I myself would become a ghost. Initially, I was shocked. How could I possibly be denied a proper final death? After centuries of reflection, I understood: Nex must yet live! Until I see his corpse for myself, I will remain, I will prepare, and I will triumph. My only impediment involves finding a way to step free of Mechitar... Building Ghosts Note that the ghost mage is built from the ground up, rather than by applying the ghost rules to a once-living creature, so its numbers don’t exactly match the values listed above. This is usually the better way to go if you have the time, as it allows you to hand-craft a ghost for the situation. Custom Ghosts Ghosts work best in adventures when used sparingly. As they are remnants of a past life and retain their intelligence, ghosts can convey long-lost information or serve as a way to inform the PCs of crucial story elements. In this way, a ghost in an adventure can provide a clue or even a complete history of a site or event. Unlike most other undead, ghosts can retain the alignment they had in life, but regardless they should remain tragic and frightening figures in play. Creating a Ghost While it's best to create custom ghosts to fill an adventure's specific needs, you can also use the following guidelines to turn existing living creatures into ghosts. First, increase the creature's level by 2 and change its statistics as follows. Increase AC, saves, Perception, DCs, and skill modifiers by 2. Increase the most appropriate melee attack modifier by 4 to become ghostly hand (described below), and other attack modifiers by 2. A ghost has a Strength modifier of –5 and a Constitution modifier of +0. Do not modify the ghost's Hit Points due to its new level. Ghost Abilities A ghost gains the incorporeal, spirit, and undead traits. Many become evil. If the base creature has any abilities or traits that come from it being a living, corporeal creature, it loses them. You might also need to adjust some abilities that conflict with the theme of a ghost. All ghosts gain the following abilities. Darkvision Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. Negative Healing Rejuvenation (divine, necromancy) When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch, or positive; double resistance to non-magical). This resistance increases to 10 at 9th level and 15 at 16th level. Fly Speed equal to its Speed Ghostly Hand All ghosts have a ghostly hand unarmed attack that deals negative damage. It typically has the agile, finesse, and magical traits. Some ghosts wield ghostly memories of weapons they held in life, but the effect is the same. Special Abilities Select one or two of the following abilities, or potentially three if the ghost is 9th level or higher. These abilities should relate to the ghost's death or its history. You can also create new abilities or adapt those from monsters or classes to fit the theme. For DCs, use 2 + the DC of the ghost's level. Corrupting Gaze Two Actions The ghost stares at a creature it can see within 30 feet. The target takes 1d6 negative damage + 1d6 per 2 levels with a basic Will save. A creature that fails its save is also stupefied 1 for 1 minute. Draining Touch Two Actions With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and the ghost regains HP equal to half its own level. Frightful Moan Two Actions (auditory, divine, emotion, enchantment, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. Inhabit Object Single Action The ghost possesses an object of size Large or smaller within 20 feet, making it an animated object. This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for 1d4 rounds. Malevolent Possession Two Actions The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell. Telekinetic Assault Two Actions (divine, evocation) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 1d6 bludgeoning damage + 1d6 per 2 levels, subject to a basic Reflex save. Special Abilities Source Pathfinder #165: Eyes of Empty Death pg. 69 Ghosts can select from the following special abilities in addition to those listed in the Bestiary . Of special note, several of abilities invoke the ghost's particular circumstances and death and can be used to guide heroes toward new avenues of investigation—possibly in exchange for a good share of their Hit Points. Beatific Appearance When dealing with ghosts, appearances can be deceiving. For every gory specter exists an innocent-looking spirit, their cherubic mien enhanced with magic to lull victims to their deaths. Beatific Appearance Reaction (divine, enchantment) Requirements A creature the ghost is aware of targets the ghost with an attack; Effect The ghost has an unusually pitiable appearance or can change its features to look like someone close to the attacker, which causes the target to pull back on its attack. The triggering creature must attempt a Will save. On a failure, the creature takes a –1 circumstance penalty to its attack roll (–2 on a critical failure). Cold Spot Ghosts are often associated with unnatural cold, and one of the first signs of a ghostly presence is an uncanny cold spot in the air. Cold Spot (aura, cold, divine) The air within 5 feet of the ghost is supernaturally cold. Characters that enter or begin their turn in the ghost's aura take 1d6 cold damage per 3 levels the ghost has (basic Fortitude save). Corporeal Manifestation Traditionally, ghosts are thought of as wispy, insubstantial things, but not all ghosts follow this rule. Corporeal Manifestation Single Action (concentrate) The ghost loses the incorporeal trait, temporarily increasing its Strength modifier to equal its Charisma modifier. The ghost loses its immunity to precision damage and its resistance to all damage while corporeal. The ghost can resume being incorporeal by using this action again. Dreamwalker People who encounter ghosts are often plagued by nightmares, sometimes supernatural ones. Only powerful ghosts of 6th level or higher have this ability. Dreamwalker (divine, illusion, mental) Anyone who meets the ghost or visits its bound site can become subject to this effect. The first time the subject sleeps after their ghostly encounter, they're targeted by a nightmare spell, with the nightmares being somehow related to the ghost. Most often this means that the subject relives the ghost's last moments alive, but there are other possibilities. If the ghost wishes, it can manipulate the dreams to send messages or even hold entire conversations with dreamers. Fade Ghosts are notorious for appearing and disappearing when least expected. Fade Single Action (divine, illusion) The ghost becomes invisible until the beginning of its next turn. Fetch A fetch is a person's double, often associated with hauntings and considered a mark of great ill omen. Fetch Two Actions (divine, illusion) The ghost creates an illusory double of a creature. The fetch functions as a 2nd-level illusory creature , except that the ghost doesn't control the fetch, and the spell lasts for 1d4 hours instead of needing to Sustain the Spell. The fetch has a rudimentary intelligence and tries to imitate its original (it has a Deception skill value equal to the ghost's highest skill) but comes across as confused or vague. A ghost can have only one fetch at a time. If the creature doubled by the fetch encounters it, the creature must succeed at a Will save or become stupefied 1 (stupefied 2 on a Critical Failure) for as long as they can see the fetch. Ghost Storm Most ghosts can summon a wind to rattle a window or bang a shutter, but some angry spirits can do far worse. Ghost Storm (air, aura, divine, evocation) Wind surrounds the ghost out to a range of 30 feet. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Squares in the ghost's aura are difficult terrain and flying creatures are always considered to be moving against the wind. The ghost can dismiss or resume the wind as an action, which has the concentrate trait. Haunted House Ghosts tend to haunt a specific place, remaining for eternity within a tightly bound space. They might haunt their graves or the sites of their death, but either way they rarely venture far. In their home, though, a ghost holds great power. Haunted House Single Action Frequency once every 10 minutes; Effect The ghost extends its presence throughout its bound site until the end of its next turn. Within this area, the ghost can extend its senses, gaining the benefits of all-around vision, and can make ghostly hand attacks or use special abilities originating from any part of the area. Lynchpin Ghosts are typically thought of as solitary beings, but sometimes their will and rage are so strong that they drag others back from the grave as well. Lynchpin (divine, necromancy) The ghost extends some of its nature to one or more undead of equal or lower level, who are connected to the ghost's story and unfinished business. These undead gain the ghost's Rejuvenation ability and can't be permanently destroyed so long as the ghost exists. If the ghost is laid to rest, all linked undead are likewise instantly destroyed. Linked undead often, but not always, share the ghost's Site-Bound ability as well. The ghost doesn't have any control over such undead, and indeed the ghost and their partners in eternity may be unremittingly hostile to one another. Memento Mori For most ghosts, death is a traumatic event, and an angry spirit is perfectly willing to share their pain with others. Memento Mori Two Actions (divine, illusion, mental) The ghost causes one creature within 30 feet to relive the ghost's death. The target must succeed at a Will save or see and feel what the ghost did, taking 1d4 persistent mental damage per 2 levels the ghost has. All other creatures are concealed to the target until the persistent damage ends. Phanstamagoria Ghost are rarely aware of the passage of time and see no difference between the homes they lived in long ago and the ruins they haunt now. Some ghosts can spread that delusion to others. Phantasmagoria Three Actions (auditory, divine, illusion, mental, olfactory, visual) The ghost causes all or part of its bound site to look, sound, feel, and smell like a different kind of place, and can populate it with simple illusions of people or animals. Typically, the ghost can recreate only a handful of images, usually different versions of its bound site as it appeared during the ghost's life. This can't disguise any creatures in the area, though it can cause minor, cosmetic changes (like causing a creature's clothing to appear nicer for a party or bloodstained for a battle). Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve it. Creatures can't leave the area of the illusion until they successfully disbelieve it. Pyre's Memory Burning is one of the most painful ways to die, and ghosts that burned to death are often more aggressive and violent than other incorporeal creatures. Their bound site is often scorched or scarred with some other evidence of fire. Pyre's Memory Three Actions (divine, evocation, fire) The ghost causes great gouts of flame to erupt without warning. The ghost picks three 5-foot squares within 30 feet. Creatures that start in or enter one of these squares take 1d6 fire damage per 2 levels the ghost has, subject to a basic Reflex save. The flames last for 1 minute and don't set other things alight unless the ghost wishes. If the ghost uses this ability again, it dismisses any existing flames. Revenant Not all ghosts try to possess the living. Some prefer to ride corpses instead, wrenching bodies from shallow graves to serve as their hosts. Revenant Two Actions or 1 hour; Effect The ghost possesses and transforms an adjacent corpse (this requires 2 actions if the ghost is possessing its own corpse; otherwise, it takes an hour). The possessed corpse uses the statistics of a non-incorporeal undead 2 levels lower than the ghost, and the ghost possesses it as if using the possession spell. The specific undead is determined by the nature of the ghost and the corpse—ghoul, wights, and dullahans are all common, but almost any undead is possible. If the ghost ceases to possess the corpse, the corporeal undead is immediately destroyed.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Ghoul](/MonsterFamilies.aspx?ID=52)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 168</row>\n\nFew creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls. \r\n\r\n<title level=\"2\">Members</title>\r\n[Barnacle Ghoul](/Monsters.aspx?ID=1001) (Creature 9), [Ghast](/Monsters.aspx?ID=219) (Creature 2), [Ghoul](/Monsters.aspx?ID=218) (Creature 1), [Ghoul Antipaladin](/Monsters.aspx?ID=2154) (Creature 9), [Ghoul Gnawer](/Monsters.aspx?ID=2144) (Creature 11), [Ghoul Razorclaw](/Monsters.aspx?ID=2155) (Creature 13), [Lacedon](/Monsters.aspx?ID=1865) (Creature 2), [Leng Ghoul](/Monsters.aspx?ID=1165) (Creature 10), [Priest of Kabriri](/Monsters.aspx?ID=1866) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Ghoulish Society</title>\r\n\r\nGhouls are quite intelligent and, more so than almost any other undead, prone to forming societies and cultures (if vile and repugnant ones centered around flesh eating and acts of depravity) in tangled warrens below boneyards, or even entire cities hidden away in the depths of the Darklands.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Preternatural Patience</title>\r\n\r\n“On the second morning after the winds stopped, we woke to find that something'd crept into the hold and smashed up all the rations. Ninth night had just enough moonlight to make out them things out there, caperin' about. Started whisperin' on the night sixteen. And they said nothin' I wasn't already thinkin', about my empty belly and what I'd do for a bite to fill it. Gods forgive me, I was just so hungry. So hungry.”<br /> —_Bronze Bunyip_, logbook, final entry\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The First Ghouls</title>\r\n\r\nLegend holds that the first humanoid (an elf, as it so happened) to feed upon the flesh of his brother rose as a ghoul after death, in time embracing his new life and ascending to great power as a demon lord of ghouls, graves, and secrets kept by the dead. That ghouls of humanoids warp and twist to take vaguely elven features, and that elves themselves are immune to ghoul paralysis, are unusual side effects of this ancient source, yet today, ghouls are as likely to worship other vile gods—or simply eschew faith entirely—as they are to honor the first of their kind.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Whispers in the Warrens</title>\r\n\r\nLegend holds that Briganthor, a [dwarf](/Ancestries.aspx?ID=1) [champion](/Classes.aspx?ID=4) of [Torag](/Deities.aspx?ID=18), quested to root out a pack of [ghouls](/Monsters.aspx?ID=218). After slaying the [undead](/Traits.aspx?ID=160), he stumbled upon a tome of cannibalistic prayer-recipes. As Briganthor attempted to burn the book, the warren collapsed—trapping him and his brother. Desperate for sustenance, Briganthor searched the cave-in only to conclude there was no way out. As days melted into weeks, the paladin feared they would starve. That's when the whispers came. Pleading, gnawing, begging him to open the grimoire. \r\n</aside>\n\n<title level=\"2\">Creating Ghouls</title>\r\n\r\nYou can turn a living creature into a ghoul by completing the following steps. When creating a ghast, double these numerical adjustments. The monsters in this section are built from the ground up, so their numbers don't match these guidelines exactly. Custom-building ghouls is recommended if you have time, using the special abilities listed here but creating the other statistics to match what you want the ghoul to be. First, increase the creature's level by 1 and change its statistics as follows. \n<ul><li>Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.</li> <li>Increase its damage with Strikes and other offensive abilities by 1. If the creature is limited in how often it can use an ability (such as a breath weapon), increase the damage by 2 instead.</li></ul> \n\n<title level=\"3\" right=\"\">Ghoul Abilities</title> A ghoul gains the undead and ghoul traits, and it usually becomes evil. If the base creature has any abilities that come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the theme of a ghoul. All ghouls gain the following abilities. The save DC for all abilities uses the DC of the ghoul's level.<br /> **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br /> **Immunities** death effects, disease, paralyzed, poison, unconscious<br /> **Claws** If the creature had hands, it gains a claw Strike (an agile unarmed attack that deals slashing damage plus paralysis). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.<br /> **Jaws** If the creature had a mouth, it gains a jaws Strike (an unarmed attack that deals slashing damage plus ghoul fever and paralysis). The damage amount should be the same as the creature's non-agile attacks.<br /> **Consume Flesh** <actions string=\"Single Action\" /> ([manipulate](/Traits.aspx?ID=104)) **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 plus 1d6 for every 2 levels it has. It can regain Hit Points from any given corpse only once.<br /> **Ghoul Fever** ([disease](/Traits.aspx?ID=46)) **Saving Throw** Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 2d6 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 2d6 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a ghoul the next midnight.<br /> **Paralysis** ([incapacitation](/Traits.aspx?ID=93), [occult](/Traits.aspx?ID=120), [necromancy](/Traits.aspx?ID=117)) Any living, non-elf creature hit by a ghoul's attack must succeed at a 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.<br /> **Swift Leap** <actions string=\"Single Action\" /> ([move](/Traits.aspx?ID=114)) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions. \n\n<title level=\"3\">Ghast Abilities</title> A ghast has all the abilities above, plus following additions.<br /> **Stench** ([aura](/Traits.aspx?ID=206), [olfactory](/Traits.aspx?ID=246)) 10 feet A creature entering the aura or starting its turn in the aura must succeed at a Fortitude save (use a DC based on the monster's level; Core Rulebook 503) or become sickened 1 (plus slowed 1 as long as it\u001bs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.<br /> **Claws and Jaws** As ghoul, but apply ghast fever instead of ghoul fever.<br /> **Consume Flesh** <actions string=\"Single Action\" /> As ghoul, but it regains 1d6 additional Hit Points.<br /> **Ghast Fever** ([disease](/Traits.aspx?ID=46)) **Saving Throw** Fortitude; **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<br /> **Paralysis** ([incapacitation](/Traits.aspx?ID=93), [occult](/Traits.aspx?ID=120), [necromancy](/Traits.aspx?ID=117)) As ghoul, but elves are not immune.",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 168</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFew creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls .\r\n</summary>",
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"summary": "Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls .",
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"text": " Ghoul Source Bestiary pg. 168 Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls. Members Barnacle Ghoul (Creature 9), Ghast (Creature 2), Ghoul (Creature 1), Ghoul Antipaladin (Creature 9), Ghoul Gnawer (Creature 11), Ghoul Razorclaw (Creature 13), Lacedon (Creature 2), Leng Ghoul (Creature 10), Priest of Kabriri (Creature 5) Ghoulish Society Ghouls are quite intelligent and, more so than almost any other undead, prone to forming societies and cultures (if vile and repugnant ones centered around flesh eating and acts of depravity) in tangled warrens below boneyards, or even entire cities hidden away in the depths of the Darklands. Preternatural Patience “On the second morning after the winds stopped, we woke to find that something'd crept into the hold and smashed up all the rations. Ninth night had just enough moonlight to make out them things out there, caperin' about. Started whisperin' on the night sixteen. And they said nothin' I wasn't already thinkin', about my empty belly and what I'd do for a bite to fill it. Gods forgive me, I was just so hungry. So hungry.” — Bronze Bunyip , logbook, final entry The First Ghouls Legend holds that the first humanoid (an elf, as it so happened) to feed upon the flesh of his brother rose as a ghoul after death, in time embracing his new life and ascending to great power as a demon lord of ghouls, graves, and secrets kept by the dead. That ghouls of humanoids warp and twist to take vaguely elven features, and that elves themselves are immune to ghoul paralysis, are unusual side effects of this ancient source, yet today, ghouls are as likely to worship other vile gods—or simply eschew faith entirely—as they are to honor the first of their kind. Whispers in the Warrens Legend holds that Briganthor, a dwarf champion of Torag, quested to root out a pack of ghouls. After slaying the undead, he stumbled upon a tome of cannibalistic prayer-recipes. As Briganthor attempted to burn the book, the warren collapsed—trapping him and his brother. Desperate for sustenance, Briganthor searched the cave-in only to conclude there was no way out. As days melted into weeks, the paladin feared they would starve. That's when the whispers came. Pleading, gnawing, begging him to open the grimoire. Creating Ghouls You can turn a living creature into a ghoul by completing the following steps. When creating a ghast, double these numerical adjustments. The monsters in this section are built from the ground up, so their numbers don't match these guidelines exactly. Custom-building ghouls is recommended if you have time, using the special abilities listed here but creating the other statistics to match what you want the ghoul to be. First, increase the creature's level by 1 and change its statistics as follows. Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. Increase its damage with Strikes and other offensive abilities by 1. If the creature is limited in how often it can use an ability (such as a breath weapon), increase the damage by 2 instead. Ghoul Abilities A ghoul gains the undead and ghoul traits, and it usually becomes evil. If the base creature has any abilities that come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the theme of a ghoul. All ghouls gain the following abilities. The save DC for all abilities uses the DC of the ghoul's level. Darkvision Negative Healing Immunities death effects, disease, paralyzed, poison, unconscious Claws If the creature had hands, it gains a claw Strike (an agile unarmed attack that deals slashing damage plus paralysis). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage. Jaws If the creature had a mouth, it gains a jaws Strike (an unarmed attack that deals slashing damage plus ghoul fever and paralysis). The damage amount should be the same as the creature's non-agile attacks. Consume Flesh Single Action (manipulate) Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The ghoul devours a chunk of the corpse and regains 1d6 Hit Points plus 1d6 for every 2 levels it has. It can regain Hit Points from any given corpse only once. Ghoul Fever (disease) Saving Throw Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight. Paralysis (incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul's attack must succeed at a 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. Swift Leap Single Action (move) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions. Ghast Abilities A ghast has all the abilities above, plus following additions. Stench (aura, olfactory) 10 feet A creature entering the aura or starting its turn in the aura must succeed at a Fortitude save (use a DC based on the monster's level; Core Rulebook 503) or become sickened 1 (plus slowed 1 as long as it\u001bs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Claws and Jaws As ghoul, but apply ghast fever instead of ghoul fever. Consume Flesh Single Action As ghoul, but it regains 1d6 additional Hit Points. Ghast Fever (disease) Saving Throw Fortitude; 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 Paralysis (incapacitation, occult, necromancy) As ghoul, but elves are not immune.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Giant](/MonsterFamilies.aspx?ID=53)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 170</row>\n\nGiants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cave Giant](/Monsters.aspx?ID=1166) (Creature 6), [Cloud Giant](/Monsters.aspx?ID=224) (Creature 11), [Desert Giant](/Monsters.aspx?ID=1167) (Creature 9), [Fire Giant](/Monsters.aspx?ID=223) (Creature 10), [Frost Giant](/Monsters.aspx?ID=222) (Creature 9), [Hill Giant](/Monsters.aspx?ID=220) (Creature 7), [Marsh Giant](/Monsters.aspx?ID=679) (Creature 8), [Plague Giant](/Monsters.aspx?ID=1169) (Creature 14), [Rune Giant](/Monsters.aspx?ID=226) (Creature 16), [Shadow Giant](/Monsters.aspx?ID=457) (Creature 13), [Shadow Giant](/Monsters.aspx?ID=681) (Creature 13), [Smog Giant](/Monsters.aspx?ID=1950) (Creature 7), [Stone Giant](/Monsters.aspx?ID=221) (Creature 8), [Storm Giant](/Monsters.aspx?ID=225) (Creature 13), [Taiga Giant](/Monsters.aspx?ID=680) (Creature 12), [Tomb Giant](/Monsters.aspx?ID=1168) (Creature 12), [Wood Giant](/Monsters.aspx?ID=678) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Giant Bags</title>\r\n\r\nGiants often keep an eclectic collection of treasures in their knapsacks or bags. Among these can be found a staggeringly wide range of unexpected and odd treasures and valuables.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Giant Locations</title>\r\n\r\nAs oversized as they are, giants tend to dwell in remote regions of the world, where they have the luxury of claiming larger territories of their own.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Giant Pets</title>\r\n\r\nAs with many people, giants enjoy keeping pets. Yet for giants, what constitutes a pet is often categorized as beast to others. Large animals like bears and lions, and megafauna like woolly mammoths and dinosaurs are popular, as are more magical creatures like hell hounds, manticores, griffons, and the like.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Giants</title>\r\n\r\nBeyond the giants detailed here, many others dwell in remote regions of the world. Marsh giants are cultists who worship strange sea deities, shadow giants have ties to the Shadow Plane, and mountain giants are horrific butchers even other giants fear.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Oversized Themes</title>\r\n\r\nGiants are larger-than-life foes. While many giants have themes that tie them to elemental or magical forces, the primary theme giants share is that they embody a classic cultural trope as their basis. Fire giants, for example, can be seen as oversized smiths, while hill giants should evoke the flavor of an oversized bully.\r\n</aside>",
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"name": "Giant",
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"rarity": "common",
|
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"release_date": "2019-08-01",
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 170</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGiants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.\r\n</summary>",
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"summary": "Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.",
|
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"summary_markdown": "Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.",
|
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"text": " Giant Source Bestiary pg. 170 Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes. Members Cave Giant (Creature 6), Cloud Giant (Creature 11), Desert Giant (Creature 9), Fire Giant (Creature 10), Frost Giant (Creature 9), Hill Giant (Creature 7), Marsh Giant (Creature 8), Plague Giant (Creature 14), Rune Giant (Creature 16), Shadow Giant (Creature 13), Shadow Giant (Creature 13), Smog Giant (Creature 7), Stone Giant (Creature 8), Storm Giant (Creature 13), Taiga Giant (Creature 12), Tomb Giant (Creature 12), Wood Giant (Creature 6) Giant Bags Giants often keep an eclectic collection of treasures in their knapsacks or bags. Among these can be found a staggeringly wide range of unexpected and odd treasures and valuables. Giant Locations As oversized as they are, giants tend to dwell in remote regions of the world, where they have the luxury of claiming larger territories of their own. Giant Pets As with many people, giants enjoy keeping pets. Yet for giants, what constitutes a pet is often categorized as beast to others. Large animals like bears and lions, and megafauna like woolly mammoths and dinosaurs are popular, as are more magical creatures like hell hounds, manticores, griffons, and the like. Other Giants Beyond the giants detailed here, many others dwell in remote regions of the world. Marsh giants are cultists who worship strange sea deities, shadow giants have ties to the Shadow Plane, and mountain giants are horrific butchers even other giants fear. Oversized Themes Giants are larger-than-life foes. While many giants have themes that tie them to elemental or magical forces, the primary theme giants share is that they embody a classic cultural trope as their basis. Fire giants, for example, can be seen as oversized smiths, while hill giants should evoke the flavor of an oversized bully. ",
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"category": "creature-family",
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"creature_family": "Gnoll",
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"id": "creature-family-54",
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Gnoll](/MonsterFamilies.aspx?ID=54)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 178</row>\n\nGnolls are short, hyena-headed humanoids who dwell in warm grasslands, savannas, and arid hills. Given their appearance, their affinity for hyenas should not be surprising; gnolls share their homes, food, and even many of their own behaviors with these animals. Much like hyenas, gnolls have a notorious reputation—they are known as bloodthirsty gluttons and slavers who worship demons or other reprehensible powers. Though these rumors are often true, the behavior of gnoll clans varies widely. Some groups are composed of capable hunters who rarely clash with other humanoids unless there is a conflict over territory. Others hew closer to the unsavory stories, preferring to raid settlements and enslave innocents, snatching the fruits of others' hard labor by strength of arms and forcing their victims to perform the hard, demeaning labor necessary to maintain the brutal clan.<br /> Gnolls lack any particular reverence for the remains of the dead, which adds to their reputation as scavengers or even cannibals. They willingly eat nearly any other creature, including dead gnolls, which can evoke strong reactions from people and cultures with a strong taboo against cannibalism or desecrating the dead. To a gnoll, it is almost more offensive to not eat a dead body, no matter its origin; gnolls see no point in wasting precious meat in a harsh and challenging world. Worse still is the refusal to eat the flesh of a dead gnoll, which they consider an insult to that gnoll's memory and sacrifice and an implication that the gnoll's flesh is unworthy of consumption. In fact, they refuse to eat the bodies of particularly hated foes; particularly warmongering gnolls even spike the bodies or heads of such despised enemies on tall spears, which they place around their tribal holdings to dishonor the dead and intimidate would-be invaders.<br /> Gnoll women are far stronger and more aggressive than gnoll men and are typically considered the leaders of their hunting packs and clans. Though gnolls tend to be disorganized when it comes to practical matters or negotiations, they are extremely efficient at working together to hunt down prey or overwhelm a group of foes. Much like hyenas, they prefer to hunt in packs, and are exceptionally skilled at setting up ambushes or separating individual targets from larger groups.\r\n\r\n<title level=\"2\">Members</title>\r\n[Gnoll Cultist](/Monsters.aspx?ID=230) (Creature 3), [Gnoll Hunter](/Monsters.aspx?ID=229) (Creature 2), [Gnoll Sergeant](/Monsters.aspx?ID=231) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Gnoll Clans</title>\r\n\r\nThe most commonly encountered gnoll clans are slavers, who travel far and wide to acquire chattel and auction off their living goods. Although not all clans engage in slavery, most are still violent toward other creatures in general. Some clans hunt people for food, others capture innocents to sacrifice to evil deities, and still others simply wish to wet their blades with blood.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Gnoll Lairs</title>\r\n\r\nGnolls dwell primarily on dry savannas and windswept plains. Thanks to their sturdy constitutions and strong survival instincts, they have few qualms about setting up holdings out in the open. Many gnolls establish their encampments—typically made up of hide lean-tos and tents—atop sloping hills to better survey the region for potential prey. Gnolls rarely dwell in caverns or similar enclosures, knowing that it is all too easy to get cornered when there is only one exit.\r\n</aside>",
|
||
"name": "Gnoll",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 178</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGnolls are short, hyena-headed humanoids who dwell in warm grasslands, savannas, and arid hills. Given their appearance, their affinity for hyenas …\r\n</summary>",
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"summary": "Gnolls are short, hyena-headed humanoids who dwell in warm grasslands, savannas, and arid hills. Given their appearance, their affinity for hyenas …",
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"summary_markdown": "Gnolls are short, hyena-headed humanoids who dwell in warm grasslands, savannas, and arid hills. Given their appearance, their affinity for hyenas …",
|
||
"text": " Gnoll Source Bestiary pg. 178 Gnolls are short, hyena-headed humanoids who dwell in warm grasslands, savannas, and arid hills. Given their appearance, their affinity for hyenas should not be surprising; gnolls share their homes, food, and even many of their own behaviors with these animals. Much like hyenas, gnolls have a notorious reputation—they are known as bloodthirsty gluttons and slavers who worship demons or other reprehensible powers. Though these rumors are often true, the behavior of gnoll clans varies widely. Some groups are composed of capable hunters who rarely clash with other humanoids unless there is a conflict over territory. Others hew closer to the unsavory stories, preferring to raid settlements and enslave innocents, snatching the fruits of others' hard labor by strength of arms and forcing their victims to perform the hard, demeaning labor necessary to maintain the brutal clan. Gnolls lack any particular reverence for the remains of the dead, which adds to their reputation as scavengers or even cannibals. They willingly eat nearly any other creature, including dead gnolls, which can evoke strong reactions from people and cultures with a strong taboo against cannibalism or desecrating the dead. To a gnoll, it is almost more offensive to not eat a dead body, no matter its origin; gnolls see no point in wasting precious meat in a harsh and challenging world. Worse still is the refusal to eat the flesh of a dead gnoll, which they consider an insult to that gnoll's memory and sacrifice and an implication that the gnoll's flesh is unworthy of consumption. In fact, they refuse to eat the bodies of particularly hated foes; particularly warmongering gnolls even spike the bodies or heads of such despised enemies on tall spears, which they place around their tribal holdings to dishonor the dead and intimidate would-be invaders. Gnoll women are far stronger and more aggressive than gnoll men and are typically considered the leaders of their hunting packs and clans. Though gnolls tend to be disorganized when it comes to practical matters or negotiations, they are extremely efficient at working together to hunt down prey or overwhelm a group of foes. Much like hyenas, they prefer to hunt in packs, and are exceptionally skilled at setting up ambushes or separating individual targets from larger groups. Members Gnoll Cultist (Creature 3), Gnoll Hunter (Creature 2), Gnoll Sergeant (Creature 4) Gnoll Clans The most commonly encountered gnoll clans are slavers, who travel far and wide to acquire chattel and auction off their living goods. Although not all clans engage in slavery, most are still violent toward other creatures in general. Some clans hunt people for food, others capture innocents to sacrifice to evil deities, and still others simply wish to wet their blades with blood. Gnoll Lairs Gnolls dwell primarily on dry savannas and windswept plains. Thanks to their sturdy constitutions and strong survival instincts, they have few qualms about setting up holdings out in the open. Many gnolls establish their encampments—typically made up of hide lean-tos and tents—atop sloping hills to better survey the region for potential prey. Gnolls rarely dwell in caverns or similar enclosures, knowing that it is all too easy to get cornered when there is only one exit. ",
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"category": "creature-family",
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"creature_family": "Goblin",
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"creature_family_markdown": "Goblin",
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"exclude_from_search": false,
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"id": "creature-family-55",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Goblin](/MonsterFamilies.aspx?ID=55)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 180</row>\n\nThese small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call “longshanks.”<br /> Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins’ outlook: they hate canines but eagerly share their lairs with so-called “goblin dogs,” they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.\r\n\r\n<title level=\"2\">Members</title>\r\n[Goblin Commando](/Monsters.aspx?ID=233) (Creature 1), [Goblin Pyro](/Monsters.aspx?ID=234) (Creature 1), [Goblin War Chanter](/Monsters.aspx?ID=235) (Creature 1), [Goblin Warrior](/Monsters.aspx?ID=232) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Goblin Locations</title>\r\n\r\nGoblins construct warrens in forests and coastal regions, usually near the settlements of other humanoids for ease of scavenging and raiding.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Goblin Treasure</title>\r\n\r\nAlthough goblin warrens are generally filthy dumps, they sometimes contain actual treasures stolen from longshanks or other goblin tribes. Typical treasures include small pieces of jewelry, shiny items such as hand mirrors, and gold teeth. As they rarely trust each other, many goblins keep their most cherished baubles on their persons; these, might include useful weapons or minor magic items.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Goblin Song</title>\r\n\r\nThe following ditty is perhaps the most infamous of goblin songs.\n\n _Goblins chew and goblins bite,<br /> Goblins cut and goblins fight.<br /> Stab the dog and cut the horse,<br /> Goblins eat and take by force!\n\n Goblins race and goblins jump.<br /> Goblins slash and goblins bump.<br /> Burn the skin and mash the head,<br /> Goblins here and you be dead!\n\n Chase the baby, catch the pup.<br /> Bonk the head to shut it up.<br /> Bones be cracked, flesh be stewed,<br /> We be goblins! You be food!_\r\n</aside>",
|
||
"name": "Goblin",
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||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
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"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 180</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered …\r\n</summary>",
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"summary": "These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered …",
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||
"summary_markdown": "These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered …",
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||
"text": " Goblin Source Bestiary pg. 180 These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call “longshanks.” Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins’ outlook: they hate canines but eagerly share their lairs with so-called “goblin dogs,” they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices. Members Goblin Commando (Creature 1), Goblin Pyro (Creature 1), Goblin War Chanter (Creature 1), Goblin Warrior (Creature -1) Goblin Locations Goblins construct warrens in forests and coastal regions, usually near the settlements of other humanoids for ease of scavenging and raiding. Goblin Treasure Although goblin warrens are generally filthy dumps, they sometimes contain actual treasures stolen from longshanks or other goblin tribes. Typical treasures include small pieces of jewelry, shiny items such as hand mirrors, and gold teeth. As they rarely trust each other, many goblins keep their most cherished baubles on their persons; these, might include useful weapons or minor magic items. The Goblin Song The following ditty is perhaps the most infamous of goblin songs. Goblins chew and goblins bite, Goblins cut and goblins fight. Stab the dog and cut the horse, Goblins eat and take by force! Goblins race and goblins jump. Goblins slash and goblins bump. Burn the skin and mash the head, Goblins here and you be dead! Chase the baby, catch the pup. Bonk the head to shut it up. Bones be cracked, flesh be stewed, We be goblins! You be food! ",
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"creature_family": "Golem",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Golem](/MonsterFamilies.aspx?ID=57)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 184</row>\n\nCrafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands— often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure positive energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.\n\n Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts—so-called “golem manuals”—are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.\n\n Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars. \n\n<title level=\"2\" right=\"\">Golem Antimagic</title> A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as “cold and water”), either type of spell can affect the golem.\n<ul><li>**Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.</li><li>**Healed By** Any magic of this type that targets the golem makes the golem lose the [slowed](/Conditions.aspx?ID=35) condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.</li><li>**Slowed By** Any magic of this type that targets the golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.</li><li>**Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.</li></ul>\r\n\r\n<title level=\"2\">Members</title>\r\n[Adamantine Golem](/Monsters.aspx?ID=243) (Creature 18), [Alchemical Golem](/Monsters.aspx?ID=239) (Creature 9), [Carrion Golem](/Monsters.aspx?ID=682) (Creature 4), [Clay Golem](/Monsters.aspx?ID=240) (Creature 10), [Flesh Golem](/Monsters.aspx?ID=238) (Creature 8), [Fossil Golem](/Monsters.aspx?ID=1174) (Creature 12), [Glass Golem](/Monsters.aspx?ID=685) (Creature 8), [Guillotine Golem](/Monsters.aspx?ID=1650) (Creature 18), [Ice Golem](/Monsters.aspx?ID=683) (Creature 5), [Iron Golem](/Monsters.aspx?ID=242) (Creature 13), [Mithral Golem](/Monsters.aspx?ID=1175) (Creature 16), [Obsidian Golem](/Monsters.aspx?ID=875) (Creature 16), [Quantium Golem](/Monsters.aspx?ID=2413) (Creature 20), [Solar Glass Golem](/Monsters.aspx?ID=2147) (Creature 11), [Stone Golem](/Monsters.aspx?ID=241) (Creature 11), [Wood Golem](/Monsters.aspx?ID=684) (Creature 6)",
|
||
"name": "Golem",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 184</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCrafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its …\r\n</summary>",
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"summary": "Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its …",
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"text": " Golem Source Bestiary pg. 184 Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands— often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure positive energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons. Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts—so-called “golem manuals”—are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master. Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars. Golem Antimagic A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as “cold and water”), either type of spell can affect the golem. Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical. Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical. Slowed By Any magic of this type that targets the golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round. Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block. Members Adamantine Golem (Creature 18), Alchemical Golem (Creature 9), Carrion Golem (Creature 4), Clay Golem (Creature 10), Flesh Golem (Creature 8), Fossil Golem (Creature 12), Glass Golem (Creature 8), Guillotine Golem (Creature 18), Ice Golem (Creature 5), Iron Golem (Creature 13), Mithral Golem (Creature 16), Obsidian Golem (Creature 16), Quantium Golem (Creature 20), Solar Glass Golem (Creature 11), Stone Golem (Creature 11), Wood Golem (Creature 6)",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Gremlin](/MonsterFamilies.aspx?ID=58)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 192</row>\n\nGremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it’s something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin’s greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call “mites.”\r\n\r\n<title level=\"2\">Members</title>\r\n[Fuath](/Monsters.aspx?ID=1179) (Creature 1), [Gnagrif](/Monsters.aspx?ID=1613) (Creature 2), [Grimple](/Monsters.aspx?ID=1177) (Creature -1), [Haniver](/Monsters.aspx?ID=1178) (Creature -1), [Jinkin](/Monsters.aspx?ID=247) (Creature 1), [Mitflit](/Monsters.aspx?ID=245) (Creature -1), [Nuglub](/Monsters.aspx?ID=689) (Creature 2), [Pugwampi](/Monsters.aspx?ID=246) (Creature 0), [Scrit](/Monsters.aspx?ID=1612) (Creature 0), [Vexgit](/Monsters.aspx?ID=688) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Gremlin \"Treasure\"</title>\r\n\r\nAll gremlins are hoarders, and their nests are cluttered with objects both valuable and worthless. Sorting through a gremlin nest can reveal unexpected treasures like pieces of jewelry or minor magic items, but care must also be taken to avoid being cut on rusty shards of metal, picking up cursed items, or disturbing a hidden nest of venomous vermin.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Gremlin Bells</title>\r\n\r\nSuperstitious societies sometimes hang tiny bells made of semiprecious metals in the belief that such bells will dissuade gremlins from destroying an affixed object or infesting a home. Strangely enough, most gremlins believe this superstition as well, and even when a gremlin bell hasn’t been magically enhanced, a gremlin usually won’t risk tinkering with objects that seem to be protected in such a manner.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Gremlin Faith</title>\r\n\r\nLawful evil gremlins are sometimes drawn to the worship of archdevils, though not in an orthodox fashion. [Dispater](/Deities.aspx?ID=66) is revered as the archdevil of cities—playgrounds to engage in thievery and sabotage. [Mammon](/Deities.aspx?ID=68) is worshipped as the bringer of wealth and protector of gremlin warrens that, like his domain of Erebus, are dark and trap-filled. Neutral evil gremlins have been known to worship [Norgorber](/Deities.aspx?ID=13) in his aspect as a patron of thieves, but pugwampis in particular prefer to worship [gnolls](/MonsterFamilies.aspx?ID=54) (or at least, worship whoever the local gnolls worship). Chaotic evil gremlins often revere Andirifkhu, demon lord of illusions, knives, and traps. Those that retain a connection to the First World may swear allegiance to the [Lantern King](/Deities.aspx?ID=95), Eldest of laughter, mischief, and transmutation.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Gremlin Minions</title>\r\n\r\nMost know better than to employ gremlins, so when the fey creatures live side-by-side with others, it's often as parasites and unwelcome guests. Imaginative and sinister folk who find themselves infested sometimes catch the gremlins and release them in the homes of their enemies.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Gremlin Pets</title>\r\n\r\nGremlins making their nests near mortals' homes inevitably encounter domesticated animals. Most gremlins can use their innate magical abilities to speak with animals, allowing them to bargain with pets and work animals to aid in terrorizing, stealing, or training them to harass their owners. Gremlins especially love to befriend cats, whom they rarely bother, instead bringing them into their pranks and schemes as coconspirators.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Gremlin Society</title>\r\n\r\nMost gremlin communities are egalitarian and cooperative, with little importance placed on familial ties compared to the bond of the community as a whole. Gremlin leaders are often the youngest and most annoying members of a group, achieving their positions by harassing an old leader into resigning or bullying the other gremlins into obedience. Gremlin adults encourage the children to explore by themselves, in hopes that they busy themselves harassing local mortals instead of creating trouble for the other gremlins.\r\n</aside>",
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"name": "Gremlin",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 192</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive …\r\n</summary>",
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"summary": "Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive …",
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"text": " Gremlin Source Bestiary pg. 192 Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it’s something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin’s greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call “mites.” Members Fuath (Creature 1), Gnagrif (Creature 2), Grimple (Creature -1), Haniver (Creature -1), Jinkin (Creature 1), Mitflit (Creature -1), Nuglub (Creature 2), Pugwampi (Creature 0), Scrit (Creature 0), Vexgit (Creature 1) Gremlin \"Treasure\" All gremlins are hoarders, and their nests are cluttered with objects both valuable and worthless. Sorting through a gremlin nest can reveal unexpected treasures like pieces of jewelry or minor magic items, but care must also be taken to avoid being cut on rusty shards of metal, picking up cursed items, or disturbing a hidden nest of venomous vermin. Gremlin Bells Superstitious societies sometimes hang tiny bells made of semiprecious metals in the belief that such bells will dissuade gremlins from destroying an affixed object or infesting a home. Strangely enough, most gremlins believe this superstition as well, and even when a gremlin bell hasn’t been magically enhanced, a gremlin usually won’t risk tinkering with objects that seem to be protected in such a manner. Gremlin Faith Lawful evil gremlins are sometimes drawn to the worship of archdevils, though not in an orthodox fashion. Dispater is revered as the archdevil of cities—playgrounds to engage in thievery and sabotage. Mammon is worshipped as the bringer of wealth and protector of gremlin warrens that, like his domain of Erebus, are dark and trap-filled. Neutral evil gremlins have been known to worship Norgorber in his aspect as a patron of thieves, but pugwampis in particular prefer to worship gnolls (or at least, worship whoever the local gnolls worship). Chaotic evil gremlins often revere Andirifkhu, demon lord of illusions, knives, and traps. Those that retain a connection to the First World may swear allegiance to the Lantern King, Eldest of laughter, mischief, and transmutation. Gremlin Minions Most know better than to employ gremlins, so when the fey creatures live side-by-side with others, it's often as parasites and unwelcome guests. Imaginative and sinister folk who find themselves infested sometimes catch the gremlins and release them in the homes of their enemies. Gremlin Pets Gremlins making their nests near mortals' homes inevitably encounter domesticated animals. Most gremlins can use their innate magical abilities to speak with animals, allowing them to bargain with pets and work animals to aid in terrorizing, stealing, or training them to harass their owners. Gremlins especially love to befriend cats, whom they rarely bother, instead bringing them into their pranks and schemes as coconspirators. Gremlin Society Most gremlin communities are egalitarian and cooperative, with little importance placed on familial ties compared to the bond of the community as a whole. Gremlin leaders are often the youngest and most annoying members of a group, achieving their positions by harassing an old leader into resigning or bullying the other gremlins into obedience. Gremlin adults encourage the children to explore by themselves, in hopes that they busy themselves harassing local mortals instead of creating trouble for the other gremlins. ",
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"creature_family": "Hag",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Hag](/MonsterFamilies.aspx?ID=59)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 200</row>\n\nMalevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as [_hag eyes_](/Equipment.aspx?ID=935), and are known to replace infant humanoids with their own offspring—these children are [changelings](/Ancestries.aspx?ID=22) who have the potential to become hags themselves.\n\nFoul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.\r\n\r\n<title level=\"2\">Members</title>\r\n[Annis Hag](/Monsters.aspx?ID=256) (Creature 6), [Blood Hag](/Monsters.aspx?ID=1188) (Creature 8), [Grave Hag](/Monsters.aspx?ID=2055) (Creature 9), [Green Hag](/Monsters.aspx?ID=255) (Creature 4), [Moon Hag](/Monsters.aspx?ID=1189) (Creature 10), [Night Hag](/Monsters.aspx?ID=257) (Creature 9), [Rust Hag](/Monsters.aspx?ID=2054) (Creature 8), [Sea Hag](/Monsters.aspx?ID=254) (Creature 3), [Storm Hag](/Monsters.aspx?ID=1186) (Creature 5), [Winter Hag](/Monsters.aspx?ID=1187) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Hag Covens</title>\r\n\r\nHags are dangerous enough on their own, but when they gather in threes to form covens, they grow much more powerful.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Haters of Humanity</title>\r\n\r\nHags loathe all humanoid races, but not equally—the brunt of their wrath is leveled against humans. Hags prey on human society the most, adding human flesh to their cauldron and snatching newborn children before replacing the babes with their own progeny as [changelings](/Ancestries.aspx?ID=22).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">One-Sided Rivalries</title>\r\n\r\nThe hateful creatures known as [skelm](/MonsterFamilies.aspx?ID=260) have much in common with hags, and evidence suggests that they might have some ancient or metaphysical connection to one another. Skelms maintain that they have been unfairly cursed or betrayed by hags and use it as an excuse to antagonize hags. More often than not, hags pay no more attention to skelms than they do any other creature.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Hags</title>\r\n\r\nThe four types of hags presented here are but the most notorious of their kind. Others—such as the [blood hag](/Monsters.aspx?ID=1188), [moon hag](/Monsters.aspx?ID=1189), [storm hag](/Monsters.aspx?ID=1186), and [winter hag](/Monsters.aspx?ID=1187)—plague society in other regions of the world.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Supporting Characters</title>\r\n\r\nHags don't have to be the main threat of an adventure. Heroes must sometimes seek out knowledge or power from someone known to be dangerous or treacherous, a role that hags can fill quite well. When not terrorizing humanoids, hags explore forbidden magic from sources that decent folk would never consider.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Nature of Hags</title>\r\n\r\nSome believe that hags possess no true form or body of their own, but instead manifest from society’s fear of aging. That no known male hags exist has also puzzled scholars, but perhaps this is but another way in which hags mock society—by presenting themselves as awful stereotypes of elderly women.\r\n</aside>",
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"name": "Hag",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 200</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMalevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and …\r\n</summary>",
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"summary": "Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and …",
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"summary_markdown": "Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and …",
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"text": " Hag Source Bestiary pg. 200 Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as hag eyes , and are known to replace infant humanoids with their own offspring—these children are changelings who have the potential to become hags themselves. Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering. Members Annis Hag (Creature 6), Blood Hag (Creature 8), Grave Hag (Creature 9), Green Hag (Creature 4), Moon Hag (Creature 10), Night Hag (Creature 9), Rust Hag (Creature 8), Sea Hag (Creature 3), Storm Hag (Creature 5), Winter Hag (Creature 7) Hag Covens Hags are dangerous enough on their own, but when they gather in threes to form covens, they grow much more powerful. Haters of Humanity Hags loathe all humanoid races, but not equally—the brunt of their wrath is leveled against humans. Hags prey on human society the most, adding human flesh to their cauldron and snatching newborn children before replacing the babes with their own progeny as changelings. One-Sided Rivalries The hateful creatures known as skelm have much in common with hags, and evidence suggests that they might have some ancient or metaphysical connection to one another. Skelms maintain that they have been unfairly cursed or betrayed by hags and use it as an excuse to antagonize hags. More often than not, hags pay no more attention to skelms than they do any other creature. Other Hags The four types of hags presented here are but the most notorious of their kind. Others—such as the blood hag, moon hag, storm hag, and winter hag—plague society in other regions of the world. Supporting Characters Hags don't have to be the main threat of an adventure. Heroes must sometimes seek out knowledge or power from someone known to be dangerous or treacherous, a role that hags can fill quite well. When not terrorizing humanoids, hags explore forbidden magic from sources that decent folk would never consider. The Nature of Hags Some believe that hags possess no true form or body of their own, but instead manifest from society’s fear of aging. That no known male hags exist has also puzzled scholars, but perhaps this is but another way in which hags mock society—by presenting themselves as awful stereotypes of elderly women. ",
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"creature_family": "Hell Hound",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Hell Hound](/MonsterFamilies.aspx?ID=60)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 205</row>\n\nHell hounds are fiendish, extraplanar canines hailing from the pit that can hunt down quarry and breathe supernatural gouts of flame. They are temperamental and quick to aggressive behavior.\r\n\r\n<title level=\"2\">Members</title>\r\n[Hell Hound](/Monsters.aspx?ID=259) (Creature 3), [Nessian Warhound](/Monsters.aspx?ID=260) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Hell Hound Minions</title>\r\n\r\nOn the Material Plane, these fiends are sometimes found in the service of fire-loving monsters such as fire giants or efreet, as well as mortals who seek to tame some of the raw power of Hell. In Cheliax, Hellknights occasionally call upon hell hounds to track down fugitives and traitors.\r\n</aside>",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 205</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHell hounds are fiendish, extraplanar canines hailing from the pit that can hunt down quarry and breathe supernatural gouts of flame. They are …\r\n</summary>",
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"text": " Hell Hound Source Bestiary pg. 205 Hell hounds are fiendish, extraplanar canines hailing from the pit that can hunt down quarry and breathe supernatural gouts of flame. They are temperamental and quick to aggressive behavior. Members Hell Hound (Creature 3), Nessian Warhound (Creature 9) Hell Hound Minions On the Material Plane, these fiends are sometimes found in the service of fire-loving monsters such as fire giants or efreet, as well as mortals who seek to tame some of the raw power of Hell. In Cheliax, Hellknights occasionally call upon hell hounds to track down fugitives and traitors. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Hobgoblin](/MonsterFamilies.aspx?ID=61)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 206</row>\n\nHobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality—instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. Hobgoblins are singularly devoted to war, and their entire culture is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain slaves or territory. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin.\n\n Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they’re fearless, ruthless, cunning, and strong. Demonstrating such aptitudes is an individual hobgoblin’s best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors. Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society—blacksmiths, builders, cooks, messengers, quartermasters, and the like—know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and this hobgoblin society as dead weight. Hobgoblins don’t usually engage in trade with other races, or even with other hobgoblin tribes, preferring to take what they want by force.\r\n\r\n<title level=\"2\">Members</title>\r\n[Hobgoblin Archer](/Monsters.aspx?ID=262) (Creature 4), [Hobgoblin General](/Monsters.aspx?ID=263) (Creature 6), [Hobgoblin Soldier](/Monsters.aspx?ID=261) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Hobgoblins and Magic</title>\r\n\r\nHobgoblins generally distrust magic, especially arcane magic, which they derisively call “elf magic.” In the absence of magic, they wholeheartedly embrace alchemy, combining it with their natural aptitude for engineering to great destructive effect. They grudgingly accept divine magic, due to a grudging respect for the power of healing magic in times of war.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Living with Hobgoblins</title>\r\n\r\nWith few exceptions, the only non-goblinoids in a hobgoblin settlement or army are slaves (or at least regarded as such). Hobgoblins occasionally make use of bugbears as assassins or spies, and most hobgoblin tribes include a small group of goblins who eke out a meager existence on the fringes of hobgoblin society.\r\n</aside>",
|
||
"name": "Hobgoblin",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 206</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality—instead, …\r\n</summary>",
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"source": [
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"Bestiary"
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|
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"Bestiary pg. 206"
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 206</row>",
|
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"speed": {},
|
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"summary": "Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality—instead, …",
|
||
"summary_markdown": "Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality—instead, …",
|
||
"text": " Hobgoblin Source Bestiary pg. 206 Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality—instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. Hobgoblins are singularly devoted to war, and their entire culture is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain slaves or territory. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin. Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they’re fearless, ruthless, cunning, and strong. Demonstrating such aptitudes is an individual hobgoblin’s best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors. Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society—blacksmiths, builders, cooks, messengers, quartermasters, and the like—know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and this hobgoblin society as dead weight. Hobgoblins don’t usually engage in trade with other races, or even with other hobgoblin tribes, preferring to take what they want by force. Members Hobgoblin Archer (Creature 4), Hobgoblin General (Creature 6), Hobgoblin Soldier (Creature 1) Hobgoblins and Magic Hobgoblins generally distrust magic, especially arcane magic, which they derisively call “elf magic.” In the absence of magic, they wholeheartedly embrace alchemy, combining it with their natural aptitude for engineering to great destructive effect. They grudgingly accept divine magic, due to a grudging respect for the power of healing magic in times of war. Living with Hobgoblins With few exceptions, the only non-goblinoids in a hobgoblin settlement or army are slaves (or at least regarded as such). Hobgoblins occasionally make use of bugbears as assassins or spies, and most hobgoblin tribes include a small group of goblins who eke out a meager existence on the fringes of hobgoblin society. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=61",
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"weakness": {}
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Horse",
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"creature_family_markdown": "Horse",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-62",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Horse](/MonsterFamilies.aspx?ID=62)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 209</row>\n\nHorses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild.\r\n\r\n<title level=\"2\">Members</title>\r\n[Riding Horse](/Monsters.aspx?ID=266) (Creature 1), [Riding Pony](/Monsters.aspx?ID=265) (Creature 0), [War Horse](/Monsters.aspx?ID=268) (Creature 2), [War Pony](/Monsters.aspx?ID=267) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Goblins and Horses</title>\r\n\r\nGoblins have many superstitions and quirks, but few of them are stronger than their fear and hatred of horses. This isn’t a one-sided affair. Horses also fear and hate goblins, and some have been known to go out of their way to harm a goblin. A goblin trying to mount a horse is nearly always subject to a torrent of violent bucking, as the horse does everything in its power to fling the goblin to the ground and within reach of its hooves.\r\n</aside>",
|
||
"name": "Horse",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 209</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHorses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those …\r\n</summary>",
|
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"source": [
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"Bestiary"
|
||
],
|
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"source_raw": [
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"Bestiary pg. 209"
|
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],
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 209</row>",
|
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"speed": {},
|
||
"summary": "Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those …",
|
||
"summary_markdown": "Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those …",
|
||
"text": " Horse Source Bestiary pg. 209 Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild. Members Riding Horse (Creature 1), Riding Pony (Creature 0), War Horse (Creature 2), War Pony (Creature 1) Goblins and Horses Goblins have many superstitions and quirks, but few of them are stronger than their fear and hatred of horses. This isn’t a one-sided affair. Horses also fear and hate goblins, and some have been known to go out of their way to harm a goblin. A goblin trying to mount a horse is nearly always subject to a torrent of violent bucking, as the horse does everything in its power to fling the goblin to the ground and within reach of its hooves. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=62",
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||
"weakness": {}
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||
},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Hyena",
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"creature_family_markdown": "Hyena",
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||
"exclude_from_search": false,
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"id": "creature-family-63",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Hyena](/MonsterFamilies.aspx?ID=63)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 211</row>\n\nHyenas are pack-hunting scavengers known for their unnerving, laughter-like cries, and they aren’t above supplementing their carrion diets with fresh prey.\r\n\r\n<title level=\"2\">Members</title>\r\n[Hyaenodon](/Monsters.aspx?ID=271) (Creature 3), [Hyena](/Monsters.aspx?ID=270) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Hyena Legends</title>\r\n\r\nThe hyena’s intense cunning, combined with its unnerving laughter, has caused hyenas to become associated with all manner of evil—hyenas are claimed to rob graves, steal children, and wield sinister supernatural powers. Though normal hyenas are no more malicious than any other natural predator, their unearned reputation often causes witches, warlords, and ill-natured creatures to seek out hyenas as pets or guard animals. The fact that gnolls in particular have a special preference for hyenas, considering the animals to be close relatives, does little to improve the animal’s already-poor reputation.\r\n</aside>",
|
||
"name": "Hyena",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 211</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHyenas are pack-hunting scavengers known for their unnerving, laughter-like cries, and they aren't above supplementing their carrion diets with fresh …\r\n</summary>",
|
||
"source": [
|
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"Bestiary"
|
||
],
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"source_raw": [
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"Bestiary pg. 211"
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 211</row>",
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"speed": {},
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||
"summary": "Hyenas are pack-hunting scavengers known for their unnerving, laughter-like cries, and they aren't above supplementing their carrion diets with fresh …",
|
||
"summary_markdown": "Hyenas are pack-hunting scavengers known for their unnerving, laughter-like cries, and they aren't above supplementing their carrion diets with fresh …",
|
||
"text": " Hyena Source Bestiary pg. 211 Hyenas are pack-hunting scavengers known for their unnerving, laughter-like cries, and they aren’t above supplementing their carrion diets with fresh prey. Members Hyaenodon (Creature 3), Hyena (Creature 1) Hyena Legends The hyena’s intense cunning, combined with its unnerving laughter, has caused hyenas to become associated with all manner of evil—hyenas are claimed to rob graves, steal children, and wield sinister supernatural powers. Though normal hyenas are no more malicious than any other natural predator, their unearned reputation often causes witches, warlords, and ill-natured creatures to seek out hyenas as pets or guard animals. The fact that gnolls in particular have a special preference for hyenas, considering the animals to be close relatives, does little to improve the animal’s already-poor reputation. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=63",
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||
"weakness": {}
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||
},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Kobold",
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"creature_family_markdown": "Kobold",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-65",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Kobold](/MonsterFamilies.aspx?ID=65)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 212</row>\n\nKobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.\n\n Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds’ innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dark Talon Kobold](/NPCs.aspx?ID=2168) (Creature 2), [Kobold Dragon Mage](/Monsters.aspx?ID=274) (Creature 2), [Kobold Scout](/Monsters.aspx?ID=273) (Creature 1), [Kobold Tunnelrunner](/Monsters.aspx?ID=1032) (Creature 0), [Kobold Warrior](/Monsters.aspx?ID=272) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">\"We are Dragons!\"</title>\r\n\r\nKobolds consider themselves scions of dragonkind, and they are extremely proud of this purported heritage, no matter how laughable other creatures might consider these claims. Despite such skepticism, kobolds share more than a superficial resemblance to true dragons, with scale colorations closely matching the colors seen among chromatic dragonkind. Some kobolds develop a strong propensity toward powerful draconic magic and manifest these chromatic traits with more intensity. These so-called dragon mages are highly respected by other kobolds, and often rise to leadership positions within the tribe.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Diabolic Kobolds</title>\r\n\r\nCertain kobold tribes eschew any concept of draconic lineage entirely and instead place their faith in the archdevils of Hell. These diabolist kobolds view those of their kind who simper at the feet of dragons as pathetic wretches. That they perform the same fearful worship to their chosen devil does not strike these infernally minded kobolds as an irony at all.\r\n</aside>",
|
||
"name": "Kobold",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 212</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath …\r\n</summary>",
|
||
"source": [
|
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"Bestiary"
|
||
],
|
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"Bestiary pg. 212"
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 212</row>",
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"speed": {},
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||
"summary": "Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath …",
|
||
"summary_markdown": "Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath …",
|
||
"text": " Kobold Source Bestiary pg. 212 Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return. Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds’ innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions. Members Dark Talon Kobold (Creature 2), Kobold Dragon Mage (Creature 2), Kobold Scout (Creature 1), Kobold Tunnelrunner (Creature 0), Kobold Warrior (Creature -1) \"We are Dragons!\" Kobolds consider themselves scions of dragonkind, and they are extremely proud of this purported heritage, no matter how laughable other creatures might consider these claims. Despite such skepticism, kobolds share more than a superficial resemblance to true dragons, with scale colorations closely matching the colors seen among chromatic dragonkind. Some kobolds develop a strong propensity toward powerful draconic magic and manifest these chromatic traits with more intensity. These so-called dragon mages are highly respected by other kobolds, and often rise to leadership positions within the tribe. Diabolic Kobolds Certain kobold tribes eschew any concept of draconic lineage entirely and instead place their faith in the archdevils of Hell. These diabolist kobolds view those of their kind who simper at the feet of dragons as pathetic wretches. That they perform the same fearful worship to their chosen devil does not strike these infernally minded kobolds as an irony at all. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=65",
|
||
"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Lamia",
|
||
"creature_family_markdown": "Lamia",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-66",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Lamia](/MonsterFamilies.aspx?ID=66)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 216</row>\n\nLamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower bodies of beasts and monsters. Sinister magic comes naturally to a lamia, and they prefer the use of illusions and enchantments to deceive prey for later consumption, or simply to torture.\r\n\r\n<title level=\"2\">Members</title>\r\n[Lamia](/Monsters.aspx?ID=277) (Creature 6), [Lamia Matriarch](/Monsters.aspx?ID=278) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Lamia Location</title>\r\n\r\nLamias dwell on the edge of civilization in crumbling keeps, abandoned cities, and the fallen temples of forgotten gods.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Lamia Treasure</title>\r\n\r\nLamias salvage gold, jewels, and magic items from the abandoned temples and ruined cities where they make their lairs. They sometimes arm themselves with enchanted daggers.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Lamias</title>\r\n\r\nAdventurers report encounters with other varieties of lamia, including immense versions with the upper torsos of giants, monstrosities driven by insatiable hunger, or flying buzzard-like beasts with hardly any humanoid features, yet all of these variants bow to the wisdom and influence of the lamia matriarchs.\r\n</aside>",
|
||
"name": "Lamia",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 216</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 216"
|
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],
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"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 216</row>",
|
||
"speed": {},
|
||
"summary": "Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower …",
|
||
"summary_markdown": "Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower …",
|
||
"text": " Lamia Source Bestiary pg. 216 Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower bodies of beasts and monsters. Sinister magic comes naturally to a lamia, and they prefer the use of illusions and enchantments to deceive prey for later consumption, or simply to torture. Members Lamia (Creature 6), Lamia Matriarch (Creature 8) Lamia Location Lamias dwell on the edge of civilization in crumbling keeps, abandoned cities, and the fallen temples of forgotten gods. Lamia Treasure Lamias salvage gold, jewels, and magic items from the abandoned temples and ruined cities where they make their lairs. They sometimes arm themselves with enchanted daggers. Other Lamias Adventurers report encounters with other varieties of lamia, including immense versions with the upper torsos of giants, monstrosities driven by insatiable hunger, or flying buzzard-like beasts with hardly any humanoid features, yet all of these variants bow to the wisdom and influence of the lamia matriarchs. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=66",
|
||
"weakness": {}
|
||
},
|
||
{
|
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"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Leshy",
|
||
"creature_family_markdown": "Leshy",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-67",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Leshy](/MonsterFamilies.aspx?ID=67)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 218</row>\n\nLeshys are intelligent plant creatures that guard areas of primeval wilderness or earthly power. Originally created by powerful fey, they manifest when a skilled practitioner of primal magic—typically a druid—combines a nature spirit with a body carefully grown from local vegetation. The rites and materials required to create a leshy vary depending on the type of leshy. They are typically given life in an area of great natural significance, such as an arboreal’s grove, a druidic circle, a fairy ring, or a great natural wonder.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cactus Leshy](/Monsters.aspx?ID=1219) (Creature 2), [Flytrap Leshy](/Monsters.aspx?ID=717) (Creature 4), [Fungus Leshy](/Monsters.aspx?ID=281) (Creature 2), [Gourd Leshy](/Monsters.aspx?ID=280) (Creature 1), [Leaf Leshy](/Monsters.aspx?ID=279) (Creature 0), [Seaweed Leshy](/Monsters.aspx?ID=1220) (Creature 3), [Sunflower Leshy](/Monsters.aspx?ID=716) (Creature 1), [Vine Leshy](/Monsters.aspx?ID=1218) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Associated Monsters</title>\r\n\r\nBecause of their relative frailty, leaf leshys frequently act as liaisons and call upon more powerful forest guardians when their domains are threatened. Nymphs, sprites, and other goodly fey may respond to the call of a leaf leshy, as do arboreals and other plant creatures.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Dead Leshy</title>\r\n\r\nWhen a leshy dies, its body explodes in a wave of vegetation as its spirit returns to the natural world. Though leshy spirits that are called into new bodies after death typically keep only vague recollections of their pasts, they retain many of the values and habits of their former life.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Leshy Communities</title>\r\n\r\nLeshys are fairly egalitarian when interacting with their own kind. Most communities are meritocracies, rewarding leshys who defend their communities and help each other succeed, and they see working together as the best path to a successful future.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Leshy Heroes</title>\r\n\r\nOccasionally, a leshy proves so valuable to their community that they're uplifted as a hero. These admired leshys are not all warriors; outstanding artisans, caretakers, or diplomats might also be lauded as heroes.\r\n</aside>",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 218</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLeshys are intelligent plant creatures that guard areas of primeval wilderness or earthly power. Originally created by powerful fey, they manifest …\r\n</summary>",
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"text": " Leshy Source Bestiary pg. 218 Leshys are intelligent plant creatures that guard areas of primeval wilderness or earthly power. Originally created by powerful fey, they manifest when a skilled practitioner of primal magic—typically a druid—combines a nature spirit with a body carefully grown from local vegetation. The rites and materials required to create a leshy vary depending on the type of leshy. They are typically given life in an area of great natural significance, such as an arboreal’s grove, a druidic circle, a fairy ring, or a great natural wonder. Members Cactus Leshy (Creature 2), Flytrap Leshy (Creature 4), Fungus Leshy (Creature 2), Gourd Leshy (Creature 1), Leaf Leshy (Creature 0), Seaweed Leshy (Creature 3), Sunflower Leshy (Creature 1), Vine Leshy (Creature 0) Associated Monsters Because of their relative frailty, leaf leshys frequently act as liaisons and call upon more powerful forest guardians when their domains are threatened. Nymphs, sprites, and other goodly fey may respond to the call of a leaf leshy, as do arboreals and other plant creatures. Dead Leshy When a leshy dies, its body explodes in a wave of vegetation as its spirit returns to the natural world. Though leshy spirits that are called into new bodies after death typically keep only vague recollections of their pasts, they retain many of the values and habits of their former life. Leshy Communities Leshys are fairly egalitarian when interacting with their own kind. Most communities are meritocracies, rewarding leshys who defend their communities and help each other succeed, and they see working together as the best path to a successful future. Leshy Heroes Occasionally, a leshy proves so valuable to their community that they're uplifted as a hero. These admired leshys are not all warriors; outstanding artisans, caretakers, or diplomats might also be lauded as heroes. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Lich](/MonsterFamilies.aspx?ID=68)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 220</row>\n\nTo gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a [soul cage](/Equipment.aspx?ID=488), a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich. While most undertake this drastic plan to continue their work or fulfill some long-term plan, others become liches because they fear death or to fulfill some malevolent purpose, such as long-sworn revenge. Regardless, the result is permanent and carries with it the potential to alter history—both that of those who transform themselves and of the countless mortals that will inevitably suffer as a result of a lich's new power.\n\n After its metamorphosis, a lich often finds some quiet place to dwell, typically protected by a variety of guardians and traps, for two primary purposes. First, a lich requires solitude in order to plan its elaborate schemes, and second, few mortals (if any) deign to interact with these legendarily corrupt necromancers. One reason begets the other, as the self-imposed isolation of a lich often drives the lich insane, further solidifying its separation from civilization. The longer a lich lives, the more meticulous a planner it becomes, secreting itself within a labyrinth of deadly puzzles, misdirection, and monsters. A lich's servants and guardians are absolutely loyal, either due to their nature (such as constructs or other undead) or as a result of compulsion using powerful magic. Many liches go mad, in time, and the nature of a lich's lair is a good indicator of the undead's current mental state.\n\n For all the protections it arrays around itself, a lich will go to greater lengths to guard its soul cage, as it knows that the destruction of this magical container spells doom for the lich. A lich is notoriously difficult to bargain with, though the threat of damaging its soul cage is a sure way to gain the upper hand in such a negotiation.\r\n\r\n<title level=\"2\">Members</title>\r\n[Demilich](/Monsters.aspx?ID=283) (Creature 15), [Horde Lich](/Monsters.aspx?ID=1876) (Creature 15), [Lich](/Monsters.aspx?ID=282) (Creature 12), [Runecarved Lich](/Monsters.aspx?ID=1877) (Creature 19)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Associated Monsters</title>\r\n\r\nUndead minions are very common companions for a lich or demilich. Liches prefer mindless undead, that do what they’re told and don’t interrupt the lich’s studies with useless conversation. Liches with a knack for crafting are also fond of surrounding themselves with construct servitors and guardians, such as golems.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Corrupted Transformation</title>\r\n\r\nA failed ritual to become a lich usually results in a painful death, but things can go worse. Potential corruptions include losing all spellcasting ability, an inferior _soul cage_ that takes 1 damage each day as it slowly degenerates, or a delay (typically 1d4 years) before the lich rises as undead.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Less Common Liches</title>\r\n\r\nMost who seek this form of unlife are powerful arcane spellcasters— [wizards](/Classes.aspx?ID=12) in particular. [Clerics](/Classes.aspx?ID=5) and [druids](/Classes.aspx?ID=6) almost never seek lichdom. [Bards](/Classes.aspx?ID=3) are less rare, due to their inquisitive nature and exploration of the occult. Some [sorcerers](/Classes.aspx?ID=11) seek out lichdom, especially those of the [undead bloodline](/Bloodlines.aspx?ID=10). [Witches](/Classes.aspx?ID=16) sometimes follow this path, especially if they learn the secret of transforming their familiar into a _soul cage_.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The Ritual</title>\r\n\r\nThe ritual to become a lich is unique to each character, but they frequently have similar elements. The ritual is at least 6th level, but it's always heightened to as high a level as possible for the primary caster. The skill check is tied to the primary caster's tradition ([Arcana](/Skills.aspx?ID=2) for [arcane](/SpellLists.aspx?Tradition=1), [Nature](/Skills.aspx?ID=10) for [primal](/SpellLists.aspx?Tradition=4), [Occult](/Skills.aspx?ID=11) for [occult](/SpellLists.aspx?Tradition=3), and [Religion](/Skills.aspx?ID=13) for [divine](/SpellLists.aspx?Tradition=2)), and the caster must be a master in that skill to attempt this ritual. Secondary casters are rarely required. Before starting the ritual, the caster must construct the _soul cage_, which costs a minimum of 100 gp per level of the caster (often more) and a [Crafting](/Skills.aspx?ID=4) check with a [hard DC for the caster's level](/Rules.aspx?ID=554).\n\n Aside from these base requirements, the ritual also has at least three unique requirements. The first is a significant sacrifice crucial to the life and experiences of the primary caster. The second is a source of great power related to the caster's tradition, to be consumed during the ritual. The third is a poignant means to end the primary caster's life, consumed in the closing seconds of the ritual. If any of these are absent, or improperly performed, it reduces the degree of success for the primary caster's skill check to complete the ritual by one level for each missing requirement. Each of these should be difficult to obtain, requiring a significant quest or great personal sacrifice.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_6_Geb.png\">The Whispering Way</title>\r\n\r\nSome believe that undeath is the purest form of existence, free from pain or fear, unshackled from the cycle of life and death. Loosely organized, adherents to this philosophy call it the Whispering Way, and although it may act like a cult in many regards, it has no true leader or structure. Membership is achieved only by pledging oneself to undeath with the goal of eventually achieving that state through some means or another.\n\n Lichdom is seen as one of best ways of achieving this, though other means are generally acceptable. Undead who need the living to fuel their unlife generally shun this philosophy, as its true goal of turning all life to undeath runs counter to their needs.\n\n Of all its adherents, the Whispering Tyrant is by far the most famous and successful member, nearly achieving the group's goal before being defeated by a massive alliance of mortal forces. Now that the Tyrant has returned, those who follow this philosophy are hopeful that their time of ascendancy is finally at hand.\r\n</aside>\n\n<title level=\"2\">Creating a Lich</title>\r\n\r\nA lich can be any type of spellcaster, as long as it has the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells). To create a lich, follow these steps.<br /> Increase the spellcaster's level by 1 and change its statistics as follows.<br /> Increase spell DCs and spell attack roll by 2. \n\n<title level=\"3\" right=\"\">Lich Abilities</title> A lich gains the [undead](/Traits.aspx?ID=160) trait and becomes evil. Liches lose all abilities that come from being a living creature.<br /> A lich gains the following abilities.<br /> **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **Saving Throws** +1 status bonus to all saves vs. [positive](/Traits.aspx?ID=128)<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br /> **Rejuvenation** ([arcane](/Traits.aspx?ID=11), [necromancy](/Traits.aspx?ID=117)) When a lich is destroyed, its soul immediately transfers to its soul cage. A lich can be permanently destroyed only if its soul cage is found and destroyed.<br /> **Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38)<br /> **Resistances** [cold](/Traits.aspx?ID=27) 20, physical 15 (except [magic](/Traits.aspx?ID=103) bludgeoning)<br /> **Frightful Presence** ([aura](/Traits.aspx?ID=206), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) 60 feet, DC 30<br /> **Hand of the Lich** All liches have a hand unarmed attack that deals 1d8 negative damage for every 3 levels and inflicts a paralyzing touch. This attack has the [finesse](/Traits.aspx?ID=179) trait.<br /> **Drain Soul Cage** <actions string=\"Free Action\" /> **Frequency** once per day; **Effect** The lich taps into its soul cage's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability.<br /> **Paralyzing Touch** ([arcane](/Traits.aspx?ID=11), [curse](/Traits.aspx?ID=38), [incapacitation](/Traits.aspx?ID=93), [necromancy](/Traits.aspx?ID=117)) A creature damaged by the lich's hand Strike must succeed at a Fortitude save against the lich's spell DC – 4. The creature becomes [paralyzed](/Conditions.aspx?ID=28) for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls [prone](/Conditions.aspx?ID=31), and seems dead. A DC 25 [Medicine](/Skills.aspx?ID=9) check reveals the victim is alive. \n\n<title level=\"3\" right=\"\">Alternate Lich Abilities</title> Although the abilities above are standard for a lich, you can create a more unusual lich by substituting any one of the following abilities for frightful presence, hand of the lich, Drain Soul Cage, or paralyzing touch.<br /> \n\n### Bestiary\n**Blasphemous Utterances** ([arcane](/Traits.aspx?ID=11), [aura](/Traits.aspx?ID=206), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) 10 feet. The lich is accompanied by a constant echo of blasphemous murmurs and tainted whispers. A creature in the aura takes a –2 circumstance penalty to saves against mental effects and can't take actions that have the concentrate trait unless they succeed at a DC 10 flat check. Failing this check wastes the action.<br /> **Cold Beyond Cold** The lich's hand Strike deals cold damage instead of negative, and instead of being paralyzed, the target is slowed 2. A successful Fortitude save reduces this to slowed 1 (or negates it on a critical success).<br /> **Dark Deliverance** The lich has resistance to positive equal to its level.<br /> **Siphon Life** <actions string=\"Reaction\" /> **Trigger** The lich deals damage with its hand Strike. **Effect** The lich regains Hit Points equal to half the damage dealt.<br /> **Void Shroud** ([aura](/Traits.aspx?ID=206), <t>death, [necromancy](/Traits.aspx?ID=117)) 30 feet. The lich is surrounded by an aura of death, drawing forth souls to be consumed by the lich's constant hunger. Living creatures in the emanation take a –2 status penalty to saves against fear and death effects. In addition, any creature that starts its turn in the area gains the doomed 1 condition unless it succeeds at a Will save against the lich's spell DC – 4.\n\n### Book of the Dead\n **Animate Cage** The lich has placed their soul cage inside an [animated object](/MonsterFamilies.aspx?ID=4) that fights fiercely to defend itself, or at the very least to elude capture. If the lich's body is destroyed, the lich can control this animated object directly, although they can't cast any spells while inside the vessel. The lich's body is often restored inside this object, being ejected from the animated object after 1d10 days in the normal manner for a soul cage. The animated object is usually at least 4 levels lower than the lich, but it doesn't engage in combat unless directly threatened or if the lich is in control of it.<br /> **Aura of Rot** ([arcane](/Traits.aspx?ID=11), [aura](/Traits.aspx?ID=206), [necromancy](/Traits.aspx?ID=117)) The lich is surrounded by pervasive, supernatural rot. Unattended food and drink within 30 feet of the lich immediately spoils. Anyone attempting to eat or drink within this area must succeed at a DC 5 flat check or become [sickened 1](/Conditions.aspx?ID=34) as the sustenance spoils before it can be ingested (ruining potions and other magical food and drink). Ordinary plants that remain within this aura for more than 1 minute wither and begin to die (depending on their size, this might take significantly longer).<br /> **Familiar Soul** The lich has an undead familiar (using the [familiar](/Rules.aspx?ID=160) rules, except it's undead instead of an animal). Instead of a traditional soul cage, this lich stores their soul in the body of their undead familiar. While doing so makes it significantly more vulnerable, the moment the lich's body is destroyed, it can take over the body of the familiar. After 1 hour, the lich can use this body to cast spells, assuming it has an appendage capable of making somatic components. After 1d10 days, the lich's body reforms as normal.<br /> Mask Death <actions string=\"Single Action\" /> ([arcane](/Traits.aspx?ID=11), [transmutation](/Traits.aspx?ID=157)) The lich changes their appearance to look as they did in life. This effect lasts indefinitely, but if the lich takes damage, their rotten flesh beneath becomes visible until this ability is used again.<br /> **Metamagic Alteration** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32), [metamagic](/Traits.aspx?ID=107)) If the lich's next action is to Cast a Spell, they can alter it in one of two ways. \n<ul><li>Increase the range of that spell by 30 feet (giving it a range of 30 feet if it's a touch spell).</li><li>Alternatively, the lich can change the area of the spell if the spell has an area and doesn't have a duration. If the spell is a burst with a radius of at least 10 feet, increase the radius by 5 feet. If it is a line or a cone that has an area of 15 feet or smaller, add 10 feet to the area.</li></ul> **Pillage Mind** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106)) **Trigger** The lich deals damage with their hand Strike; **Effect** The lich pulls a memory or thought from the target's mind. The lich [Recalls Information](/Actions.aspx?ID=26) with a skill of their choice, using the target's bonus with the skill instead of their own. If there's a very specific piece of information the lich hopes to uncover, and the target knows that information, the target can attempt a Will save to keep it secret. On a critical success, the target can give the lich faulty information instead.<br /> **Steal Soul** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [evil](/Traits.aspx?ID=64), [necromancy](/Traits.aspx?ID=117)) **Trigger** A creature dies within 30 feet of the lich; **Effect** The creature must attempt one final Fortitude save. On a failure, the lich siphons the soul from the dying creature, storing it in a black mote of energy that orbits the lich's skull. The creature can't be brought back from the dead while its soul is trapped in this way. Once per day, as a single action, the lich can consume a mote to heal a number of Hit Points equal to double the soul's level. This utterly destroys the soul, making the creature impossible to bring back to life without a [_wish_](/Spells.aspx?ID=377), [_miracle_](/Spells.aspx?ID=196), or similar magic. The lich can have a number of motes orbiting them equal to their Charisma modifier (to a minimum of one mote); if the lich gains an additional mote, the oldest one is released, its soul free to travel to the afterlife.<br /> **Unholy Touch** The lich's touch is suffused with evil, dealing [evil](/Traits.aspx?ID=64) damage instead of negative. On a critical hit, the target also takes [persistent evil damage](/Conditions.aspx?ID=29) equal to half the lich's level.",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 220</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTo gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the …\r\n</summary>",
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"summary": "To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the …",
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"text": " Lich Source Bestiary pg. 220 To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a soul cage, a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich. While most undertake this drastic plan to continue their work or fulfill some long-term plan, others become liches because they fear death or to fulfill some malevolent purpose, such as long-sworn revenge. Regardless, the result is permanent and carries with it the potential to alter history—both that of those who transform themselves and of the countless mortals that will inevitably suffer as a result of a lich's new power. After its metamorphosis, a lich often finds some quiet place to dwell, typically protected by a variety of guardians and traps, for two primary purposes. First, a lich requires solitude in order to plan its elaborate schemes, and second, few mortals (if any) deign to interact with these legendarily corrupt necromancers. One reason begets the other, as the self-imposed isolation of a lich often drives the lich insane, further solidifying its separation from civilization. The longer a lich lives, the more meticulous a planner it becomes, secreting itself within a labyrinth of deadly puzzles, misdirection, and monsters. A lich's servants and guardians are absolutely loyal, either due to their nature (such as constructs or other undead) or as a result of compulsion using powerful magic. Many liches go mad, in time, and the nature of a lich's lair is a good indicator of the undead's current mental state. For all the protections it arrays around itself, a lich will go to greater lengths to guard its soul cage, as it knows that the destruction of this magical container spells doom for the lich. A lich is notoriously difficult to bargain with, though the threat of damaging its soul cage is a sure way to gain the upper hand in such a negotiation. Members Demilich (Creature 15), Horde Lich (Creature 15), Lich (Creature 12), Runecarved Lich (Creature 19) Associated Monsters Undead minions are very common companions for a lich or demilich. Liches prefer mindless undead, that do what they’re told and don’t interrupt the lich’s studies with useless conversation. Liches with a knack for crafting are also fond of surrounding themselves with construct servitors and guardians, such as golems. Corrupted Transformation A failed ritual to become a lich usually results in a painful death, but things can go worse. Potential corruptions include losing all spellcasting ability, an inferior soul cage that takes 1 damage each day as it slowly degenerates, or a delay (typically 1d4 years) before the lich rises as undead. Less Common Liches Most who seek this form of unlife are powerful arcane spellcasters— wizards in particular. Clerics and druids almost never seek lichdom. Bards are less rare, due to their inquisitive nature and exploration of the occult. Some sorcerers seek out lichdom, especially those of the undead bloodline. Witches sometimes follow this path, especially if they learn the secret of transforming their familiar into a soul cage . The Ritual The ritual to become a lich is unique to each character, but they frequently have similar elements. The ritual is at least 6th level, but it's always heightened to as high a level as possible for the primary caster. The skill check is tied to the primary caster's tradition (Arcana for arcane, Nature for primal, Occult for occult, and Religion for divine), and the caster must be a master in that skill to attempt this ritual. Secondary casters are rarely required. Before starting the ritual, the caster must construct the soul cage , which costs a minimum of 100 gp per level of the caster (often more) and a Crafting check with a hard DC for the caster's level. Aside from these base requirements, the ritual also has at least three unique requirements. The first is a significant sacrifice crucial to the life and experiences of the primary caster. The second is a source of great power related to the caster's tradition, to be consumed during the ritual. The third is a poignant means to end the primary caster's life, consumed in the closing seconds of the ritual. If any of these are absent, or improperly performed, it reduces the degree of success for the primary caster's skill check to complete the ritual by one level for each missing requirement. Each of these should be difficult to obtain, requiring a significant quest or great personal sacrifice. The Whispering Way Some believe that undeath is the purest form of existence, free from pain or fear, unshackled from the cycle of life and death. Loosely organized, adherents to this philosophy call it the Whispering Way, and although it may act like a cult in many regards, it has no true leader or structure. Membership is achieved only by pledging oneself to undeath with the goal of eventually achieving that state through some means or another. Lichdom is seen as one of best ways of achieving this, though other means are generally acceptable. Undead who need the living to fuel their unlife generally shun this philosophy, as its true goal of turning all life to undeath runs counter to their needs. Of all its adherents, the Whispering Tyrant is by far the most famous and successful member, nearly achieving the group's goal before being defeated by a massive alliance of mortal forces. Now that the Tyrant has returned, those who follow this philosophy are hopeful that their time of ascendancy is finally at hand. Creating a Lich A lich can be any type of spellcaster, as long as it has the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells). To create a lich, follow these steps. Increase the spellcaster's level by 1 and change its statistics as follows. Increase spell DCs and spell attack roll by 2. Lich Abilities A lich gains the undead trait and becomes evil. Liches lose all abilities that come from being a living creature. A lich gains the following abilities. Darkvision Saving Throws +1 status bonus to all saves vs. positive Negative Healing Rejuvenation (arcane, necromancy) When a lich is destroyed, its soul immediately transfers to its soul cage. A lich can be permanently destroyed only if its soul cage is found and destroyed. Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 20, physical 15 (except magic bludgeoning) Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 30 Hand of the Lich All liches have a hand unarmed attack that deals 1d8 negative damage for every 3 levels and inflicts a paralyzing touch. This attack has the finesse trait. Drain Soul Cage Free Action Frequency once per day; Effect The lich taps into its soul cage's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability. Paralyzing Touch (arcane, curse, incapacitation, necromancy) A creature damaged by the lich's hand Strike must succeed at a Fortitude save against the lich's spell DC – 4. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive. Alternate Lich Abilities Although the abilities above are standard for a lich, you can create a more unusual lich by substituting any one of the following abilities for frightful presence, hand of the lich, Drain Soul Cage, or paralyzing touch. ### Bestiary Blasphemous Utterances (arcane, aura, enchantment, mental) 10 feet. The lich is accompanied by a constant echo of blasphemous murmurs and tainted whispers. A creature in the aura takes a –2 circumstance penalty to saves against mental effects and can't take actions that have the concentrate trait unless they succeed at a DC 10 flat check. Failing this check wastes the action. Cold Beyond Cold The lich's hand Strike deals cold damage instead of negative, and instead of being paralyzed, the target is slowed 2. A successful Fortitude save reduces this to slowed 1 (or negates it on a critical success). Dark Deliverance The lich has resistance to positive equal to its level. Siphon Life Reaction Trigger The lich deals damage with its hand Strike. Effect The lich regains Hit Points equal to half the damage dealt. Void Shroud (aura, death, necromancy) 30 feet. The lich is surrounded by an aura of death, drawing forth souls to be consumed by the lich's constant hunger. Living creatures in the emanation take a –2 status penalty to saves against fear and death effects. In addition, any creature that starts its turn in the area gains the doomed 1 condition unless it succeeds at a Will save against the lich's spell DC – 4. ### Book of the Dead Animate Cage The lich has placed their soul cage inside an animated object that fights fiercely to defend itself, or at the very least to elude capture. If the lich's body is destroyed, the lich can control this animated object directly, although they can't cast any spells while inside the vessel. The lich's body is often restored inside this object, being ejected from the animated object after 1d10 days in the normal manner for a soul cage. The animated object is usually at least 4 levels lower than the lich, but it doesn't engage in combat unless directly threatened or if the lich is in control of it. Aura of Rot (arcane, aura, necromancy) The lich is surrounded by pervasive, supernatural rot. Unattended food and drink within 30 feet of the lich immediately spoils. Anyone attempting to eat or drink within this area must succeed at a DC 5 flat check or become sickened 1 as the sustenance spoils before it can be ingested (ruining potions and other magical food and drink). Ordinary plants that remain within this aura for more than 1 minute wither and begin to die (depending on their size, this might take significantly longer). Familiar Soul The lich has an undead familiar (using the familiar rules, except it's undead instead of an animal). Instead of a traditional soul cage, this lich stores their soul in the body of their undead familiar. While doing so makes it significantly more vulnerable, the moment the lich's body is destroyed, it can take over the body of the familiar. After 1 hour, the lich can use this body to cast spells, assuming it has an appendage capable of making somatic components. After 1d10 days, the lich's body reforms as normal. Mask Death Single Action (arcane, transmutation) The lich changes their appearance to look as they did in life. This effect lasts indefinitely, but if the lich takes damage, their rotten flesh beneath becomes visible until this ability is used again. Metamagic Alteration Single Action (concentrate, metamagic) If the lich's next action is to Cast a Spell, they can alter it in one of two ways. Increase the range of that spell by 30 feet (giving it a range of 30 feet if it's a touch spell). Alternatively, the lich can change the area of the spell if the spell has an area and doesn't have a duration. If the spell is a burst with a radius of at least 10 feet, increase the radius by 5 feet. If it is a line or a cone that has an area of 15 feet or smaller, add 10 feet to the area. Pillage Mind Reaction (arcane, divination, mental) Trigger The lich deals damage with their hand Strike; Effect The lich pulls a memory or thought from the target's mind. The lich Recalls Information with a skill of their choice, using the target's bonus with the skill instead of their own. If there's a very specific piece of information the lich hopes to uncover, and the target knows that information, the target can attempt a Will save to keep it secret. On a critical success, the target can give the lich faulty information instead. Steal Soul Reaction (arcane, evil, necromancy) Trigger A creature dies within 30 feet of the lich; Effect The creature must attempt one final Fortitude save. On a failure, the lich siphons the soul from the dying creature, storing it in a black mote of energy that orbits the lich's skull. The creature can't be brought back from the dead while its soul is trapped in this way. Once per day, as a single action, the lich can consume a mote to heal a number of Hit Points equal to double the soul's level. This utterly destroys the soul, making the creature impossible to bring back to life without a wish , miracle , or similar magic. The lich can have a number of motes orbiting them equal to their Charisma modifier (to a minimum of one mote); if the lich gains an additional mote, the oldest one is released, its soul free to travel to the afterlife. Unholy Touch The lich's touch is suffused with evil, dealing evil damage instead of negative. On a critical hit, the target also takes persistent evil damage equal to half the lich's level.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Linnorm](/MonsterFamilies.aspx?ID=69)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 224</row>\n\nImmense, primeval dragons of the northern reaches of the world, linnorms hate those they deem to be lesser creatures and seek to inflict as much suffering as possible upon their unfortunate victims. While these serpentine monstrosities might not be the powerful winged dragons most imagine, they nonetheless possess incredible strength and deadly powers that often rival authentic dragon brutality.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cairn Linnorm](/Monsters.aspx?ID=722) (Creature 18), [Crag Linnorm](/Monsters.aspx?ID=284) (Creature 14), [Fjord Linnorm](/Monsters.aspx?ID=721) (Creature 16), [Ice Linnorm](/Monsters.aspx?ID=285) (Creature 17), [Shoal Linnorm](/Monsters.aspx?ID=720) (Creature 15), [Taiga Linnorm](/Monsters.aspx?ID=723) (Creature 19), [Tarn Linnorm](/Monsters.aspx?ID=286) (Creature 20), [Tor Linnorm](/Monsters.aspx?ID=287) (Creature 21), [Young Linnorm](/Monsters.aspx?ID=1726) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Death Curses</title>\r\n\r\nThe death curses of the linnorms are often the subjects of tragic sagas, and those who would think themselves vanquishing heroes for slaying a linnorm often meet their dooms soon thereafter, succumbing to these curses well after the death of the linnorm responsible for bestowing it.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">First World Connections</title>\r\n\r\nLinnorms have a deep connection to the [First World](/Planes.aspx?ID=10), the primordial home of the fey. While linnorms typically won't think twice before devouring a [gnome](/Ancestries.aspx?ID=3) or other [fey](/Traits.aspx?ID=69), they do have an unusual respect for wielders of powerful primal magic. The only way to cow a linnorm, according to common wisdom, is to remind it that there are forces of nature even stronger than itself.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Linnorm Kings</title>\r\n\r\nIn the storied Lands of the Linnorm Kings, the slaying of a linnorm is traditionally required for those who would claim a nation’s crown. Recently, though, the Linnorm King White Estrid claimed her crown not by slaying a linnorm but by beating it into submission, gaining a powerful and dangerous ally to help secure her rule.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Linnorm Legends</title>\r\n\r\nCreatures as powerful as linnorms tend to spawn stories of their own, accurate or not. Critical failure on a check to [Recall Knowledge](/Actions.aspx?ID=26) on linnorms might suggest that you can avoid a linnorm's death curse by closing your eyes as you deliver the fatal blow, or that rubbing poison oak on yourself can ward off a linnorm's attention.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Linnorm Treasure</title>\r\n\r\nAs with true dragons, linnorms tend to amass immense piles of treasure in their lairs. These hoards consist of the weapons, gear, and belongings of would-be vanquishers more often than minted coins or works of art.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Newborn Linnorms</title>\r\n\r\nAlmost all linnorms lead solitary lives; they are too reprehensible for even their own kind to tolerate for any length of time. Most species do not even meet to reproduce; rather, female linnorms usually deposit a solitary egg in a remote location, which a wandering male linnorm then fertilizes and places in a nook suitable for incubation. Newborn linnorms range in size from that of adult crocodiles to full-grown bulls, and their growth is rapid. Even a juvenile linnorm is strong enough to wreak havoc on a small settlement— though most don't dare to commit such audacious pillaging, for fear of evoking the anger of another, larger linnorm in the area.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Linnorms</title>\r\n\r\nLinnorms exist in a variety of forms beyond the four detailed here. The gaunt cairn linnorm, the spiny taiga linnorm, and the aquatic fjord linnorm each terrorize their own specific regions of the Material Plane.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Rarer Linnorms</title>\r\n\r\nWhile the linnorms presented here and in the first _Bestiary_ constitute the majority of these creatures, others exist, particularly in the remote regions of the [First World](/Planes.aspx?ID=10). It may be that these rare linnorms simply find the [Material Plane](/Planes.aspx?ID=1) too constraining for their might!\r\n</aside>",
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"text": " Linnorm Source Bestiary pg. 224 Immense, primeval dragons of the northern reaches of the world, linnorms hate those they deem to be lesser creatures and seek to inflict as much suffering as possible upon their unfortunate victims. While these serpentine monstrosities might not be the powerful winged dragons most imagine, they nonetheless possess incredible strength and deadly powers that often rival authentic dragon brutality. Members Cairn Linnorm (Creature 18), Crag Linnorm (Creature 14), Fjord Linnorm (Creature 16), Ice Linnorm (Creature 17), Shoal Linnorm (Creature 15), Taiga Linnorm (Creature 19), Tarn Linnorm (Creature 20), Tor Linnorm (Creature 21), Young Linnorm (Creature 7) Death Curses The death curses of the linnorms are often the subjects of tragic sagas, and those who would think themselves vanquishing heroes for slaying a linnorm often meet their dooms soon thereafter, succumbing to these curses well after the death of the linnorm responsible for bestowing it. First World Connections Linnorms have a deep connection to the First World, the primordial home of the fey. While linnorms typically won't think twice before devouring a gnome or other fey, they do have an unusual respect for wielders of powerful primal magic. The only way to cow a linnorm, according to common wisdom, is to remind it that there are forces of nature even stronger than itself. Linnorm Kings In the storied Lands of the Linnorm Kings, the slaying of a linnorm is traditionally required for those who would claim a nation’s crown. Recently, though, the Linnorm King White Estrid claimed her crown not by slaying a linnorm but by beating it into submission, gaining a powerful and dangerous ally to help secure her rule. Linnorm Legends Creatures as powerful as linnorms tend to spawn stories of their own, accurate or not. Critical failure on a check to Recall Knowledge on linnorms might suggest that you can avoid a linnorm's death curse by closing your eyes as you deliver the fatal blow, or that rubbing poison oak on yourself can ward off a linnorm's attention. Linnorm Treasure As with true dragons, linnorms tend to amass immense piles of treasure in their lairs. These hoards consist of the weapons, gear, and belongings of would-be vanquishers more often than minted coins or works of art. Newborn Linnorms Almost all linnorms lead solitary lives; they are too reprehensible for even their own kind to tolerate for any length of time. Most species do not even meet to reproduce; rather, female linnorms usually deposit a solitary egg in a remote location, which a wandering male linnorm then fertilizes and places in a nook suitable for incubation. Newborn linnorms range in size from that of adult crocodiles to full-grown bulls, and their growth is rapid. Even a juvenile linnorm is strong enough to wreak havoc on a small settlement— though most don't dare to commit such audacious pillaging, for fear of evoking the anger of another, larger linnorm in the area. Other Linnorms Linnorms exist in a variety of forms beyond the four detailed here. The gaunt cairn linnorm, the spiny taiga linnorm, and the aquatic fjord linnorm each terrorize their own specific regions of the Material Plane. Rarer Linnorms While the linnorms presented here and in the first Bestiary constitute the majority of these creatures, others exist, particularly in the remote regions of the First World. It may be that these rare linnorms simply find the Material Plane too constraining for their might! ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Lizard](/MonsterFamilies.aspx?ID=70)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 228</row>\n\nLizards have a wide range of appearances and abilities, but most share a basic reptilian shape—long tails, wide toothy mouths, and four legs. While a few species are capable of movement on two legs for short periods of time, most are strictly quadrupedal. The three species presented here represent the most common and well-known of the larger species.\r\n\r\n<title level=\"2\">Members</title>\r\n[Caustic Monitor](/Monsters.aspx?ID=1398) (Creature 13), [Giant Chameleon](/Monsters.aspx?ID=724) (Creature 3), [Giant Frilled Lizard](/Monsters.aspx?ID=290) (Creature 5), [Giant Gecko](/Monsters.aspx?ID=288) (Creature 1), [Giant Monitor Lizard](/Monsters.aspx?ID=289) (Creature 2), [Megalania](/Monsters.aspx?ID=725) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Lizard Locations</title>\r\n\r\nGiant lizards can be found in all temperate or tropical climates, often in relatively close proximity to smaller villages or rural regions where they can be a dangerous threat to livestock or travelers. The two lizards presented here tend to dwell in warmer regions— jungles for giant chameleons, and savannas for megalanias.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Lizards and Lizardfolk</title>\r\n\r\nGiant lizards are often used as mounts or guardians or kept as pets, but never so often or as traditionally as they are by lizardfolk. The kinship these people share with giant lizards is unmistakable, valuing their companionship to an extent that equals or even exceeds that which other societies have for popular animal companions like dogs and horses.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Giant Lizards</title>\r\n\r\nThe three species of giant lizard presented here are but the most common of their kind encountered in the wilds. Stories of much larger lizards persist, including the immense, 20-foot-long monster known as a megalania, a truly enormous version of the giant monitor lizard capable of swallowing creatures whole. Less dangerous is the giant chameleon, although its ability to blend into its environs makes it a much more insidious and stealthy threat than the lumbering, mighty megalania.\r\n</aside>",
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"summary": "Lizards have a wide range of appearances and abilities, but most share a basic reptilian shape—long tails, wide toothy mouths, and four legs. While a …",
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"text": " Lizard Source Bestiary pg. 228 Lizards have a wide range of appearances and abilities, but most share a basic reptilian shape—long tails, wide toothy mouths, and four legs. While a few species are capable of movement on two legs for short periods of time, most are strictly quadrupedal. The three species presented here represent the most common and well-known of the larger species. Members Caustic Monitor (Creature 13), Giant Chameleon (Creature 3), Giant Frilled Lizard (Creature 5), Giant Gecko (Creature 1), Giant Monitor Lizard (Creature 2), Megalania (Creature 7) Lizard Locations Giant lizards can be found in all temperate or tropical climates, often in relatively close proximity to smaller villages or rural regions where they can be a dangerous threat to livestock or travelers. The two lizards presented here tend to dwell in warmer regions— jungles for giant chameleons, and savannas for megalanias. Lizards and Lizardfolk Giant lizards are often used as mounts or guardians or kept as pets, but never so often or as traditionally as they are by lizardfolk. The kinship these people share with giant lizards is unmistakable, valuing their companionship to an extent that equals or even exceeds that which other societies have for popular animal companions like dogs and horses. Other Giant Lizards The three species of giant lizard presented here are but the most common of their kind encountered in the wilds. Stories of much larger lizards persist, including the immense, 20-foot-long monster known as a megalania, a truly enormous version of the giant monitor lizard capable of swallowing creatures whole. Less dangerous is the giant chameleon, although its ability to blend into its environs makes it a much more insidious and stealthy threat than the lumbering, mighty megalania. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Lizardfolk](/MonsterFamilies.aspx?ID=71)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 230</row>\n\nWhen human scholars speak of ancient civilizations, they usually turn their focus to themselves, researching and lecturing on the first human empires. When they drift to others, they invariably look to cultures that had conflicts or alliances with ancient humanity. That the culture of the people called lizardfolk often gets ignored or forgotten even by well-meaning researchers is thus no surprise, but to the lizardfolk themselves it is no matter. They know their history and value its integrity and privacy—if younger ancestries like humanity aren’t interested in learning from lizardfolk empires dating back to before the first human knocked two rocks together to make their first campfire, that’s fine with them.\n\n The word “lizardfolk” is an excellent example of humanity’s narrow-sighted view of this culture. The name of their people is “iruxi,” but these reptilian humanoids have patiently and good-naturedly accepted the name “lizardfolk” as a variant, and they generally resist urges to call humans and other mammalians similarly derivative names in return. Iruxis dwell and thrive in all tropical and temperate biomes, but they are most at home in swamplands, coastal regions, and riverlands, for they are talented swimmers, and fish and aquatic plants make up a large part of their preferred diets.\r\n\r\n<title level=\"2\">Members</title>\r\n[Lizardfolk Defender](/Monsters.aspx?ID=291) (Creature 1), [Lizardfolk Scout](/Monsters.aspx?ID=292) (Creature 1), [Lizardfolk Stargazer](/Monsters.aspx?ID=293) (Creature 2), [Terwa Chosen](/Monsters.aspx?ID=1658) (Creature 8), [Terwa Prodigy](/Monsters.aspx?ID=1656) (Creature 6), [Terwa Star Reader](/Monsters.aspx?ID=1657) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Blessing of the Stars</title>\r\n\r\nBeyond the star sign of their respective clans, many iruxis adopt specific guiding stars. Iruxis follow the movement of their individual stars to help provide guidance during difficult times. Sometimes, when a guiding star lines up with other planets in the night sky, the alignment can grant an iruxi supernatural powers, like the ability to cast a specific spell or divine the future. This happens even to iruxis who normally don't exhibit magical or supernatural abilities.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Generational Stars</title>\r\n\r\nMany iruxis keep the bones of generations past within their homes, using them as part of the building material. Iruxis can use these bones to commune with their ancestors or even call upon them in times of need. The bones tend to shift and move slowly over months and years, and sometimes these bones line up in formations that match constellations. Iruxis believe these to be messages from their dead kin—clues that suggest a special significance or meaning of the noted constellation.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Lizardfolk Relations</title>\r\n\r\nThough most are neutral in alignment, the typical iruxi’s pride in their traditions, suspicion of others, and need to protect their kin can make them seem standoffish or even aggressive when encountered. However, most are eager to learn from visitors, trade stories and equipment, and forge alliances.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Lizardfolk Society</title>\r\n\r\nIruxis are, as a general rule, quite religious. Those who venerate deities typically look to Gozreh, but some of them find the teachings of Desna to be compelling. Most iruxis, though, instead follow druidic traditions, ancestor worship, and astrological philosophies in particular.\r\n</aside>",
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"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 230</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen human scholars speak of ancient civilizations, they usually turn their focus to themselves, researching and lecturing on the first human …\r\n</summary>",
|
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"source": [
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"Bestiary"
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"Bestiary pg. 230"
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 230</row>",
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"speed": {},
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"summary": "When human scholars speak of ancient civilizations, they usually turn their focus to themselves, researching and lecturing on the first human …",
|
||
"summary_markdown": "When human scholars speak of ancient civilizations, they usually turn their focus to themselves, researching and lecturing on the first human …",
|
||
"text": " Lizardfolk Source Bestiary pg. 230 When human scholars speak of ancient civilizations, they usually turn their focus to themselves, researching and lecturing on the first human empires. When they drift to others, they invariably look to cultures that had conflicts or alliances with ancient humanity. That the culture of the people called lizardfolk often gets ignored or forgotten even by well-meaning researchers is thus no surprise, but to the lizardfolk themselves it is no matter. They know their history and value its integrity and privacy—if younger ancestries like humanity aren’t interested in learning from lizardfolk empires dating back to before the first human knocked two rocks together to make their first campfire, that’s fine with them. The word “lizardfolk” is an excellent example of humanity’s narrow-sighted view of this culture. The name of their people is “iruxi,” but these reptilian humanoids have patiently and good-naturedly accepted the name “lizardfolk” as a variant, and they generally resist urges to call humans and other mammalians similarly derivative names in return. Iruxis dwell and thrive in all tropical and temperate biomes, but they are most at home in swamplands, coastal regions, and riverlands, for they are talented swimmers, and fish and aquatic plants make up a large part of their preferred diets. Members Lizardfolk Defender (Creature 1), Lizardfolk Scout (Creature 1), Lizardfolk Stargazer (Creature 2), Terwa Chosen (Creature 8), Terwa Prodigy (Creature 6), Terwa Star Reader (Creature 7) Blessing of the Stars Beyond the star sign of their respective clans, many iruxis adopt specific guiding stars. Iruxis follow the movement of their individual stars to help provide guidance during difficult times. Sometimes, when a guiding star lines up with other planets in the night sky, the alignment can grant an iruxi supernatural powers, like the ability to cast a specific spell or divine the future. This happens even to iruxis who normally don't exhibit magical or supernatural abilities. Generational Stars Many iruxis keep the bones of generations past within their homes, using them as part of the building material. Iruxis can use these bones to commune with their ancestors or even call upon them in times of need. The bones tend to shift and move slowly over months and years, and sometimes these bones line up in formations that match constellations. Iruxis believe these to be messages from their dead kin—clues that suggest a special significance or meaning of the noted constellation. Lizardfolk Relations Though most are neutral in alignment, the typical iruxi’s pride in their traditions, suspicion of others, and need to protect their kin can make them seem standoffish or even aggressive when encountered. However, most are eager to learn from visitors, trade stories and equipment, and forge alliances. Lizardfolk Society Iruxis are, as a general rule, quite religious. Those who venerate deities typically look to Gozreh, but some of them find the teachings of Desna to be compelling. Most iruxis, though, instead follow druidic traditions, ancestor worship, and astrological philosophies in particular. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=71",
|
||
"weakness": {}
|
||
},
|
||
{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Mantis, Giant",
|
||
"creature_family_markdown": "Mantis, Giant",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-72",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Mantis, Giant](/MonsterFamilies.aspx?ID=72)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 233</row>\n\nThese monstrously oversized insects are silent predators with lightning-quick forelegs and a bone-breaking bite.\r\n\r\n<title level=\"2\">Members</title>\r\n[Deadly Mantis](/Monsters.aspx?ID=296) (Creature 11), [Giant Mantis](/Monsters.aspx?ID=295) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Sacred Insects</title>\r\n\r\nDeadly mantises are sacrosanct to followers of Achaekek, the Mantis God. His adherents, including the infamous Red Mantis assassins, invite or lure deadly mantises close to their settlements, seeing the towering creatures as a sign of their god’s favor. Achaekek’s followers offer sacrifices of livestock or captured enemies to keep the massive insects well fed. Clerics of Achaekek defend a deadly mantis’s territory as if it were their own, believing it to be holy ground.\r\n</aside>",
|
||
"name": "Mantis, Giant",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 233</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese monstrously oversized insects are silent predators with lightning-quick forelegs and a bone-breaking bite .\r\n</summary>",
|
||
"source": [
|
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"Bestiary"
|
||
],
|
||
"source_raw": [
|
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"Bestiary pg. 233"
|
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|
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"source_category": "Rulebooks",
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||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 233</row>",
|
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"speed": {},
|
||
"summary": "These monstrously oversized insects are silent predators with lightning-quick forelegs and a bone-breaking bite .",
|
||
"summary_markdown": "These monstrously oversized insects are silent predators with lightning-quick forelegs and a bone-breaking bite .",
|
||
"text": " Mantis, Giant Source Bestiary pg. 233 These monstrously oversized insects are silent predators with lightning-quick forelegs and a bone-breaking bite. Members Deadly Mantis (Creature 11), Giant Mantis (Creature 3) Sacred Insects Deadly mantises are sacrosanct to followers of Achaekek, the Mantis God. His adherents, including the infamous Red Mantis assassins, invite or lure deadly mantises close to their settlements, seeing the towering creatures as a sign of their god’s favor. Achaekek’s followers offer sacrifices of livestock or captured enemies to keep the massive insects well fed. Clerics of Achaekek defend a deadly mantis’s territory as if it were their own, believing it to be holy ground. ",
|
||
"type": "Creature Family",
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||
"url": "/MonsterFamilies.aspx?ID=72",
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||
"weakness": {}
|
||
},
|
||
{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Merfolk",
|
||
"creature_family_markdown": "Merfolk",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-73",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Merfolk](/MonsterFamilies.aspx?ID=73)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 235</row>\n\nElegant, mysterious, and graceful; all this and more can be said of the merfolk. These enigmatic people resemble humanoids with delicate features from the waist up but with the fins and tail of a massive fish from the waist down. Found in nearly all of Golarion’s oceans, merfolk are as varied in appearance as humans, their skin ranging from pale to umber and all shades in between, while their gleaming scales shimmer with the majesty of the sea.\r\n\r\n<title level=\"2\">Members</title>\r\n[Merfolk Warrior](/Monsters.aspx?ID=298) (Creature 1), [Merfolk Wavecaller](/Monsters.aspx?ID=299) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Merfolk's Secret</title>\r\n\r\nSome sailors claim that merfolk face a grave threat—a dark and sinister power capable of rendering even the most beautiful merfolk into a degenerate and mutated wretch. Such stories often end with claims that the merfolk, proud and noble as they seem, are unwitting puppets to some unknown entity lurking in the deepest depths of the seas. Merfolk themselves are characteristically tight-lipped about such claims.\r\n</aside>",
|
||
"name": "Merfolk",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 235</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nElegant, mysterious, and graceful; all this and more can be said of the merfolk. These enigmatic people resemble humanoids with delicate features …\r\n</summary>",
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||
"source": [
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 235</row>",
|
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"speed": {},
|
||
"summary": "Elegant, mysterious, and graceful; all this and more can be said of the merfolk. These enigmatic people resemble humanoids with delicate features …",
|
||
"summary_markdown": "Elegant, mysterious, and graceful; all this and more can be said of the merfolk. These enigmatic people resemble humanoids with delicate features …",
|
||
"text": " Merfolk Source Bestiary pg. 235 Elegant, mysterious, and graceful; all this and more can be said of the merfolk. These enigmatic people resemble humanoids with delicate features from the waist up but with the fins and tail of a massive fish from the waist down. Found in nearly all of Golarion’s oceans, merfolk are as varied in appearance as humans, their skin ranging from pale to umber and all shades in between, while their gleaming scales shimmer with the majesty of the sea. Members Merfolk Warrior (Creature 1), Merfolk Wavecaller (Creature 2) Merfolk's Secret Some sailors claim that merfolk face a grave threat—a dark and sinister power capable of rendering even the most beautiful merfolk into a degenerate and mutated wretch. Such stories often end with claims that the merfolk, proud and noble as they seem, are unwitting puppets to some unknown entity lurking in the deepest depths of the seas. Merfolk themselves are characteristically tight-lipped about such claims. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=73",
|
||
"weakness": {}
|
||
},
|
||
{
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||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Mummy",
|
||
"creature_family_markdown": "Mummy",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-74",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Mummy](/MonsterFamilies.aspx?ID=74)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 240</row>\n\nWhile many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bog Mummy](/Monsters.aspx?ID=735) (Creature 5), [Bog Mummy Cultist](/Monsters.aspx?ID=2242) (Creature 9), [Decrepit Mummy](/Monsters.aspx?ID=1884) (Creature 2), [Drowned Mummy](/Monsters.aspx?ID=2420) (Creature 17), [Ice Mummy](/Monsters.aspx?ID=1885) (Creature 8), [Iroran Mummy](/Monsters.aspx?ID=1886) (Creature 10), [Mummified Cat](/Monsters.aspx?ID=1883) (Creature 0), [Mummy Guardian](/Monsters.aspx?ID=304) (Creature 6), [Mummy Pharaoh](/Monsters.aspx?ID=305) (Creature 9), [Mummy Prophet of Set](/Monsters.aspx?ID=1887) (Creature 13)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_6_Geb.png\">Mummification Practice</title>\r\n\r\nNeophytes to mummification typically apprentice to a morgue specializing in the process. Apprenticeships can last several years. Generally, the first mummies one produces are animals, usually of inferior quality. Those who become skilled remain rare enough to be a strategic resource and could be abducted, coerced, or bribed to change their allegiance or sabotage the mummification of their masters.\r\n</aside>",
|
||
"name": "Mummy",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 240</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 240"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 240</row>",
|
||
"speed": {},
|
||
"summary": "While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide …",
|
||
"summary_markdown": "While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide …",
|
||
"text": " Mummy Source Bestiary pg. 240 While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians. Members Bog Mummy (Creature 5), Bog Mummy Cultist (Creature 9), Decrepit Mummy (Creature 2), Drowned Mummy (Creature 17), Ice Mummy (Creature 8), Iroran Mummy (Creature 10), Mummified Cat (Creature 0), Mummy Guardian (Creature 6), Mummy Pharaoh (Creature 9), Mummy Prophet of Set (Creature 13) Mummification Practice Neophytes to mummification typically apprentice to a morgue specializing in the process. Apprenticeships can last several years. Generally, the first mummies one produces are animals, usually of inferior quality. Those who become skilled remain rare enough to be a strategic resource and could be abducted, coerced, or bribed to change their allegiance or sabotage the mummification of their masters. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=74",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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||
"category": "creature-family",
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||
"creature_family": "Naga",
|
||
"creature_family_markdown": "Naga",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-75",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Naga](/MonsterFamilies.aspx?ID=75)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 242</row>\n\nNagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages that resemble those of humans. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. Beyond the natural weapons they use to ward away foes, little is understood of the naga’s unsettling physiology.\n\n Nagas are intelligent creatures with powerful needs to pursue, be they the accumulation of knowledge, the collection of rare art, or the rule of an entire nation. On Golarion, the nation of Nagajor is one such society—an entire empire ruled by nagas and populated by reptilian humanoids who serve their naga rulers with a patriotic pride that borders on worship.\n\n Still, most adventurers interact with nagas on a much smaller scale, encountering them as dangerous guardians in remote locations or not-so-abandoned ruins. In many cases, these nagas have heard of distant Nagajor, but they are usually unwilling to abandon their own pursuits to seek out a land where they might be worshipped as gods.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dark Naga](/Monsters.aspx?ID=306) (Creature 7), [Guardian Naga](/Monsters.aspx?ID=307) (Creature 10), [Lunar Naga](/Monsters.aspx?ID=736) (Creature 6), [Spirit Naga](/Monsters.aspx?ID=737) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Nagas and Others</title>\r\n\r\nDark nagas might rule over goblins, orcs, xulgaths, or decadent folk, especially corrupt aristocrats. Guardian nagas might be found with other goodly creatures of any sort, from fey in natural sites to constructs in ancient vaults.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Nagas</title>\r\n\r\nBeyond the sinister dark naga and the benevolent guardian naga, many other types of nagas exist, including the mesmerizing spirit naga, the multiheaded royal naga, and the introspective and mysterious lunar naga.\r\n</aside>",
|
||
"name": "Naga",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 242</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 242"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 242</row>",
|
||
"speed": {},
|
||
"summary": "Nagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages …",
|
||
"summary_markdown": "Nagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages …",
|
||
"text": " Naga Source Bestiary pg. 242 Nagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages that resemble those of humans. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. Beyond the natural weapons they use to ward away foes, little is understood of the naga’s unsettling physiology. Nagas are intelligent creatures with powerful needs to pursue, be they the accumulation of knowledge, the collection of rare art, or the rule of an entire nation. On Golarion, the nation of Nagajor is one such society—an entire empire ruled by nagas and populated by reptilian humanoids who serve their naga rulers with a patriotic pride that borders on worship. Still, most adventurers interact with nagas on a much smaller scale, encountering them as dangerous guardians in remote locations or not-so-abandoned ruins. In many cases, these nagas have heard of distant Nagajor, but they are usually unwilling to abandon their own pursuits to seek out a land where they might be worshipped as gods. Members Dark Naga (Creature 7), Guardian Naga (Creature 10), Lunar Naga (Creature 6), Spirit Naga (Creature 9) Nagas and Others Dark nagas might rule over goblins, orcs, xulgaths, or decadent folk, especially corrupt aristocrats. Guardian nagas might be found with other goodly creatures of any sort, from fey in natural sites to constructs in ancient vaults. Other Nagas Beyond the sinister dark naga and the benevolent guardian naga, many other types of nagas exist, including the mesmerizing spirit naga, the multiheaded royal naga, and the introspective and mysterious lunar naga. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=75",
|
||
"weakness": {}
|
||
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|
||
{
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"category": "creature-family",
|
||
"creature_family": "Nightmare",
|
||
"creature_family_markdown": "Nightmare",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-76",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Nightmare](/MonsterFamilies.aspx?ID=76)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 244</row>\n\n_This entry did not have a separate description for the family._\r\n\r\n<title level=\"2\">Members</title>\r\n[Greater Nightmare](/Monsters.aspx?ID=309) (Creature 11), [Nightmare](/Monsters.aspx?ID=308) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Nightmare Steeds</title>\r\n\r\nNightmares allow only the evilest of creatures to ride them and are willing partners in destruction those creatures inflict. Night hags are particularly well known to associate with nightmares.\r\n</aside>",
|
||
"name": "Nightmare",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 244</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n This entry did not have a separate description for the family .\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
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|
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 244</row>",
|
||
"speed": {},
|
||
"summary": " This entry did not have a separate description for the family .",
|
||
"summary_markdown": " This entry did not have a separate description for the family .",
|
||
"text": " Nightmare Source Bestiary pg. 244 This entry did not have a separate description for the family. Members Greater Nightmare (Creature 11), Nightmare (Creature 6) Nightmare Steeds Nightmares allow only the evilest of creatures to ride them and are willing partners in destruction those creatures inflict. Night hags are particularly well known to associate with nightmares. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=76",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Nymph",
|
||
"creature_family_markdown": "Nymph",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-77",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Nymph](/MonsterFamilies.aspx?ID=77)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 246</row>\n\nNymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even—in the case of nymph queens—whole forests or massive bodies of water. \n\n<title level=\"2\" right=\"\">Nymph Queens</title> Nymph queens are powerful nymphs that rule over entire regions of untouched wilderness, not just single trees or ponds. Every variety of nymph can have a queen. Naiad queens are among the most prominent, and more often interact with nearby mortals. Thus, some scholars refer to naiad queens as simply “nymphs.” \n\n<title level=\"2\" right=\"\">Nymph Queen Abilities</title> A nymph queen is 6 to 10 levels higher than an ordinary nymph of the same type, with enhanced numerical statistics and improved Strikes to match. A nymph queen’s ward is a significant region, and she strengthens and vivifies this territory with her presence. Nymph queens are not dependent on their wards and lose the corresponding ability (such as a dryad’s tree dependent ability); instead, they gain the tied to the land ability, as described below. A nymph queen also gains the nymph’s beauty aura and the Focus Beauty action, which have varying effects based on the queen’s original type. She gains the Inspiration ability, allowing her to bestow a gift of inspiration on those who catch her fancy, and the Change Shape ability to change her form. Finally, she gains primal prepared spells as a druid of her level.\n\n **Change Shape** <actions string=\"Single Action\" /> ([polymorph](/Traits.aspx?ID=127), [primal](/Traits.aspx?ID=134), [transmutation](/Traits.aspx?ID=157)) Nymph queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a more humanoid-looking version of their natural form.<br /> **Focus Beauty** <actions string=\"Single Action\" /> ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [primal](/Traits.aspx?ID=134), [visual](/Traits.aspx?ID=163)) The nymph queen focuses her beauty upon a target within her aura. The creature must attempt a Will save. On a failure, it is affected as if by the nymph queen’s nymph’s beauty aura; if it was already affected by the aura, it suffers a greater effect described in the nymph queen’s entry. A nymph queen can Focus Beauty on a given creature only once per turn.<br /> **Inspiration** <actions string=\"Three Actions\" /> ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [primal](/Traits.aspx?ID=134)) A nymph queen can inspire a single intelligent creature by giving that creature a token of her favor, typically a lock of her hair. As long as the creature carries her token and remains in good standing with the nymph queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves.<br /> If a nymph queen grants her Inspiration to a bard and the nymph queen is that bard’s muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey.<br /> **Nymph’s Beauty** ([aura](/Traits.aspx?ID=206), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [primal](/Traits.aspx?ID=134), [visual](/Traits.aspx?ID=163)) 30 feet. Creatures that start their turn in the aura must succeed at a Will save or suffer an effect described in the nymph queen’s entry.<br /> **Tied to the Land** A nymph queen is intrinsically tied to a specific region, such as a forest for a dryad queen. As long as the queen is healthy, the environment is exceptionally resilient, allowing the nymph queen to automatically attempt to counteract spells and rituals such as blight that would harm the environment, using her Spell DC with a counteract level equal to the highest-level druid spell she can cast. When the nymph queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the nymph queen swiftly heals the entire region.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dryad](/Monsters.aspx?ID=312) (Creature 3), [Dryad Queen](/Monsters.aspx?ID=314) (Creature 13), [Hesperid](/Monsters.aspx?ID=1250) (Creature 9), [Hesperid Queen](/Monsters.aspx?ID=1252) (Creature 19), [Lampad](/Monsters.aspx?ID=1249) (Creature 5), [Lampad Queen](/Monsters.aspx?ID=1251) (Creature 15), [Naiad](/Monsters.aspx?ID=311) (Creature 1), [Naiad Queen](/Monsters.aspx?ID=313) (Creature 7), [Summer Hora](/Monsters.aspx?ID=1813) (Creature 6), [Summer Hora Queen](/Monsters.aspx?ID=1814) (Creature 13)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Inspirations for Art</title>\r\n\r\nNymphs are living manifestations of beauty and grace, and as such they are often the subjects of art—sculpture and paintings in particular. Promising a nymph to immortalize them in a work of art can be an excellent way to secure that nymph’s favor, but one should take care to ensure that the nymph admires and is proud of the artistic effort’s final result, lest the nymph be insulted and lash out with her powerful magic.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Nymph Locations</title>\r\n\r\nNymphs tend to be closely associated with specific areas of natural splendor and beauty—woodlands for dryads, rivers for naiads. Areas where nymphs dwell always look more pristine, breathtaking, and scenic than they would otherwise.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Nymph Queens</title>\r\n\r\nThe abilities shared by all nymph queens, including the abilities Change Shape, Focus Beauty, and Inspiration, are described in the Nymph creature family page. Hora queens are more likely to use these abilities freely during the season in which they flourish\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Nymph Treasures</title>\r\n\r\nNymphs sometimes carry magical trinkets or wear enchanted clothing or jewelry, but the greatest treasure a nymph queen can share is often her inspiration to those seeking a muse.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Nymphs</title>\r\n\r\nNaiads and dryads are the most well-known nymphs, but others exist as well. Hesperides, for example, are wards of the sunset and golden light and can be encountered dwelling on coastal cliffsides or remote islands. Lampads, on the other hand, are dark, moody nymphs found in wondrous, crystal-lined caverns deep underground.\r\n</aside>",
|
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"name": "Nymph",
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|
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"release_date": "2019-08-01",
|
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 246</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most …\r\n</summary>",
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"summary": "Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most …",
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"summary_markdown": "Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most …",
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"text": " Nymph Source Bestiary pg. 246 Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even—in the case of nymph queens—whole forests or massive bodies of water. Nymph Queens Nymph queens are powerful nymphs that rule over entire regions of untouched wilderness, not just single trees or ponds. Every variety of nymph can have a queen. Naiad queens are among the most prominent, and more often interact with nearby mortals. Thus, some scholars refer to naiad queens as simply “nymphs.” Nymph Queen Abilities A nymph queen is 6 to 10 levels higher than an ordinary nymph of the same type, with enhanced numerical statistics and improved Strikes to match. A nymph queen’s ward is a significant region, and she strengthens and vivifies this territory with her presence. Nymph queens are not dependent on their wards and lose the corresponding ability (such as a dryad’s tree dependent ability); instead, they gain the tied to the land ability, as described below. A nymph queen also gains the nymph’s beauty aura and the Focus Beauty action, which have varying effects based on the queen’s original type. She gains the Inspiration ability, allowing her to bestow a gift of inspiration on those who catch her fancy, and the Change Shape ability to change her form. Finally, she gains primal prepared spells as a druid of her level. Change Shape Single Action (polymorph, primal, transmutation) Nymph queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a more humanoid-looking version of their natural form. Focus Beauty Single Action (emotion, enchantment, mental, primal, visual) The nymph queen focuses her beauty upon a target within her aura. The creature must attempt a Will save. On a failure, it is affected as if by the nymph queen’s nymph’s beauty aura; if it was already affected by the aura, it suffers a greater effect described in the nymph queen’s entry. A nymph queen can Focus Beauty on a given creature only once per turn. Inspiration Three Actions (emotion, enchantment, mental, primal) A nymph queen can inspire a single intelligent creature by giving that creature a token of her favor, typically a lock of her hair. As long as the creature carries her token and remains in good standing with the nymph queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves. If a nymph queen grants her Inspiration to a bard and the nymph queen is that bard’s muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey. Nymph’s Beauty (aura, emotion, enchantment, mental, primal, visual) 30 feet. Creatures that start their turn in the aura must succeed at a Will save or suffer an effect described in the nymph queen’s entry. Tied to the Land A nymph queen is intrinsically tied to a specific region, such as a forest for a dryad queen. As long as the queen is healthy, the environment is exceptionally resilient, allowing the nymph queen to automatically attempt to counteract spells and rituals such as blight that would harm the environment, using her Spell DC with a counteract level equal to the highest-level druid spell she can cast. When the nymph queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the nymph queen swiftly heals the entire region. Members Dryad (Creature 3), Dryad Queen (Creature 13), Hesperid (Creature 9), Hesperid Queen (Creature 19), Lampad (Creature 5), Lampad Queen (Creature 15), Naiad (Creature 1), Naiad Queen (Creature 7), Summer Hora (Creature 6), Summer Hora Queen (Creature 13) Inspirations for Art Nymphs are living manifestations of beauty and grace, and as such they are often the subjects of art—sculpture and paintings in particular. Promising a nymph to immortalize them in a work of art can be an excellent way to secure that nymph’s favor, but one should take care to ensure that the nymph admires and is proud of the artistic effort’s final result, lest the nymph be insulted and lash out with her powerful magic. Nymph Locations Nymphs tend to be closely associated with specific areas of natural splendor and beauty—woodlands for dryads, rivers for naiads. Areas where nymphs dwell always look more pristine, breathtaking, and scenic than they would otherwise. Nymph Queens The abilities shared by all nymph queens, including the abilities Change Shape, Focus Beauty, and Inspiration, are described in the Nymph creature family page. Hora queens are more likely to use these abilities freely during the season in which they flourish Nymph Treasures Nymphs sometimes carry magical trinkets or wear enchanted clothing or jewelry, but the greatest treasure a nymph queen can share is often her inspiration to those seeking a muse. Other Nymphs Naiads and dryads are the most well-known nymphs, but others exist as well. Hesperides, for example, are wards of the sunset and golden light and can be encountered dwelling on coastal cliffsides or remote islands. Lampads, on the other hand, are dark, moody nymphs found in wondrous, crystal-lined caverns deep underground. ",
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"url": "/MonsterFamilies.aspx?ID=77",
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"creature_family": "Ogre",
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"id": "creature-family-78",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Ogre](/MonsterFamilies.aspx?ID=78)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 252</row>\n\nOgres embody brutish, amoral violence and cruelty. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel. Ogres are sadists that enjoy remorseless murder, torture, degradation, and mutilation in all of its forms. Although they prefer to vent their violent urges on smaller humanoids— the smaller and more beautiful, the better—ogres promise a horrifying fate for anyone unlucky enough to fall within their meaty grasp. But for all their creativity in developing methods of violence, ogres often remain too dim-witted to realize that their playthings lack an ogre’s robust fortitude and high pain tolerance, so most captives die far sooner than the ogres might prefer. Such a fate is perhaps preferable however, as those who survive too long as ogres’ playthings suffer lasting mental scars from the horrifying abuse. A captive able to keep their wits can sometimes trick the brutes by promising treasure, meatier captives, or other crude amusements, taking advantage of an ogre’s limited intellect to engineer opportunities to escape.\n\n Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. Ogres practice incest regularly, believing that it makes for stronger familial bonds, and most ogres are misshapen or mutated from generations of inbreeding. The most powerful ogre in any family is the “boss”—usually the family’s patriarch or matriarch—while other ogres in the family learn to obey or risk being brutalized by the boss’s loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. These lairs are filthy and frequently contain all-too-recognizable evidence of their depravity.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ogre Boss](/Monsters.aspx?ID=319) (Creature 7), [Ogre Glutton](/Monsters.aspx?ID=318) (Creature 4), [Ogre Hurler](/Monsters.aspx?ID=1031) (Creature 4), [Ogre Warrior](/Monsters.aspx?ID=317) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Ogre Treasure</title>\r\n\r\nOgre warrens are hideous abattoirs strewn with severed limbs, offal, and dubious stews. Ogres sometimes keep shiny baubles, like jewelry, and they appreciate intimidating weapons and armor, especially those that are large enough for them to use.\r\n</aside>",
|
||
"name": "Ogre",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 252</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOgres embody brutish, amoral violence and cruelty. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel.\r\n</summary>",
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"summary": "Ogres embody brutish, amoral violence and cruelty. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel.",
|
||
"summary_markdown": "Ogres embody brutish, amoral violence and cruelty. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel.",
|
||
"text": " Ogre Source Bestiary pg. 252 Ogres embody brutish, amoral violence and cruelty. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel. Ogres are sadists that enjoy remorseless murder, torture, degradation, and mutilation in all of its forms. Although they prefer to vent their violent urges on smaller humanoids— the smaller and more beautiful, the better—ogres promise a horrifying fate for anyone unlucky enough to fall within their meaty grasp. But for all their creativity in developing methods of violence, ogres often remain too dim-witted to realize that their playthings lack an ogre’s robust fortitude and high pain tolerance, so most captives die far sooner than the ogres might prefer. Such a fate is perhaps preferable however, as those who survive too long as ogres’ playthings suffer lasting mental scars from the horrifying abuse. A captive able to keep their wits can sometimes trick the brutes by promising treasure, meatier captives, or other crude amusements, taking advantage of an ogre’s limited intellect to engineer opportunities to escape. Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. Ogres practice incest regularly, believing that it makes for stronger familial bonds, and most ogres are misshapen or mutated from generations of inbreeding. The most powerful ogre in any family is the “boss”—usually the family’s patriarch or matriarch—while other ogres in the family learn to obey or risk being brutalized by the boss’s loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. These lairs are filthy and frequently contain all-too-recognizable evidence of their depravity. Members Ogre Boss (Creature 7), Ogre Glutton (Creature 4), Ogre Hurler (Creature 4), Ogre Warrior (Creature 3) Ogre Treasure Ogre warrens are hideous abattoirs strewn with severed limbs, offal, and dubious stews. Ogres sometimes keep shiny baubles, like jewelry, and they appreciate intimidating weapons and armor, especially those that are large enough for them to use. ",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=78",
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"category": "creature-family",
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"creature_family": "Ooze",
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"creature_family_markdown": "Ooze",
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"exclude_from_search": false,
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"id": "creature-family-79",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Ooze](/MonsterFamilies.aspx?ID=79)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 254</row>\n\nSlimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.\r\n\r\n<title level=\"2\">Members</title>\r\n[Amoeba Swarm](/Monsters.aspx?ID=750) (Creature 1), [Black Pudding](/Monsters.aspx?ID=323) (Creature 7), [Blood Ooze](/Monsters.aspx?ID=429) (Creature 4), [Carnivorous Blob](/Monsters.aspx?ID=755) (Creature 13), [Chromatic Ooze](/Monsters.aspx?ID=1797) (Creature 18), [Crawling Slurry](/Monsters.aspx?ID=1796) (Creature 16), [Gelatinous Cube](/Monsters.aspx?ID=321) (Creature 3), [Giant Amoeba](/Monsters.aspx?ID=751) (Creature 1), [Gray Ooze](/Monsters.aspx?ID=753) (Creature 4), [Gunpowder Ooze](/Monsters.aspx?ID=2412) (Creature 14), [Id Ooze](/Monsters.aspx?ID=2183) (Creature 7), [Ochre Jelly](/Monsters.aspx?ID=322) (Creature 5), [Pyronite Ooze](/Monsters.aspx?ID=1983) (Creature 10), [Rust Ooze](/Monsters.aspx?ID=1930) (Creature 3), [Sewer Ooze](/Monsters.aspx?ID=320) (Creature 1), [Slime Mold](/Monsters.aspx?ID=752) (Creature 2), [Tallow Ooze](/Monsters.aspx?ID=533) (Creature 11), [Vaultbreaker Ooze](/Monsters.aspx?ID=997) (Creature 6), [Verdurous Ooze](/Monsters.aspx?ID=754) (Creature 6), [Yeast Ooze](/Monsters.aspx?ID=1929) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Amoebas Large and Small</title>\r\n\r\n[Giant amoebas](/Monsters.aspx?ID=751) and [amoeba swarms](/Monsters.aspx?ID=750) are usually found near each other, as the two oozes are part of the same life cycle. When a giant amoeba grows large enough, it can spontaneously split apart into two separate amoeba swarms, and when an amoeba swarm feeds enough, its individual components can fuse together into a single creature.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Oozing Acid</title>\r\n\r\nMany oozes have acidic attacks that can quickly degrade flesh, wood, and even stronger materials. Some believe that oozes are the result of alchemical or magical experimentation run amok, while others postulate that they simply emerged from the natural processes of evolution.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Oozes</title>\r\n\r\nMany varieties of these nearly mindless predators exist in the world. Some are mere variants, with different colored puddings, jellies, and oozes with little to differentiate them from those presented here other than their habitat. Others are more specialized, or even dangerously intelligent. The [shoggoth](/Monsters.aspx?ID=368) is one such example, but another variety of deadly and powerful ooze is the thankfully rare blight, a creature composed of protoplasm and eyes that curses entire regions with its presence.\r\n</aside>",
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||
"name": "Ooze",
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||
"rarity": "common",
|
||
"release_date": "2019-08-01",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 254</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSlimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have …\r\n</summary>",
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"summary": "Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have …",
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||
"summary_markdown": "Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have …",
|
||
"text": " Ooze Source Bestiary pg. 254 Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites. Members Amoeba Swarm (Creature 1), Black Pudding (Creature 7), Blood Ooze (Creature 4), Carnivorous Blob (Creature 13), Chromatic Ooze (Creature 18), Crawling Slurry (Creature 16), Gelatinous Cube (Creature 3), Giant Amoeba (Creature 1), Gray Ooze (Creature 4), Gunpowder Ooze (Creature 14), Id Ooze (Creature 7), Ochre Jelly (Creature 5), Pyronite Ooze (Creature 10), Rust Ooze (Creature 3), Sewer Ooze (Creature 1), Slime Mold (Creature 2), Tallow Ooze (Creature 11), Vaultbreaker Ooze (Creature 6), Verdurous Ooze (Creature 6), Yeast Ooze (Creature 2) Amoebas Large and Small Giant amoebas and amoeba swarms are usually found near each other, as the two oozes are part of the same life cycle. When a giant amoeba grows large enough, it can spontaneously split apart into two separate amoeba swarms, and when an amoeba swarm feeds enough, its individual components can fuse together into a single creature. Oozing Acid Many oozes have acidic attacks that can quickly degrade flesh, wood, and even stronger materials. Some believe that oozes are the result of alchemical or magical experimentation run amok, while others postulate that they simply emerged from the natural processes of evolution. Other Oozes Many varieties of these nearly mindless predators exist in the world. Some are mere variants, with different colored puddings, jellies, and oozes with little to differentiate them from those presented here other than their habitat. Others are more specialized, or even dangerously intelligent. The shoggoth is one such example, but another variety of deadly and powerful ooze is the thankfully rare blight, a creature composed of protoplasm and eyes that curses entire regions with its presence. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Orc](/MonsterFamilies.aspx?ID=80)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 256</row>\n\nOrcs are violent, monstrous humanoids that live by the rule that might makes right. They amass in brutal warbands both large and small, decimating and robbing those unlucky enough to cross their path. Countless small settlements, outposts, and forts have fallen at the hands of orc raiders, whose fecundity and sheer destructiveness leave an indelible mark on the lands they conquer. Survivors of orc invasions are as likely to be fed to the orcs’ war beasts as they are to be taken as slaves. Unspeakable atrocities await any outsiders brought back to orc encampments, and to many, death is a far more preferable outcome compared to capture by orcs.\n\n Physically, orcs tower over most humanoids and look practically custom-made for violence with their rough flesh, sturdy bone, and iron-hard muscle. For all their tough looks, however, orcs are far from invincible. They lack the discipline to conduct large-scale campaigns, for one thing, and they typically lose their heads in the heat of battle. Even their skin scars easily—though this is a source of pride to the orc people, since scars signify strength and experience in battle. To orcs, the crisscross of old wounds are a much a badge of pride and honor as any beheaded foe or claimed trophy.\n\n Orcs are a people of violent passions in all that they do, not just war. Bonds of blood are especially strong among orcs, and lineage is important. The strongest orc bands are typically made up of brothers and sisters in more than arms; orcs fight harder when they are protecting their own kinsfolk, and orc warriors will fight tirelessly to avenge fallen family members. This emphasis on bloodlines is not an altruistic one, however, and is in fact a double-edged sword. Orcs whose families have been killed find themselves at the bottom of the clan’s totem pole, and even a famous chieftain can become powerless overnight if their brethren aren’t there to back them up.\n\n The chaotic and fractious nature of orc culture results in a great variety of beliefs, superstitions, and legacies among different clans. This cultural divergence causes substantial infighting among orc bands, in many cases preventing the rise of larger orc nations. It can also frustrate many attempts at diplomacy, as the taboos of one band may be commonplace and thoroughly accepted practices among others. Navigating a specific band’s culture can often mean the difference between life and death to those who deal with orcs off the field of war. Although orcs, as a rule, rarely deal with outsiders, they recognize the benefits of trade and willingly swap resources with other violent peoples like hobgoblins, drow, and many humans.\r\n\r\n<title level=\"2\">Members</title>\r\n[Orc Brute](/Monsters.aspx?ID=324) (Creature 0), [Orc Warchief](/Monsters.aspx?ID=326) (Creature 2), [Orc Warrior](/Monsters.aspx?ID=325) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Gods of War</title>\r\n\r\nOrcs worship violent deities that support their murderous instincts, chiefly [Rovagug](/Deities.aspx?ID=15), but also [Lamashtu](/Deities.aspx?ID=11) and [Gorum](/Deities.aspx?ID=7) and sometimes demon lords like [Nurgal](/Deities.aspx?ID=78) and [Shax](/Deities.aspx?ID=80).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Megafauna Mounts</title>\r\n\r\nOrcs are known for riding strange and fearsome beasts, particularly megafauna like [dire wolves](/Monsters.aspx?ID=416) and [smilodons](/Monsters.aspx?ID=70). Given the opportunity, orcs also enlist drakes, manticores, and anything else big and frightening enough to suit their needs.\r\n</aside>",
|
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"name": "Orc",
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"rarity": "common",
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"release_date": "2019-08-01",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 256</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOrcs are violent, monstrous humanoids that live by the rule that might makes right. They amass in brutal warbands both large and small, decimating …\r\n</summary>",
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"summary": "Orcs are violent, monstrous humanoids that live by the rule that might makes right. They amass in brutal warbands both large and small, decimating …",
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"summary_markdown": "Orcs are violent, monstrous humanoids that live by the rule that might makes right. They amass in brutal warbands both large and small, decimating …",
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"text": " Orc Source Bestiary pg. 256 Orcs are violent, monstrous humanoids that live by the rule that might makes right. They amass in brutal warbands both large and small, decimating and robbing those unlucky enough to cross their path. Countless small settlements, outposts, and forts have fallen at the hands of orc raiders, whose fecundity and sheer destructiveness leave an indelible mark on the lands they conquer. Survivors of orc invasions are as likely to be fed to the orcs’ war beasts as they are to be taken as slaves. Unspeakable atrocities await any outsiders brought back to orc encampments, and to many, death is a far more preferable outcome compared to capture by orcs. Physically, orcs tower over most humanoids and look practically custom-made for violence with their rough flesh, sturdy bone, and iron-hard muscle. For all their tough looks, however, orcs are far from invincible. They lack the discipline to conduct large-scale campaigns, for one thing, and they typically lose their heads in the heat of battle. Even their skin scars easily—though this is a source of pride to the orc people, since scars signify strength and experience in battle. To orcs, the crisscross of old wounds are a much a badge of pride and honor as any beheaded foe or claimed trophy. Orcs are a people of violent passions in all that they do, not just war. Bonds of blood are especially strong among orcs, and lineage is important. The strongest orc bands are typically made up of brothers and sisters in more than arms; orcs fight harder when they are protecting their own kinsfolk, and orc warriors will fight tirelessly to avenge fallen family members. This emphasis on bloodlines is not an altruistic one, however, and is in fact a double-edged sword. Orcs whose families have been killed find themselves at the bottom of the clan’s totem pole, and even a famous chieftain can become powerless overnight if their brethren aren’t there to back them up. The chaotic and fractious nature of orc culture results in a great variety of beliefs, superstitions, and legacies among different clans. This cultural divergence causes substantial infighting among orc bands, in many cases preventing the rise of larger orc nations. It can also frustrate many attempts at diplomacy, as the taboos of one band may be commonplace and thoroughly accepted practices among others. Navigating a specific band’s culture can often mean the difference between life and death to those who deal with orcs off the field of war. Although orcs, as a rule, rarely deal with outsiders, they recognize the benefits of trade and willingly swap resources with other violent peoples like hobgoblins, drow, and many humans. Members Orc Brute (Creature 0), Orc Warchief (Creature 2), Orc Warrior (Creature 1) Gods of War Orcs worship violent deities that support their murderous instincts, chiefly Rovagug, but also Lamashtu and Gorum and sometimes demon lords like Nurgal and Shax. Megafauna Mounts Orcs are known for riding strange and fearsome beasts, particularly megafauna like dire wolves and smilodons. Given the opportunity, orcs also enlist drakes, manticores, and anything else big and frightening enough to suit their needs. ",
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"creature_family": "Planar Scion",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Planar Scion](/MonsterFamilies.aspx?ID=81)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 262</row>\n\nMany immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some flt roles outside of morality, like psychopomps. It’s far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.\r\n\r\n<title level=\"2\">Members</title>\r\n[Aasimar Redeemer](/Monsters.aspx?ID=333) (Creature 5), [Aphorite Sharpshooter](/Monsters.aspx?ID=1265) (Creature 4), [Duskwalker Ghost Hunter](/Monsters.aspx?ID=332) (Creature 4), [Ganzi Martial Artist](/Monsters.aspx?ID=1266) (Creature 3), [Tiefling Adept](/Monsters.aspx?ID=331) (Creature 3)\r\n\r\n<title level=\"2\">Group Families</title>\r\n[Geniekin](/MonsterFamilies.aspx?ID=145)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Extraplanar Humanoids</title>\r\n\r\nAn important distinction exists between planar scions and extraplanar humanoids, such as fetchlings. Fetchlings and other extraplanar humanoids represent true ancestral groups with their own physical and cultural identities and traditions. Planar scions are members of diverse ancestries who share a similar inheritance from extraplanar beings and, with exception of marids, typically integrate into other humanoid societies instead of building their own.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Planar Scions</title>\r\n\r\nAs many types of planar scions exist as planes of existence, and even then there are significant differences between scions depending on the exact nature of their extraplanar forebears. Angelic scions are known as aasimars, fiendish scions are called tieflings, and monitor scions are urobians.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Planar Origins</title>\r\n\r\nMost planar scions are the distant descendants of some immortal progenitor far back in the family’s bloodline. Others, however, may be the result of powerful planar energies, magical curses, or even the intervention of a deity or demigod.\r\n</aside>",
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"name": "Planar Scion",
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"rarity": "common",
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"release_date": "2019-08-01",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 262</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMany immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels.\r\n</summary>",
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"summary": "Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels.",
|
||
"summary_markdown": "Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels.",
|
||
"text": " Planar Scion Source Bestiary pg. 262 Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some flt roles outside of morality, like psychopomps. It’s far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions. Members Aasimar Redeemer (Creature 5), Aphorite Sharpshooter (Creature 4), Duskwalker Ghost Hunter (Creature 4), Ganzi Martial Artist (Creature 3), Tiefling Adept (Creature 3) Group Families Geniekin Extraplanar Humanoids An important distinction exists between planar scions and extraplanar humanoids, such as fetchlings. Fetchlings and other extraplanar humanoids represent true ancestral groups with their own physical and cultural identities and traditions. Planar scions are members of diverse ancestries who share a similar inheritance from extraplanar beings and, with exception of marids, typically integrate into other humanoid societies instead of building their own. Other Planar Scions As many types of planar scions exist as planes of existence, and even then there are significant differences between scions depending on the exact nature of their extraplanar forebears. Angelic scions are known as aasimars, fiendish scions are called tieflings, and monitor scions are urobians. Planar Origins Most planar scions are the distant descendants of some immortal progenitor far back in the family’s bloodline. Others, however, may be the result of powerful planar energies, magical curses, or even the intervention of a deity or demigod. ",
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"creature_family": "Protean",
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"id": "creature-family-82",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Protean](/MonsterFamilies.aspx?ID=82)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 266</row>\n\nGuardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults on the Material Plane tend to be obscure and secretive.\n\n Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact—that scions of dissolution and disorder would share so many features—pointing out that even in the purest chaos there is some semblance of order. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy? \n\n<title level=\"2\" right=\"\">Warpwaves</title> Many proteans can subject their foes to disorienting alterations perceived in time and space by creating ripples of unstable reality in the environment called warpwaves. When a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.\n<table> <tr><td>D8</td><td>Warpwave Effect</td></tr> <tr><td>1</td><td>Clumsy 2 (3 on a critical failure)</td></tr> <tr><td>2</td><td>Confused and gains 4d6 temporary Hit Points</td></tr> <tr><td>3</td><td>Dazzled (permanent on a critical failure)</td></tr> <tr><td>4</td><td>Enfeebled 2 (3 on a critical failure)</td></tr> <tr><td>5</td><td>Immobilized by filaments of energy</td></tr> <tr><td>6</td><td>Quickened (Stride, Strike, or Step only)</td></tr> <tr><td>7</td><td>Slowed 1</td></tr> <tr><td>8</td><td>Stupefied 2 (3 on a critical failure)</td></tr> </table>\r\n\r\n<title level=\"2\">Members</title>\r\n[Akizendri](/Monsters.aspx?ID=764) (Creature 3), [Azuretzi](/Monsters.aspx?ID=765) (Creature 5), [Hegessik](/Monsters.aspx?ID=1019) (Creature 15), [Imentesh](/Monsters.aspx?ID=766) (Creature 10), [Izfiitar](/Monsters.aspx?ID=1020) (Creature 20), [Keketar](/Monsters.aspx?ID=338) (Creature 17), [Naunet](/Monsters.aspx?ID=337) (Creature 7), [Voidworm](/Monsters.aspx?ID=336) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Ancient Immortals</title>\r\n\r\nAmong the numerous types of immortals that dwell in the Great Beyond, the proteans are surely some of the oldest. They’ve waged war against the inevitable aeons from the advent of their first creation, and speak longingly of that time before the gods themselves imposed order upon reality.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Born from Chaos</title>\r\n\r\nThe Maelstrom, home of all proteans, is the whirling mass of turbulent primal energy, planar waves, and soul-stuff that surrounds the Outer Planes. Planar scholars theorize that all of reality was originally formed from the Maelstrom in the early days of the cosmos—a theory proteans don’t necessarily dispute.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Defending Chaos</title>\r\n\r\nWhere proteans go, chaos follows. To proteans, there is no purer form of existence than entropy, and they constantly seek to oppose the establishment of order in the Great Beyond. However, proteans don’t see life as being incompatible with chaos; rather, they simply believe beings—immortal or not—deserve complete freedom on their own terms.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Proteans</title>\r\n\r\nMany other proteans beyond those presented here dwell in the Maelstrom, including the spectral pelagastrs, the nearly humanoid shapechanging ourdivars, and the incredibly powerful izfiitars.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Protean Divinities</title>\r\n\r\nThe most powerful of all proteans are a group of demigods known collectively as protean lords. Yet even their vast might pales in comparison to that of the mysterious Speakers of the Depths. The Speakers are the most enigmatic of the Maelstrom’s gods—even their exact nature is unknown, and scholars disagree as to whether they are even divinities or just aspects of the Maelstrom itself.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Protean Names</title>\r\n\r\nIndividual proteans have two names: a traditional name in their hissing, confusing language; and an honorary title. The latter is easily translated to other languages, but a protean’s traditional name can only rarely be uttered in any tongue other than Protean. As such, most proteans tend to go by their titles when dealing with outsiders, referring to themselves as, for example, “Song of Gentle Poison” or “Sibilant Cry of the Storm.”\r\n</aside>",
|
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"name": "Protean",
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 266</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGuardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten …\r\n</summary>",
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"summary": "Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten …",
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"summary_markdown": "Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten …",
|
||
"text": " Protean Source Bestiary pg. 266 Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults on the Material Plane tend to be obscure and secretive. Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact—that scions of dissolution and disorder would share so many features—pointing out that even in the purest chaos there is some semblance of order. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy? Warpwaves Many proteans can subject their foes to disorienting alterations perceived in time and space by creating ripples of unstable reality in the environment called warpwaves. When a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature. D8 Warpwave Effect 1 Clumsy 2 (3 on a critical failure) 2 Confused and gains 4d6 temporary Hit Points 3 Dazzled (permanent on a critical failure) 4 Enfeebled 2 (3 on a critical failure) 5 Immobilized by filaments of energy 6 Quickened (Stride, Strike, or Step only) 7 Slowed 1 8 Stupefied 2 (3 on a critical failure) Members Akizendri (Creature 3), Azuretzi (Creature 5), Hegessik (Creature 15), Imentesh (Creature 10), Izfiitar (Creature 20), Keketar (Creature 17), Naunet (Creature 7), Voidworm (Creature 1) Ancient Immortals Among the numerous types of immortals that dwell in the Great Beyond, the proteans are surely some of the oldest. They’ve waged war against the inevitable aeons from the advent of their first creation, and speak longingly of that time before the gods themselves imposed order upon reality. Born from Chaos The Maelstrom, home of all proteans, is the whirling mass of turbulent primal energy, planar waves, and soul-stuff that surrounds the Outer Planes. Planar scholars theorize that all of reality was originally formed from the Maelstrom in the early days of the cosmos—a theory proteans don’t necessarily dispute. Defending Chaos Where proteans go, chaos follows. To proteans, there is no purer form of existence than entropy, and they constantly seek to oppose the establishment of order in the Great Beyond. However, proteans don’t see life as being incompatible with chaos; rather, they simply believe beings—immortal or not—deserve complete freedom on their own terms. Other Proteans Many other proteans beyond those presented here dwell in the Maelstrom, including the spectral pelagastrs, the nearly humanoid shapechanging ourdivars, and the incredibly powerful izfiitars. Protean Divinities The most powerful of all proteans are a group of demigods known collectively as protean lords. Yet even their vast might pales in comparison to that of the mysterious Speakers of the Depths. The Speakers are the most enigmatic of the Maelstrom’s gods—even their exact nature is unknown, and scholars disagree as to whether they are even divinities or just aspects of the Maelstrom itself. Protean Names Individual proteans have two names: a traditional name in their hissing, confusing language; and an honorary title. The latter is easily translated to other languages, but a protean’s traditional name can only rarely be uttered in any tongue other than Protean. As such, most proteans tend to go by their titles when dealing with outsiders, referring to themselves as, for example, “Song of Gentle Poison” or “Sibilant Cry of the Storm.” ",
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"creature_family": "Psychopomp",
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"id": "creature-family-83",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Psychopomp](/MonsterFamilies.aspx?ID=83)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 270</row>\n\nPsychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they’re likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.\r\n\r\n<title level=\"2\">Members</title>\r\n[Algea](/Monsters.aspx?ID=1420) (Creature 11), [Catrina](/Monsters.aspx?ID=768) (Creature 5), [Eseneth](/Monsters.aspx?ID=2422) (Creature 17), [Esobok](/Monsters.aspx?ID=767) (Creature 3), [Morrigna](/Monsters.aspx?ID=340) (Creature 15), [Nosoi](/Monsters.aspx?ID=339) (Creature 1), [Vanth](/Monsters.aspx?ID=769) (Creature 7), [Vanth Warrior](/Monsters.aspx?ID=2427) (Creature 14), [Yamaraj](/Monsters.aspx?ID=770) (Creature 20)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Pyschopomps</title>\r\n\r\nNosois and morrignas are far from the only of their kind. Many others, like the skeletal vanths or the draconic yamarajes, also aid in the stewardship of the dead.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Psychopomp Courts</title>\r\n\r\nPsychopomps rarely oppose [celestials](/Traits.aspx?ID=23) or [fiends](/Traits.aspx?ID=70). In fact, they frequently host such creatures in the [Boneyard](/Planes.aspx?ID=15), particularly in the sprawling psychopomp courts where these outsiders petition for one soul or another to be remanded to their jurisdiction. Complicated cases are judged by [yamarajes](/Monsters.aspx?ID=770), while the thorniest or most politically delicate are handed by [Pharasma](/Deities.aspx?ID=14) herself.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Psychopomp Foes</title>\r\n\r\nPsychopomps' greatest enemies are creatures that devour or steal souls, such as [astradaemons](/Monsters.aspx?ID=91) and [night hags](/Monsters.aspx?ID=257). Their other opponents include necromancers, proteans, and those who have unnaturally extended their lifespan, such as [liches](/Monsters.aspx?ID=282).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Psychopomp Traitors</title>\r\n\r\nSome psychopomps view their task of sorting souls as ultimately hollow and meaningless, since the multiverse itself must one day end. Eons ago, these rebels shirked their duties and fled to the empty corners of the planes, becoming a new type of evil creature called a [sahkil](/MonsterFamilies.aspx?ID=208). Sahkils feed on mortal fears, particularly fears of death, and enjoy tormenting those who must die. Psychopomps generally leave these malcontents alone, except when sahkils interfere with the proper flow of souls.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Psychopomps Divinities</title>\r\n\r\nThe most powerful of the psychopomps are unique demigods known collectively as “ushers,” each of whom has its own cult. These psychopomp divinities include Atropos, the Last Sister; Barzahk, the Passage; Ceyanan, the Shepherd; Dammar, the Denied; Imot, the Symbol of Doom; Mother Vulture, the Flesheater; Mrtyu, Death's Consort; Narakas, the Cleansing Sentence; the Pale Horse; Phlegyas, Consoler of Atheists; Saloc, Minder of Immortals; Teshallas, the Primordial Poison; and Vale, the Court of the Ancestors.\r\n</aside>",
|
||
"name": "Psychopomp",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 270</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPsychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to …\r\n</summary>",
|
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"source": [
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"Bestiary"
|
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],
|
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"Bestiary pg. 270"
|
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],
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"source_category": "Rulebooks",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 270</row>",
|
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"speed": {},
|
||
"summary": "Psychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to …",
|
||
"summary_markdown": "Psychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to …",
|
||
"text": " Psychopomp Source Bestiary pg. 270 Psychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they’re likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts. Members Algea (Creature 11), Catrina (Creature 5), Eseneth (Creature 17), Esobok (Creature 3), Morrigna (Creature 15), Nosoi (Creature 1), Vanth (Creature 7), Vanth Warrior (Creature 14), Yamaraj (Creature 20) Other Pyschopomps Nosois and morrignas are far from the only of their kind. Many others, like the skeletal vanths or the draconic yamarajes, also aid in the stewardship of the dead. Psychopomp Courts Psychopomps rarely oppose celestials or fiends. In fact, they frequently host such creatures in the Boneyard, particularly in the sprawling psychopomp courts where these outsiders petition for one soul or another to be remanded to their jurisdiction. Complicated cases are judged by yamarajes, while the thorniest or most politically delicate are handed by Pharasma herself. Psychopomp Foes Psychopomps' greatest enemies are creatures that devour or steal souls, such as astradaemons and night hags. Their other opponents include necromancers, proteans, and those who have unnaturally extended their lifespan, such as liches. Psychopomp Traitors Some psychopomps view their task of sorting souls as ultimately hollow and meaningless, since the multiverse itself must one day end. Eons ago, these rebels shirked their duties and fled to the empty corners of the planes, becoming a new type of evil creature called a sahkil. Sahkils feed on mortal fears, particularly fears of death, and enjoy tormenting those who must die. Psychopomps generally leave these malcontents alone, except when sahkils interfere with the proper flow of souls. Psychopomps Divinities The most powerful of the psychopomps are unique demigods known collectively as “ushers,” each of whom has its own cult. These psychopomp divinities include Atropos, the Last Sister; Barzahk, the Passage; Ceyanan, the Shepherd; Dammar, the Denied; Imot, the Symbol of Doom; Mother Vulture, the Flesheater; Mrtyu, Death's Consort; Narakas, the Cleansing Sentence; the Pale Horse; Phlegyas, Consoler of Atheists; Saloc, Minder of Immortals; Teshallas, the Primordial Poison; and Vale, the Court of the Ancestors. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=83",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Pterosaur",
|
||
"creature_family_markdown": "Pterosaur",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-84",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Pterosaur](/MonsterFamilies.aspx?ID=84)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 272</row>\n\nPterosaurs are primitive flying creatures. While many are smaller than a human, the two presented below are quite a bit larger. Each of these creatures could pose a serious threat to a person.\n\n These flying reptiles can be found in a wide selection of regions, but they tend to soar above warm or temperate climates.\r\n\r\n<title level=\"2\">Members</title>\r\n[Pteranodon](/Monsters.aspx?ID=341) (Creature 2), [Quetzalcoatlus](/Monsters.aspx?ID=342) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">On Primeval Wings</title>\r\n\r\nAlthough not true dinosaurs, pterosaurs are often found in the same regions as dinosaurs and other megafauna, wheeling in the skies above and adding to the general primeval ambiance of these lost worlds.\r\n</aside>",
|
||
"name": "Pterosaur",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 272</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPterosaurs are primitive flying creatures. While many are smaller than a human, the two presented below are quite a bit larger.\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
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"Bestiary pg. 272"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 272</row>",
|
||
"speed": {},
|
||
"summary": "Pterosaurs are primitive flying creatures. While many are smaller than a human, the two presented below are quite a bit larger.",
|
||
"summary_markdown": "Pterosaurs are primitive flying creatures. While many are smaller than a human, the two presented below are quite a bit larger.",
|
||
"text": " Pterosaur Source Bestiary pg. 272 Pterosaurs are primitive flying creatures. While many are smaller than a human, the two presented below are quite a bit larger. Each of these creatures could pose a serious threat to a person. These flying reptiles can be found in a wide selection of regions, but they tend to soar above warm or temperate climates. Members Pteranodon (Creature 2), Quetzalcoatlus (Creature 7) On Primeval Wings Although not true dinosaurs, pterosaurs are often found in the same regions as dinosaurs and other megafauna, wheeling in the skies above and adding to the general primeval ambiance of these lost worlds. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=84",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Rakshasa",
|
||
"creature_family_markdown": "Rakshasa",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-85",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Rakshasa](/MonsterFamilies.aspx?ID=85)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 274</row>\n\nRakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. A wide range of rakshasas exist; presented below are the diminutive, sinister dandasuka rakshasa and the infamous raja rakshasa, who are the most widespread and commonly encountered of these fiends.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dandasuka](/Monsters.aspx?ID=344) (Creature 5), [Maharaja](/Monsters.aspx?ID=1272) (Creature 20), [Raja Rakshasa](/Monsters.aspx?ID=345) (Creature 10), [Raktavarna](/Monsters.aspx?ID=1271) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Rakshasa Immortals</title>\r\n\r\nAbove all rakshasas rule the rakshasa immortals, powerful unique entities who deem themselves deities. These beings include Aksha of the Second Breath, Bundha the Singing Butcher, Dradjit the Godslayer, Kunkarna the Dream Warrior, Mursha the Beastmaster, Otikaya the Spirit Archer, Surpa the Avenger, Zabha the Desecrator, and untold others.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Rakshasa Locations</title>\r\n\r\nRakshasas are one of the few types of [fiends](/Traits.aspx?ID=70) native to the [Material Plane](/Planes.aspx?ID=1) and aren't typically found on other planes. Instead, most rakshasas live in urban areas where [humanoids](/Traits.aspx?ID=91) congregate, supplying these fiends with a variety of mortals to prey upon and bend to their wills, as well as all the luxuries that humanoid society can offer.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Rakshasa Reincarnation</title>\r\n\r\nRakshasas typically reincarnate after their deaths and retain hazy memories of their past lives. Successful and particularly wicked rakshasas take more powerful forms when reborn, while weak rakshasas reincarnate as lesser forms or even fail to reincarnate entirely.\r\n</aside>",
|
||
"name": "Rakshasa",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 274</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nRakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 274"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 274</row>",
|
||
"speed": {},
|
||
"summary": "Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what …",
|
||
"summary_markdown": "Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what …",
|
||
"text": " Rakshasa Source Bestiary pg. 274 Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. A wide range of rakshasas exist; presented below are the diminutive, sinister dandasuka rakshasa and the infamous raja rakshasa, who are the most widespread and commonly encountered of these fiends. Members Dandasuka (Creature 5), Maharaja (Creature 20), Raja Rakshasa (Creature 10), Raktavarna (Creature 1) Rakshasa Immortals Above all rakshasas rule the rakshasa immortals, powerful unique entities who deem themselves deities. These beings include Aksha of the Second Breath, Bundha the Singing Butcher, Dradjit the Godslayer, Kunkarna the Dream Warrior, Mursha the Beastmaster, Otikaya the Spirit Archer, Surpa the Avenger, Zabha the Desecrator, and untold others. Rakshasa Locations Rakshasas are one of the few types of fiends native to the Material Plane and aren't typically found on other planes. Instead, most rakshasas live in urban areas where humanoids congregate, supplying these fiends with a variety of mortals to prey upon and bend to their wills, as well as all the luxuries that humanoid society can offer. Rakshasa Reincarnation Rakshasas typically reincarnate after their deaths and retain hazy memories of their past lives. Successful and particularly wicked rakshasas take more powerful forms when reborn, while weak rakshasas reincarnate as lesser forms or even fail to reincarnate entirely. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=85",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Rat",
|
||
"creature_family_markdown": "Rat",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-86",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Rat](/MonsterFamilies.aspx?ID=86)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 276</row>\n\nRats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Rat](/Monsters.aspx?ID=346) (Creature -1), [Rat Swarm](/Monsters.aspx?ID=347) (Creature 1), [Vulture Rat](/Monsters.aspx?ID=2076) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Rats and Disease</title>\r\n\r\nRats have a reputation of being vicious, aggressive animals that attack food stores in great numbers and spread disease. While rats are immune to the most severe effects of their own filth fever, the disease makes them unpredictable and aggressive. Some populations of rats carry even more deadly diseases, such as [bubonic plague](/Diseases.aspx?ID=6).\r\n</aside>",
|
||
"name": "Rat",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 276</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nRats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 276"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 276</row>",
|
||
"speed": {},
|
||
"summary": "Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting …",
|
||
"summary_markdown": "Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting …",
|
||
"text": " Rat Source Bestiary pg. 276 Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous. Members Giant Rat (Creature -1), Rat Swarm (Creature 1), Vulture Rat (Creature -1) Rats and Disease Rats have a reputation of being vicious, aggressive animals that attack food stores in great numbers and spread disease. While rats are immune to the most severe effects of their own filth fever, the disease makes them unpredictable and aggressive. Some populations of rats carry even more deadly diseases, such as bubonic plague. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=86",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Scorpion",
|
||
"creature_family_markdown": "Scorpion",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-87",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Scorpion](/MonsterFamilies.aspx?ID=87)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 285</row>\n\nChitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions can be found in nearly every climate, where they hunt their prey with a mixture of patient stealth and raw strength. Most scorpions live in underground burrows, either as lone hunters or part of a larger colony. These arachnids are so feared and dangerous that in many cultures, they are treated as deities or dualistic symbols of both death and protection from said death.\r\n\r\n<title level=\"2\">Members</title>\r\n[Black Scorpion](/Monsters.aspx?ID=796) (Creature 15), [Cave Scorpion](/Monsters.aspx?ID=795) (Creature 1), [Giant Scorpion](/Monsters.aspx?ID=356) (Creature 3), [Scorpion Swarm](/Monsters.aspx?ID=357) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Scorpion Venom</title>\r\n\r\nWhile scorpions are often symbols of death or evil, their venom can be extracted and used for a wide variety of medical applications. A character can milk an incapacitated giant scorpion to extract raw scorpion venom, which can be used as raw materials to craft [giant scorpion venom](/Equipment.aspx?ID=114) or [lesser antiplague](/Equipment.aspx?ID=81). To determine the value of ingredients you gain each day and the DC of the appropriate [Medicine](/Skills.aspx?ID=9) or [Lore](/Skills.aspx?ID=8) check, use the level 3 task entry in [Table 4–2: Income Earned](/Actions.aspx?ID=23).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Desert Rider</title>\r\n\r\nThose rescued from death in the burning sands often recount the same dying vision: a strange, silver-eyed woman whose scarlet silk tents stand on the back of a colossal black scorpion, riding out of a shattered city and leading an army of the dead across a sea of glass toward the world of the living. Millennium-old paintings on the walls of rediscovered tombs depict a similar desert rider. The identity of this red-robed woman is unknown.\r\n</aside>",
|
||
"name": "Scorpion",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 285</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nChitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 285"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 285</row>",
|
||
"speed": {},
|
||
"summary": "Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions …",
|
||
"summary_markdown": "Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions …",
|
||
"text": " Scorpion Source Bestiary pg. 285 Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions can be found in nearly every climate, where they hunt their prey with a mixture of patient stealth and raw strength. Most scorpions live in underground burrows, either as lone hunters or part of a larger colony. These arachnids are so feared and dangerous that in many cultures, they are treated as deities or dualistic symbols of both death and protection from said death. Members Black Scorpion (Creature 15), Cave Scorpion (Creature 1), Giant Scorpion (Creature 3), Scorpion Swarm (Creature 4) Scorpion Venom While scorpions are often symbols of death or evil, their venom can be extracted and used for a wide variety of medical applications. A character can milk an incapacitated giant scorpion to extract raw scorpion venom, which can be used as raw materials to craft giant scorpion venom or lesser antiplague. To determine the value of ingredients you gain each day and the DC of the appropriate Medicine or Lore check, use the level 3 task entry in Table 4–2: Income Earned. The Desert Rider Those rescued from death in the burning sands often recount the same dying vision: a strange, silver-eyed woman whose scarlet silk tents stand on the back of a colossal black scorpion, riding out of a shattered city and leading an army of the dead across a sea of glass toward the world of the living. Millennium-old paintings on the walls of rediscovered tombs depict a similar desert rider. The identity of this red-robed woman is unknown. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=87",
|
||
"weakness": {}
|
||
},
|
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{
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Sea Devil](/MonsterFamilies.aspx?ID=88)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 286</row>\n\nSea devils are horrid, amphibious humanoids who lurk in Golarion’s oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.\n\n Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves “sahuagin” but have wholly embraced their enemies’ name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.\n\n Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater.\r\n\r\n<title level=\"2\">Members</title>\r\n[Sea Devil Baron](/Monsters.aspx?ID=360) (Creature 6), [Sea Devil Brute](/Monsters.aspx?ID=359) (Creature 4), [Sea Devil Scout](/Monsters.aspx?ID=358) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Mutant Devils</title>\r\n\r\nSea devils are prone to mutations, the most common of which is the manifestation of two additional arms. These mutated sea devils almost always rise to power as barons. Other mutations occur as well, but few are as strange as those that result in sea devils who look almost like aquatic elves— save for a row of sharp teeth in their mouths.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Sea Devil \"Diplomacy\"</title>\r\n\r\nSea devils dwell in most of the world's oceans, and they view all others as enemies. When alliances occur, they usually take place with singularly powerful allies, such as aquatic dragons, krakens, or powerful humanoid villains. Diplomacy, to a sea devil, typically consists of violence and warfare.\r\n</aside>",
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"name": "Sea Devil",
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"release_date": "2019-08-01",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 286</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When …\r\n</summary>",
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"summary": "Sea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When …",
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"summary_markdown": "Sea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When …",
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"text": " Sea Devil Source Bestiary pg. 286 Sea devils are horrid, amphibious humanoids who lurk in Golarion’s oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects. Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves “sahuagin” but have wholly embraced their enemies’ name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision. Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater. Members Sea Devil Baron (Creature 6), Sea Devil Brute (Creature 4), Sea Devil Scout (Creature 2) Mutant Devils Sea devils are prone to mutations, the most common of which is the manifestation of two additional arms. These mutated sea devils almost always rise to power as barons. Other mutations occur as well, but few are as strange as those that result in sea devils who look almost like aquatic elves— save for a row of sharp teeth in their mouths. Sea Devil \"Diplomacy\" Sea devils dwell in most of the world's oceans, and they view all others as enemies. When alliances occur, they usually take place with singularly powerful allies, such as aquatic dragons, krakens, or powerful humanoid villains. Diplomacy, to a sea devil, typically consists of violence and warfare. ",
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"id": "creature-family-89",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Shadow](/MonsterFamilies.aspx?ID=89)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 289</row>\n\nThe 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.\n\n<title level=\"2\" right=\"\">Shadow Variants</title>**Source** [_Pathfinder #183: Field of Maidens pg. 73_](https://paizo.com/products/btq02c11) While the vast majority of shadows are humanoid in shape, shadows can appear in different forms, such as those of predatory animals or terrifying beasts. Sometimes called feral shadows, these shadows are often more animalistic and aggressive than humanoid-shaped shadows. In addition, some variant shadows have the following alternate rules that adjust the shadow stat block. These changes don't adjust the shadow's level. \n\n<title level=\"3\" right=\"\">Darting Shadows</title> Some shadows have taken their ability to hide in shadows to a greater level, shifting from one shadow to another with supernatural ease. Darting shadows gain the following ability.\n\n **Shadow Hop** <actions string=\"Two Actions\" /> ([magical](/Traits.aspx?ID=103), [teleportation](/Traits.aspx?ID=156)) **Requirements** The shadow is in an area of [dim light](/Rules.aspx?ID=408); **Effect** The shadow teleports from its space to a clear space it can see that is in dim light or [darkness](/Rules.aspx?ID=409) within 60 feet. A shadow using this ability is slowed 1 for 1 round after arriving at its destination. \n\n<title level=\"3\">Possessing Shadows</title> Some greater shadows develop the coveted ability to possess a body. Only greater shadows can become possessing shadows, and they can't use Slink in Shadows or Steal Shadow while using Inhabit.\n\n **Inhabit** <actions string=\"Two Actions\" /> The shadow attempts to possess an adjacent [undead](/Traits.aspx?ID=160) corporeal creature. This has the same effect as the [_possession_](/Spells.aspx?ID=225) spell, except the shadow doesn't have a physical body, so it's unaffected by the spell's restriction. \n\n<title level=\"3\" right=\"\">Shadow Thief</title> Some shadows gain the ability to handle objects. A shadow thief can't use Slink in Shadows or Steal Shadow while using Shadow Touch.\n\n **Shadow Touch** <actions string=\"Two Actions\" /> The shadow Interacts with a simple physical object, such as picking up a book or opening a door (it can't manipulate a complicated object, like a lock). It can't carry more than a single physical object of up to 2 Bulk. It must use Shadow Touch to keep its hold on the item each turn, or it drops the item at the end of its turn.\r\n\r\n<title level=\"2\">Members</title>\r\n[Greater Shadow](/Monsters.aspx?ID=363) (Creature 7), [Shadow](/Monsters.aspx?ID=362) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Shadow Locations</title>\r\n\r\nShadows might lurk in any dimly lit area—a corner in a crumbling ruin, a room lit by flickering candles, or a shaded forest at dusk. They travel to and from the Shadow Plane, though it is unclear if they do so via their own magic or by aligning themselves with a more powerful being capable of such planar shifting.\r\n</aside>",
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"name": "Shadow",
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"rarity": "common",
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"release_date": "2019-08-01",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 289</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe 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, …\r\n</summary>",
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"summary": "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, …",
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"summary_markdown": "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, …",
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"text": " Shadow Source Bestiary pg. 289 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. Shadow Variants Source Pathfinder #183: Field of Maidens pg. 73 While the vast majority of shadows are humanoid in shape, shadows can appear in different forms, such as those of predatory animals or terrifying beasts. Sometimes called feral shadows, these shadows are often more animalistic and aggressive than humanoid-shaped shadows. In addition, some variant shadows have the following alternate rules that adjust the shadow stat block. These changes don't adjust the shadow's level. Darting Shadows Some shadows have taken their ability to hide in shadows to a greater level, shifting from one shadow to another with supernatural ease. Darting shadows gain the following ability. Shadow Hop Two Actions (magical, teleportation) Requirements The shadow is in an area of dim light; Effect The shadow teleports from its space to a clear space it can see that is in dim light or darkness within 60 feet. A shadow using this ability is slowed 1 for 1 round after arriving at its destination. Possessing Shadows Some greater shadows develop the coveted ability to possess a body. Only greater shadows can become possessing shadows, and they can't use Slink in Shadows or Steal Shadow while using Inhabit. Inhabit Two Actions The shadow attempts to possess an adjacent undead corporeal creature. This has the same effect as the possession spell, except the shadow doesn't have a physical body, so it's unaffected by the spell's restriction. Shadow Thief Some shadows gain the ability to handle objects. A shadow thief can't use Slink in Shadows or Steal Shadow while using Shadow Touch. Shadow Touch Two Actions The shadow Interacts with a simple physical object, such as picking up a book or opening a door (it can't manipulate a complicated object, like a lock). It can't carry more than a single physical object of up to 2 Bulk. It must use Shadow Touch to keep its hold on the item each turn, or it drops the item at the end of its turn. Members Greater Shadow (Creature 7), Shadow (Creature 4) Shadow Locations Shadows might lurk in any dimly lit area—a corner in a crumbling ruin, a room lit by flickering candles, or a shaded forest at dusk. They travel to and from the Shadow Plane, though it is unclear if they do so via their own magic or by aligning themselves with a more powerful being capable of such planar shifting. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Shark](/MonsterFamilies.aspx?ID=90)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 291</row>\n\nSharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage.\r\n\r\n<title level=\"2\">Members</title>\r\n[Great White Shark](/Monsters.aspx?ID=365) (Creature 4), [Megalodon](/Monsters.aspx?ID=366) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Becoming Meateaters</title>\r\n\r\nContrary to popular belief, sharks are not particularly fond of humanoids as meals. Only under the right conditions—such as when food is scarce or the shark mistakes its victim for a seal—will a shark attack a swimmer or small boat. Such occasions are traumatic enough for survivors to perpetuate the myth of shark as maneater.\r\n</aside>",
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"name": "Shark",
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"rarity": "common",
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"release_date": "2019-08-01",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 291</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with …\r\n</summary>",
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"summary": "Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with …",
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"summary_markdown": "Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with …",
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"text": " Shark Source Bestiary pg. 291 Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage. Members Great White Shark (Creature 4), Megalodon (Creature 9) Becoming Meateaters Contrary to popular belief, sharks are not particularly fond of humanoids as meals. Only under the right conditions—such as when food is scarce or the shark mistakes its victim for a seal—will a shark attack a swimmer or small boat. Such occasions are traumatic enough for survivors to perpetuate the myth of shark as maneater. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Sinspawn](/MonsterFamilies.aspx?ID=91)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 296</row>\n\nSinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn’t long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today sinspawn of wrath remain the most numerous and notorious of their kind. Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn’s bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, bearing only slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue. Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn’s veins appear to run with gold while envyspawn appear even more wasted than the rest of their kin.\n\n<title level=\"2\" right=\"\">Sinspawn Sins</title> When a sinspawn is created, it becomes associated with one of the seven sins: envoy, gluttony, greed, lust, pride, sloth, or wrath. A sinspawn’s sin is determined by the _runewell_ that spawned it or by its creator’s preferred sin, and cannot be changed. Each sin grants sinspawn associated with it additional benefits and abilities beyond those described by the sinspawn stat block, as detailed below.\n\n<title level=\"3\" right=\"\">ENVYSPAWN</title> An envyspawn has Deception +7 and typically carries a halberd. They tend to be shorter and thinner than other sinspawn.<br /> **Melee** <actions string=\"Single Action\" /> halberd +10 ([reach 10 feet](/Traits.aspx?ID=192), [versatile S](/Traits.aspx?ID=200)), **Damage** 1d10+4 piercing<br /> **Sinful Bite** Creatures that critically fail their saves against an envyspawn’s sinful bite are enfeebled 2 for 1 minute. \n\n<title level=\"3\" right=\"\">GLUTTONYSPAWN</title> A gluttonyspawn has Survival +10 and usually carries a scythe. They are obese, but hardy and strong.<br /> **Melee** <actions string=\"Single Action\" /> scythe +10 ([deadly d10](/Traits.aspx?ID=174), [trip](/Traits.aspx?ID=196)), **Damage** 1d10+4 slashing<br /> **Sinful Bite** Creatures that critically fail their saves against a gluttonyspawn’s sinful bite are drained 1. \n\n<title level=\"3\" right=\"\">GREEDSPAWN</title> 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.<br /> **Melee** <actions string=\"Single Action\" /> glaive +10 ([deadly d8](/Traits.aspx?ID=174), [forceful](/Traits.aspx?ID=180), [reach 10 feet](/Traits.aspx?ID=192)), **Damage** 1d8+4 slashing<br /> **Sinful Bite** Creatures that critically fail their saves against a greedspawn’s sinful bite are clumsy 2 for 1 minute. \n\n<title level=\"3\" right=\"\">LUSTSPAWN</title> A lustspawn has Diplomacy +7 and usually carries a guisarme. They have attractive bodies, but hideous faces.<br /> **Melee** <actions string=\"Single Action\" /> guisarme +10 ([reach 10 feet](/Traits.aspx?ID=192), [trip](/Traits.aspx?ID=196)), **Damage** 1d10+4 slashing<br /> **Sinful Bite** Creatures that critically fail their saves against a lustspawn’s sinful bite are stupefied 2 for 1 minute. \n\n<title level=\"3\" right=\"\">PRIDESPAWN</title> 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.<br /> **Melee** <actions string=\"Single Action\" /> maul +10 ([shove](/Traits.aspx?ID=193)), **Damage** 1d12+4 bludgeoning<br /> **Sinful Bite** Creatures that critically fail their saves against a pridespawn’s sinful bite are clumsy 1 and enfeebled 1 for 1 minute. \n\n<title level=\"3\" right=\"\">SLOTHSPAWN</title> A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess skin drape the slothspawn’s hunched frame.<br /> **Melee** <actions string=\"Single Action\" /> longspear +10 ([reach 10 feet](/Traits.aspx?ID=192)), **Damage** 1d8+4 piercing<br /> **Sinful Bite** Creatures that critically fail their saves against a slothspawn’s sinful bite take a –10-foot status penalty to their Speeds for 1 minute. \n\n<title level=\"3\" right=\"\">WRATHSPAWN</title> 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.<br /> **Melee** <actions string=\"Single Action\" /> ranseur + 10 ([disarm](/Traits.aspx?ID=175), [reach 10 feet](/Traits.aspx?ID=192)), **Damage** 1d10+4 piercing<br /> **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.",
|
||
"name": "Sinspawn",
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"rarity": "common",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 296</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first …\r\n</summary>",
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"text": " Sinspawn Source Bestiary pg. 296 Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn’t long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today sinspawn of wrath remain the most numerous and notorious of their kind. Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn’s bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, bearing only slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue. Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn’s veins appear to run with gold while envyspawn appear even more wasted than the rest of their kin. Sinspawn Sins When a sinspawn is created, it becomes associated with one of the seven sins: envoy, gluttony, greed, lust, pride, sloth, or wrath. A sinspawn’s sin is determined by the runewell that spawned it or by its creator’s preferred sin, and cannot be changed. Each sin grants sinspawn associated with it additional benefits and abilities beyond those described by the sinspawn stat block, as detailed below. ENVYSPAWN An envyspawn has Deception +7 and typically carries a halberd. They tend to be shorter and thinner than other sinspawn. Melee Single Action halberd +10 (reach 10 feet, versatile S), Damage 1d10+4 piercing Sinful Bite Creatures that critically fail their saves against an envyspawn’s sinful bite are enfeebled 2 for 1 minute. GLUTTONYSPAWN A gluttonyspawn has Survival +10 and usually carries a scythe. They are obese, but hardy and strong. Melee Single Action scythe +10 (deadly d10, trip), Damage 1d10+4 slashing Sinful Bite Creatures that critically fail their saves against a gluttonyspawn’s sinful bite are drained 1. GREEDSPAWN A greedspawn has Thievery +9 and typically wields a glaive. They are the tallest of sinspawn, often 7 feet in height, and with gold-tinged veins. Melee Single Action glaive +10 (deadly d8, forceful, reach 10 feet), Damage 1d8+4 slashing Sinful Bite Creatures that critically fail their saves against a greedspawn’s sinful bite are clumsy 2 for 1 minute. LUSTSPAWN A lustspawn has Diplomacy +7 and usually carries a guisarme. They have attractive bodies, but hideous faces. Melee Single Action guisarme +10 (reach 10 feet, trip), Damage 1d10+4 slashing Sinful Bite Creatures that critically fail their saves against a lustspawn’s sinful bite are stupefied 2 for 1 minute. PRIDESPAWN A pridespawn has Intimidation +7 and often wields a maul. They are nearly skeletal in their gauntness, and often seek out fine clothes or jewelry to wear, taking strange pleasure in appearing elegant and regal. Melee Single Action maul +10 (shove), Damage 1d12+4 bludgeoning Sinful Bite Creatures that critically fail their saves against a pridespawn’s sinful bite are clumsy 1 and enfeebled 1 for 1 minute. SLOTHSPAWN A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess skin drape the slothspawn’s hunched frame. Melee Single Action longspear +10 (reach 10 feet), Damage 1d8+4 piercing Sinful Bite Creatures that critically fail their saves against a slothspawn’s sinful bite take a –10-foot status penalty to their Speeds for 1 minute. WRATHSPAWN The most commonly encountered of the sinspawn, a wrathspawn has Athletics +12 and typically wields a ranseur. These sinspawn are the bulkiest looking of their kind. Melee Single Action 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.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Skeleton](/MonsterFamilies.aspx?ID=92)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 298</row>\n\nMade from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries. \n\n<title level=\"2\" right=\"\">Skeleton Abilities</title> Most skeletons have one of these abilities. If you give a skeleton more, you might want to increase its level and adjust its statistics. \n\n### Bestiary\n **Bloody** The skeleton is covered in dripping blood and gains [fast healing](/MonsterAbilities.aspx?ID=15) equal to its level. \n\n **Collapse** <actions string=\"Reaction\" /> **Trigger** The skeleton is critically hit. **Effect** The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can reform in a standing position as an action, but until it does, it is [immobilized](/Conditions.aspx?ID=24) and [flat-footed](/Conditions.aspx?ID=16).\n\n **Explosive Death** When the skeleton is destroyed, its bones shatter and explode as the necromantic energy holding it together is released. Adjacent creatures take 1d6 slashing damage per 2 levels (minimum 1d6) with a [basic](/Rules.aspx?ID=329) Reflex save.\n\n **Screaming Skull** <actions string=\"Two Actions\" /> ([auditory](/Traits.aspx?ID=16), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to [Demoralize](/Actions.aspx?ID=53) each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is [blind](/Conditions.aspx?ID=1) until then. \n\n### Bestiary 3\n **Blaze** The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to [fire](/Traits.aspx?ID=72) and weakness 5 to cold, loses its resistance to [cold](/Traits.aspx?ID=27), and its Strikes deal additional [persistent fire damage](/Conditions.aspx?ID=29) equal to half the skeleton's level (minimum 1 damage).<br /> <br /> **Bone Missile** <actions string=\"Two Actions\" /> The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged Strike. This uses the attack bonus of whichever of the skeleton's other Strikes has the highest attack bonus and deals piercing damage equal to that Strike's damage plus the skeleton's level (minimum 1).\n\n **Bone Powder** **Source** When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take 1d6 [persistent poison damage](/Conditions.aspx?ID=29) (plus an additional 1d6 for every 6 levels the skeleton has). \n\n **Skeleton of Roses** Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee Strikes deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms. \n\n### Book of the Dead\n**Aquatic Bones** The skeleton has bones from aquatic creatures, allowing it to swim using a simple tail, paddles, or similar appendage. The skeleton has a swim Speed of 20 feet and gains the [aquatic](/Traits.aspx?ID=168) trait and the [aquatic ambush](/MonsterAbilities.aspx?ID=2) ability.\n\n **Bone Storm** <actions string=\"Three Actions\" /> **Frequency** once per day; **Effect** The skeleton transforms into a cyclone of bones, taking up the same space, but twice as tall. It then Strides up to double its Speed. It can move through spaces occupied by other creatures, and this movement doesn't trigger reactions. Creatures the bone storm moves through take 1d6 slashing damage for every 2 levels of the skeleton, with a [basic](/Rules.aspx?ID=329) Reflex save against the [hard DC for the creature's level](/Rules.aspx?ID=554). A level 1 or lower skeleton only moves; it doesn't deal damage. A creature attempts this save only once even if the bone storm moved through its space multiple times. At the end of the movement, the skeleton reforms.\n\n **Crumbling Bones** The skeleton is made from crumbling bones that drift in clouds of dust. The skeleton has a fly Speed of 20 but it must end its turn within no more than 5 feet off the ground, or it falls, taking damage as normal. In addition, the skeleton can move through any space that's large enough for its skull to fit through.\n\n **Frozen** The skeleton's bones are covered in a thin layer of ice. The skeleton gains immunity to [cold](/Traits.aspx?ID=27) and weakness 5 to [fire](/Traits.aspx?ID=72) and loses resistance to fire. The skeleton is surrounded by an aura of cold that deals cold damage equal to half the skeleton's level to all adjacent creatures at the start of the skeleton's turn ([basic](/Rules.aspx?ID=329) Reflex save with a [standard DC for its level](/Rules.aspx?ID=554)).\n\n **Grave Eruption** <actions string=\"Two Actions\" /> **Requirements** The skeleton is [undetected](/Conditions.aspx?ID=39) and buried in dirt, gravel, or other loose material; **Effect** The skeleton erupts from the ground, Stands, and makes a melee Strike. The target is [flat-footed](/Conditions.aspx?ID=16) against this Strike. If the Strike hits, the target is [frightened 1](/Conditions.aspx?ID=19) (or frightened 2 on a critical hit).\n\n **Lacquered** During the process to create the skeleton, it was covered with several layers of an alchemical lacquer, giving its bones a golden hue and granting added protection. The skeleton gains [acid](/Traits.aspx?ID=3) resistance 5 and a +2 status bonus to saves against effects that age or erode the target.\n\n **Nimble** The skeleton is particularly fast and nimble. Its land Speed increases by 10 feet and it has a climb Speed of 20 feet. In addition, it gains the [Nimble Dodge](/Feats.aspx?ID=550) reaction.\n\n **Rotten** The bones of this skeleton are black and rotten, having spent years in polluted water or some other foul substance. The skeleton loses its resistance to piercing and slashing damage and is surrounded by a horrific stench in a 10-foot aura. A creature entering or starting its turn in the aura must succeed at a Fortitude save against the [standard DC of the skeleton's level](/Rules.aspx?ID=554) or become [sickened 1](/Conditions.aspx?ID=34) (plus [slowed 1](/Conditions.aspx?ID=35) for as long as it remains sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against [disease](/Traits.aspx?ID=46) and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.<br /> This stench remains for 1 hour after the rotten skeleton has been destroyed unless the bones are burned, or the rot is washed away with at least 1 gallon of water.\r\n\r\n<title level=\"2\">Members</title>\r\n[Beetle Carapace](/Monsters.aspx?ID=1902) (Creature 6), [Drake Skeleton](/Monsters.aspx?ID=1903) (Creature 8), [Harpy Skeleton](/Monsters.aspx?ID=1298) (Creature 5), [Skeletal Champion](/Monsters.aspx?ID=373) (Creature 2), [Skeletal Giant](/Monsters.aspx?ID=375) (Creature 3), [Skeletal Horse](/Monsters.aspx?ID=374) (Creature 2), [Skeletal Hulk](/Monsters.aspx?ID=376) (Creature 7), [Skeletal Mage](/Monsters.aspx?ID=1901) (Creature 5), [Skeletal Soldier](/Monsters.aspx?ID=1900) (Creature 1), [Skeletal Titan](/Monsters.aspx?ID=1904) (Creature 13), [Skeleton Guard](/Monsters.aspx?ID=372) (Creature -1), [Skeleton Infantry](/Monsters.aspx?ID=1300) (Creature 11), [Tyrannosaurus Skeleton](/Monsters.aspx?ID=1299) (Creature 9), [Wolf Skeleton](/Monsters.aspx?ID=1899) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Creating Skeletons</title>\r\n\r\nStart with a skeleton of the appropriate size. (Gargantuan skeletons can use skeletal hulk with the elite template, Gargantuan size, and 5 feet more reach.) Add Strikes, Speeds, or other abilities it would gain from its shape. For instance, a chimera skeleton might have a horn attack with its goat head and jaw attacks with its dragon and lion heads, but not a fist attack.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_6_Geb.png\">First to Rise</title>\r\n\r\nI can still remember the first time I was able to draw forth the right combination of incantations and gestures to bring a small pile of bones to life. To see them draw together and assemble, then stand, looking at me with empty eyes, waiting to obey my command. For myself, is the only intoxicant that has ever held any allure. Fortunately, I cast off the bonds of sentimentality long ago. Although, come to think of it, I think that skeletal cat still lingers in one of my many vaults.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Patchwork Skeletons</title>\r\n\r\nA skeleton's connection to its mortal remains is tenuous. One that's damaged can fairly easily replace a broken bone with a similar bone scavenged from another creature. A skeleton can eventually have its entire body replaced, bone by bone. Skeletons don't have much of an identity, making it unclear whether this is still the same creature.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Radiant Rebirth</title>\r\n\r\nWhen the powerful lich called the Whispering Tyrant returned from imprisonment, he unleashed the _Radiant Fire_ that laid waste to several towns and cities around his prison of Gallowspire. Most of the fallen were left where they died, slowly steeping in necromantic energy. In the early days after these attacks, [zombies](/MonsterFamilies.aspx?ID=103) commonly roamed the area, but as the years pass, skeletons have become more and more numerous.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Skeleton Origins</title>\r\n\r\nNecromancers occasionally add a little something extra to skeletons they animate, but sometimes skeletons can pick up aspects of their environment. Skeletons that spend centuries in an underground cavern with a lava lake often end up blazing. Corpses whose graves become overrun with briars and brambles sometimes rise with life-draining thorns, while skeletons in vermin-infested earth often take some of those vermin with them when animated.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_6_Geb.png\">The Skeletal Path</title>\r\n\r\nDiviners cast animal bones with a record of small successes. With necromancy, one can see far beyond. Animated skeletons presented with non-specific orders move in eddies as a school of fish might. Careful observation reveals patterns. This requires a large number of skeletons. Fortunately, a resource in which I am prosperous.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Unlife without Flesh</title>\r\n\r\nThe necromantic energies that infuse animated undead skeletons give them the ability to see without eyes and move without muscles. Despite being mindless, skeletons’ instinct to evil comes from their corrupt vital essence, perverting negative energy for creation rather than destruction.\r\n</aside>",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 298</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMade from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten …\r\n</summary>",
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"summary": "Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten …",
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"summary_markdown": "Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten …",
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"text": " Skeleton Source Bestiary pg. 298 Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries. Skeleton Abilities Most skeletons have one of these abilities. If you give a skeleton more, you might want to increase its level and adjust its statistics. ### Bestiary Bloody The skeleton is covered in dripping blood and gains fast healing equal to its level. Collapse Reaction Trigger The skeleton is critically hit. Effect The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can reform in a standing position as an action, but until it does, it is immobilized and flat-footed. Explosive Death When the skeleton is destroyed, its bones shatter and explode as the necromantic energy holding it together is released. Adjacent creatures take 1d6 slashing damage per 2 levels (minimum 1d6) with a basic Reflex save. Screaming Skull Two Actions (auditory, emotion, fear, mental) The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to Demoralize each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is blind until then. ### Bestiary 3 Blaze The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its Strikes deal additional persistent fire damage equal to half the skeleton's level (minimum 1 damage). Bone Missile Two Actions The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged Strike. This uses the attack bonus of whichever of the skeleton's other Strikes has the highest attack bonus and deals piercing damage equal to that Strike's damage plus the skeleton's level (minimum 1). Bone Powder Source When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take 1d6 persistent poison damage (plus an additional 1d6 for every 6 levels the skeleton has). Skeleton of Roses Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee Strikes deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms. ### Book of the Dead Aquatic Bones The skeleton has bones from aquatic creatures, allowing it to swim using a simple tail, paddles, or similar appendage. The skeleton has a swim Speed of 20 feet and gains the aquatic trait and the aquatic ambush ability. Bone Storm Three Actions Frequency once per day; Effect The skeleton transforms into a cyclone of bones, taking up the same space, but twice as tall. It then Strides up to double its Speed. It can move through spaces occupied by other creatures, and this movement doesn't trigger reactions. Creatures the bone storm moves through take 1d6 slashing damage for every 2 levels of the skeleton, with a basic Reflex save against the hard DC for the creature's level. A level 1 or lower skeleton only moves; it doesn't deal damage. A creature attempts this save only once even if the bone storm moved through its space multiple times. At the end of the movement, the skeleton reforms. Crumbling Bones The skeleton is made from crumbling bones that drift in clouds of dust. The skeleton has a fly Speed of 20 but it must end its turn within no more than 5 feet off the ground, or it falls, taking damage as normal. In addition, the skeleton can move through any space that's large enough for its skull to fit through. Frozen The skeleton's bones are covered in a thin layer of ice. The skeleton gains immunity to cold and weakness 5 to fire and loses resistance to fire. The skeleton is surrounded by an aura of cold that deals cold damage equal to half the skeleton's level to all adjacent creatures at the start of the skeleton's turn (basic Reflex save with a standard DC for its level). Grave Eruption Two Actions Requirements The skeleton is undetected and buried in dirt, gravel, or other loose material; Effect The skeleton erupts from the ground, Stands, and makes a melee Strike. The target is flat-footed against this Strike. If the Strike hits, the target is frightened 1 (or frightened 2 on a critical hit). Lacquered During the process to create the skeleton, it was covered with several layers of an alchemical lacquer, giving its bones a golden hue and granting added protection. The skeleton gains acid resistance 5 and a +2 status bonus to saves against effects that age or erode the target. Nimble The skeleton is particularly fast and nimble. Its land Speed increases by 10 feet and it has a climb Speed of 20 feet. In addition, it gains the Nimble Dodge reaction. Rotten The bones of this skeleton are black and rotten, having spent years in polluted water or some other foul substance. The skeleton loses its resistance to piercing and slashing damage and is surrounded by a horrific stench in a 10-foot aura. A creature entering or starting its turn in the aura must succeed at a Fortitude save against the standard DC of the skeleton's level or become sickened 1 (plus slowed 1 for as long as it remains sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. This stench remains for 1 hour after the rotten skeleton has been destroyed unless the bones are burned, or the rot is washed away with at least 1 gallon of water. Members Beetle Carapace (Creature 6), Drake Skeleton (Creature 8), Harpy Skeleton (Creature 5), Skeletal Champion (Creature 2), Skeletal Giant (Creature 3), Skeletal Horse (Creature 2), Skeletal Hulk (Creature 7), Skeletal Mage (Creature 5), Skeletal Soldier (Creature 1), Skeletal Titan (Creature 13), Skeleton Guard (Creature -1), Skeleton Infantry (Creature 11), Tyrannosaurus Skeleton (Creature 9), Wolf Skeleton (Creature 0) Creating Skeletons Start with a skeleton of the appropriate size. (Gargantuan skeletons can use skeletal hulk with the elite template, Gargantuan size, and 5 feet more reach.) Add Strikes, Speeds, or other abilities it would gain from its shape. For instance, a chimera skeleton might have a horn attack with its goat head and jaw attacks with its dragon and lion heads, but not a fist attack. First to Rise I can still remember the first time I was able to draw forth the right combination of incantations and gestures to bring a small pile of bones to life. To see them draw together and assemble, then stand, looking at me with empty eyes, waiting to obey my command. For myself, is the only intoxicant that has ever held any allure. Fortunately, I cast off the bonds of sentimentality long ago. Although, come to think of it, I think that skeletal cat still lingers in one of my many vaults. Patchwork Skeletons A skeleton's connection to its mortal remains is tenuous. One that's damaged can fairly easily replace a broken bone with a similar bone scavenged from another creature. A skeleton can eventually have its entire body replaced, bone by bone. Skeletons don't have much of an identity, making it unclear whether this is still the same creature. Radiant Rebirth When the powerful lich called the Whispering Tyrant returned from imprisonment, he unleashed the Radiant Fire that laid waste to several towns and cities around his prison of Gallowspire. Most of the fallen were left where they died, slowly steeping in necromantic energy. In the early days after these attacks, zombies commonly roamed the area, but as the years pass, skeletons have become more and more numerous. Skeleton Origins Necromancers occasionally add a little something extra to skeletons they animate, but sometimes skeletons can pick up aspects of their environment. Skeletons that spend centuries in an underground cavern with a lava lake often end up blazing. Corpses whose graves become overrun with briars and brambles sometimes rise with life-draining thorns, while skeletons in vermin-infested earth often take some of those vermin with them when animated. The Skeletal Path Diviners cast animal bones with a record of small successes. With necromancy, one can see far beyond. Animated skeletons presented with non-specific orders move in eddies as a school of fish might. Careful observation reveals patterns. This requires a large number of skeletons. Fortunately, a resource in which I am prosperous. Unlife without Flesh The necromantic energies that infuse animated undead skeletons give them the ability to see without eyes and move without muscles. Despite being mindless, skeletons’ instinct to evil comes from their corrupt vital essence, perverting negative energy for creation rather than destruction. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Snake](/MonsterFamilies.aspx?ID=93)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 302</row>\n\nSnakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ball Python](/Monsters.aspx?ID=380) (Creature 1), [Emperor Cobra](/Monsters.aspx?ID=808) (Creature 5), [Giant Anaconda](/Monsters.aspx?ID=382) (Creature 8), [Giant Viper](/Monsters.aspx?ID=381) (Creature 2), [Rat Snake Swarm](/Monsters.aspx?ID=1315) (Creature 2), [Sea Snake](/Monsters.aspx?ID=807) (Creature 0), [Viper](/Monsters.aspx?ID=379) (Creature -1), [Viper Swarm](/Monsters.aspx?ID=1316) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Eating Habits</title>\r\n\r\nSnakes of all sorts eat their meals by devouring their prey whole. After incapacitating a creature, a snake unhinges its jaw and consumes the creature entirely, even if it's more than twice the diameter of the snake's body. A snake can consume a creature of the same size as itself or smaller, but most snakes are logy and sluggish while the meal digests.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Slithering Packs</title>\r\n\r\nDespite their solitary natures, snakes come together in swarms for purposes of hibernation or mating. However, a few species have learned to stick together and coordinate their hunting efforts, leading to slithering packs of predatory snakes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Snake Resources</title>\r\n\r\nSnakeskin's distinctive pattern and wide variety of applications makes it a sought-after resource, and the hides of extra-large snakes such as giant anacondas can fetch a fine price in the right market. Such oversized snake hides can be used to craft clothing of snakeskin leather, including boots and gloves, as well as other items such as scabbards, backpacks, and even tents or makeshift boats. A snake's hide can be cleanly removed with a successful [Crafting](/Skills.aspx?ID=4) check or appropriate [Lore](/Skills.aspx?ID=8) check.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Snakes in Mythology</title>\r\n\r\nSnakes appear frequently and prominently in the myths and legends of many cultures throughout the Inner Sea region. In Ancient Osirion, snakes were revered and associated both with the evil serpent god Apep and the good goddess [Wadjet](/Deities.aspx?ID=62), the Green Empress. Perhaps the best-known example of snakes in Golarion's legends are the [serpentfolk](/MonsterFamilies.aspx?ID=151)— serpentine humanoids who ruled vast swaths of the world in prehistoric times and worshipped a foul snake deity called [Ydersius](/Deities.aspx?ID=211).\r\n</aside>",
|
||
"name": "Snake",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 302</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSnakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all …\r\n</summary>",
|
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"source": [
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 302</row>",
|
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"speed": {},
|
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"summary": "Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all …",
|
||
"summary_markdown": "Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all …",
|
||
"text": " Snake Source Bestiary pg. 302 Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs. Members Ball Python (Creature 1), Emperor Cobra (Creature 5), Giant Anaconda (Creature 8), Giant Viper (Creature 2), Rat Snake Swarm (Creature 2), Sea Snake (Creature 0), Viper (Creature -1), Viper Swarm (Creature 4) Eating Habits Snakes of all sorts eat their meals by devouring their prey whole. After incapacitating a creature, a snake unhinges its jaw and consumes the creature entirely, even if it's more than twice the diameter of the snake's body. A snake can consume a creature of the same size as itself or smaller, but most snakes are logy and sluggish while the meal digests. Slithering Packs Despite their solitary natures, snakes come together in swarms for purposes of hibernation or mating. However, a few species have learned to stick together and coordinate their hunting efforts, leading to slithering packs of predatory snakes. Snake Resources Snakeskin's distinctive pattern and wide variety of applications makes it a sought-after resource, and the hides of extra-large snakes such as giant anacondas can fetch a fine price in the right market. Such oversized snake hides can be used to craft clothing of snakeskin leather, including boots and gloves, as well as other items such as scabbards, backpacks, and even tents or makeshift boats. A snake's hide can be cleanly removed with a successful Crafting check or appropriate Lore check. Snakes in Mythology Snakes appear frequently and prominently in the myths and legends of many cultures throughout the Inner Sea region. In Ancient Osirion, snakes were revered and associated both with the evil serpent god Apep and the good goddess Wadjet, the Green Empress. Perhaps the best-known example of snakes in Golarion's legends are the serpentfolk— serpentine humanoids who ruled vast swaths of the world in prehistoric times and worshipped a foul snake deity called Ydersius. ",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=93",
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"weakness": {}
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Spider",
|
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"creature_family_markdown": "Spider",
|
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"exclude_from_search": false,
|
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"id": "creature-family-94",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Spider](/MonsterFamilies.aspx?ID=94)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 306</row>\n\nFew everyday vermin inspire as much dread as the infamous spider.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dream Spider](/Monsters.aspx?ID=813) (Creature 0), [Giant Tarantula](/Monsters.aspx?ID=387) (Creature 6), [Giant Trapdoor Spider](/Monsters.aspx?ID=2224) (Creature 2), [Goliath Spider](/Monsters.aspx?ID=388) (Creature 11), [Hunting Spider](/Monsters.aspx?ID=386) (Creature 1), [Ogre Spider](/Monsters.aspx?ID=814) (Creature 5), [Spider Swarm](/Monsters.aspx?ID=385) (Creature 0), [Trapdoor Ogre Spider](/Monsters.aspx?ID=2235) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Associated Monsters</title>\r\n\r\nThough they are vermin incapable of forming true alliances, spiders show up alongside many types of creatures, including [web lurkers](/Monsters.aspx?ID=407). Spellcasters sometimes call upon spiders using summon animal, and spider swarms have a way of popping up just about anywhere at the most inopportune times.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Giant Spiders</title>\r\n\r\nA staggering number of species of giant spider exist in the world. Some, like the dream spider, whose venom creates strange hallucinations, are relatively small. Others, like the lumbering ogre spider, are larger than horses.\r\n</aside>",
|
||
"name": "Spider",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 306</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFew everyday vermin inspire as much dread as the infamous spider.\r\n</summary>",
|
||
"source": [
|
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"Bestiary"
|
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],
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 306</row>",
|
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"speed": {},
|
||
"summary": "Few everyday vermin inspire as much dread as the infamous spider.",
|
||
"summary_markdown": "Few everyday vermin inspire as much dread as the infamous spider.",
|
||
"text": " Spider Source Bestiary pg. 306 Few everyday vermin inspire as much dread as the infamous spider. Members Dream Spider (Creature 0), Giant Tarantula (Creature 6), Giant Trapdoor Spider (Creature 2), Goliath Spider (Creature 11), Hunting Spider (Creature 1), Ogre Spider (Creature 5), Spider Swarm (Creature 0), Trapdoor Ogre Spider (Creature 5) Associated Monsters Though they are vermin incapable of forming true alliances, spiders show up alongside many types of creatures, including web lurkers. Spellcasters sometimes call upon spiders using summon animal, and spider swarms have a way of popping up just about anywhere at the most inopportune times. Other Giant Spiders A staggering number of species of giant spider exist in the world. Some, like the dream spider, whose venom creates strange hallucinations, are relatively small. Others, like the lumbering ogre spider, are larger than horses. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=94",
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"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Sprite",
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||
"creature_family_markdown": "Sprite",
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||
"exclude_from_search": false,
|
||
"id": "creature-family-95",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Sprite](/MonsterFamilies.aspx?ID=95)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 308</row>\n\nElusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms “fey” or “fairy.” While their dispositions vary from the benevolent grig to the trickster pixie, all sprites share a connection to magic and diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite.\r\n\r\n<title level=\"2\">Members</title>\r\n[Draxie](/Monsters.aspx?ID=1323) (Creature 3), [Grig](/Monsters.aspx?ID=390) (Creature 1), [Melixie](/Monsters.aspx?ID=1322) (Creature 0), [Nyktera](/Monsters.aspx?ID=1321) (Creature -1), [Pixie](/Monsters.aspx?ID=391) (Creature 4), [Sprite](/Monsters.aspx?ID=389) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Sprite Pranks</title>\r\n\r\nSprite pranks tend to be kind‑hearted in nature; they might use their abilities to embarrass a braggart or to trick them into a convoluted scheme to help someone notice an admirer who has been there for them all along. Their plans are often half-baked; sprites’ mercurial nature means they can easily become distracted by something new before following through on a previous plan.\r\n</aside>",
|
||
"name": "Sprite",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 308</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nElusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms “fey” or “fairy ” While their dispositions …\r\n</summary>",
|
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"source": [
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 308</row>",
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"speed": {},
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"summary": "Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms “fey” or “fairy ” While their dispositions …",
|
||
"summary_markdown": "Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms “fey” or “fairy ” While their dispositions …",
|
||
"text": " Sprite Source Bestiary pg. 308 Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms “fey” or “fairy.” While their dispositions vary from the benevolent grig to the trickster pixie, all sprites share a connection to magic and diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite. Members Draxie (Creature 3), Grig (Creature 1), Melixie (Creature 0), Nyktera (Creature -1), Pixie (Creature 4), Sprite (Creature -1) Sprite Pranks Sprite pranks tend to be kind‑hearted in nature; they might use their abilities to embarrass a braggart or to trick them into a convoluted scheme to help someone notice an admirer who has been there for them all along. Their plans are often half-baked; sprites’ mercurial nature means they can easily become distracted by something new before following through on a previous plan. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=95",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Troll",
|
||
"creature_family_markdown": "Troll",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-96",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Troll](/MonsterFamilies.aspx?ID=96)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 314</row>\n\nSlavering, cruel, practically invincible brutes: this is the villager’s stock description for the dread monsters known as trolls. But words hardly do justice to trolls’ capacity for destruction. They are as bloodthirsty as orcs but lacking the discipline, as massive as giants but capable of regenerating wounded flesh in an instant, and as reprobate as ogres but with twice the strength. The only way to really understand the wanton violence of a troll is to experience it firsthand—a fate few would wish even upon their worst enemies.\n\n The first thing that comes to mind when most think of trolls is the creatures’ power of bodily regeneration. So potent is this regeneration that the only way to overcome it is to exploit the troll’s vulnerability to acid and fire. It is not enough to slay the troll with caustic or flaming weapons, though—even the smallest scrap of a troll’s flesh can regenerate into a full-size troll given enough time. The only sure way to eradicate a troll menace is to burn the monster’s entire body until nothing remains.\n\n Trolls are solitary hunters, for their wickedness is anathema even to other giants. They occasionally roam in small gangs of two to four, but only when prey is plentiful or a particularly strong counterforce has broached their hunting grounds. In rare instances, an old and powerful troll comes to lead small tribes of trolls. Such “troll kings” possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. A wide variety of trolls exist, from the terrible monster traditionally associated with the name to the water-dwelling scrag and hybrid flood troll. Regional variations exist as well—mountain trolls among stony peaks, for instance, or moss trolls in swampy bayous— but all share the same trademark regenerative powers and insatiable thirst for blood.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cavern Troll](/Monsters.aspx?ID=832) (Creature 6), [Frost Troll](/Monsters.aspx?ID=831) (Creature 4), [Jotund Troll](/Monsters.aspx?ID=834) (Creature 15), [Tombstone Troll](/Monsters.aspx?ID=2035) (Creature 1), [Troll](/Monsters.aspx?ID=395) (Creature 5), [Troll King](/Monsters.aspx?ID=396) (Creature 10), [Two-Headed Troll](/Monsters.aspx?ID=833) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Troll Augurs</title>\r\n\r\nParticularly devout trolls, called augurs, claim to possess the so‑called “gift of sight,” which they believe was granted them by the demon lord Urxehl. Augurs practice a disturbing method of future‑telling, in which a troll slashes open its own abdomen and pulls out its entrails to interpret the prophecies in its quivering innards. Other cultists prod and agitate their gutted diviner to keep it conscious throughout the gruesome ordeal.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Troll Blood</title>\r\n\r\nThe blood of trolls is a valuable and difficult-to-procure substance of intense interest to alchemists, witches, and doctors the world over. Though initially it is of little interest other than its unnaturally vibrant hue, when processed correctly its applications are numerous. Experiments have produced oils that restore lost limbs, potions that grant the imbiber supernatural strength, and even smoke bombs that cause anyone caught in the haze to fly into an unstoppable rage.\r\n</aside>",
|
||
"name": "Troll",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 314</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSlavering, cruel, practically invincible brutes: this is the villager's stock description for the dread monsters known as trolls. But words hardly do …\r\n</summary>",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 314</row>",
|
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"speed": {},
|
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"summary": "Slavering, cruel, practically invincible brutes: this is the villager's stock description for the dread monsters known as trolls. But words hardly do …",
|
||
"summary_markdown": "Slavering, cruel, practically invincible brutes: this is the villager's stock description for the dread monsters known as trolls. But words hardly do …",
|
||
"text": " Troll Source Bestiary pg. 314 Slavering, cruel, practically invincible brutes: this is the villager’s stock description for the dread monsters known as trolls. But words hardly do justice to trolls’ capacity for destruction. They are as bloodthirsty as orcs but lacking the discipline, as massive as giants but capable of regenerating wounded flesh in an instant, and as reprobate as ogres but with twice the strength. The only way to really understand the wanton violence of a troll is to experience it firsthand—a fate few would wish even upon their worst enemies. The first thing that comes to mind when most think of trolls is the creatures’ power of bodily regeneration. So potent is this regeneration that the only way to overcome it is to exploit the troll’s vulnerability to acid and fire. It is not enough to slay the troll with caustic or flaming weapons, though—even the smallest scrap of a troll’s flesh can regenerate into a full-size troll given enough time. The only sure way to eradicate a troll menace is to burn the monster’s entire body until nothing remains. Trolls are solitary hunters, for their wickedness is anathema even to other giants. They occasionally roam in small gangs of two to four, but only when prey is plentiful or a particularly strong counterforce has broached their hunting grounds. In rare instances, an old and powerful troll comes to lead small tribes of trolls. Such “troll kings” possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. A wide variety of trolls exist, from the terrible monster traditionally associated with the name to the water-dwelling scrag and hybrid flood troll. Regional variations exist as well—mountain trolls among stony peaks, for instance, or moss trolls in swampy bayous— but all share the same trademark regenerative powers and insatiable thirst for blood. Members Cavern Troll (Creature 6), Frost Troll (Creature 4), Jotund Troll (Creature 15), Tombstone Troll (Creature 1), Troll (Creature 5), Troll King (Creature 10), Two-Headed Troll (Creature 8) Troll Augurs Particularly devout trolls, called augurs, claim to possess the so‑called “gift of sight,” which they believe was granted them by the demon lord Urxehl. Augurs practice a disturbing method of future‑telling, in which a troll slashes open its own abdomen and pulls out its entrails to interpret the prophecies in its quivering innards. Other cultists prod and agitate their gutted diviner to keep it conscious throughout the gruesome ordeal. Troll Blood The blood of trolls is a valuable and difficult-to-procure substance of intense interest to alchemists, witches, and doctors the world over. Though initially it is of little interest other than its unnaturally vibrant hue, when processed correctly its applications are numerous. Experiments have produced oils that restore lost limbs, potions that grant the imbiber supernatural strength, and even smoke bombs that cause anyone caught in the haze to fly into an unstoppable rage. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=96",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Vampire",
|
||
"creature_family_markdown": "Vampire",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-97",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Vampire](/MonsterFamilies.aspx?ID=97)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 318</row>\n\nVampires are undead creatures that feed on the blood of the living.\r\n\r\n<title level=\"2\">Members</title>\r\n[Vampire Count](/Monsters.aspx?ID=400) (Creature 6), [Vampire Guardian](/Monsters.aspx?ID=2149) (Creature 10), [Vampire Mastermind](/Monsters.aspx?ID=401) (Creature 9), [Vampire Spawn](/Monsters.aspx?ID=399) (Creature 4)\r\n\r\n<title level=\"2\">Group Families</title>\r\n[Vampire](/MonsterFamilies.aspx?ID=97), [Vampire, Jiang-Shi](/MonsterFamilies.aspx?ID=286), [Vampire, Nosferatu](/MonsterFamilies.aspx?ID=273), [Vampire, Strigoi](/MonsterFamilies.aspx?ID=314), [Vampire, Vetalarana](/MonsterFamilies.aspx?ID=311), [Vampire, Vrykolakas](/MonsterFamilies.aspx?ID=159)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building Vampires</title>\r\n\r\nBecause vampires can inflict their nature upon any creature whose blood they drink, practically any living monster can become one of these undead horrors. When you need to create a vampire for your game, you can do so in two ways. In most cases, it’s more effective to build the vampire from the ground up, using the standard rules for monster creation (this is how the vampire count, vampire spawn, and vampire mastermind presented on these pages were built). Or you can use the guidelines presented under Creating a Vampire to turn an existing creature (or even a player character!) into a vampire, adjusting the monster as you see fit. In either case, specific vampire abilities like coffin restoration, Mist Escape, and Drink Blood work the same.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Non-Evil Vampires</title>\r\n\r\nNon-evil vampires are rare and at odds with their basic nature. Such vampires typically give up a fraction of their power in exchange for some of their lost humanity.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Vampire and Dhampir</title>\r\n\r\nThe most common and traditional vampires, as presented here, are known also as the “moroi.” They are prevalent in Golarion in the mist-shrouded counties of Ustalav and found in small numbers in almost every nation of the Inner Sea. Other types of vampires include the withered nosferatu, the hopping jiang shi, and the psychic vetala—these vampires share many of the basic traits with moroi but possess new abilities of their own. [Dhampir](/Monsters.aspx?ID=116) can be born of any of these vampire races, though moroi-born dhampir known as svetochers are the most common, especially in the Inner Sea region.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Vampire</title>\r\n\r\n**Related Families**\r\n[Vampire, Jiang-Shi](/MonsterFamilies.aspx?ID=286), [Vampire, Nosferatu](/MonsterFamilies.aspx?ID=273), [Vampire, Strigoi](/MonsterFamilies.aspx?ID=314), [Vampire, Vetalarana](/MonsterFamilies.aspx?ID=311), [Vampire, Vrykolakas](/MonsterFamilies.aspx?ID=159)\r\n\r\n<title level=\"2\">Creating a Vampire</title>\r\n\r\nYou can turn an existing living creature into a vampire using the following steps.\n\n Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>It gains the [undead](/Traits.aspx?ID=160) and [vampire](/Traits.aspx?ID=242) traits, and usually becomes evil.</li> <li>Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.</li> <li>Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's breath weapon), increase the damage by 2 instead.</li> <li>Reduce HP by the amount listed on the table.</li> <li>The vampire gains [fast healing](/MonsterAbilities.aspx?ID=15) and resistance to physical damage (except [silver](/Equipment.aspx?ID=379)) as indicated in the table. These abilities are the reason the vampire has less HP.</li></ul>\n<table><tr><td>Starting Level</td><td>HP Decrease</td><td>Fast Healing/Resistance</td></tr> <tr><td>3–4</td><td>–20</td><td>5</td></tr> <tr><td>5–7</td><td>–30</td><td>7</td></tr> <tr><td>8–14</td><td>–40</td><td>10</td></tr> <tr><td>15+</td><td>–60</td><td>15</td></tr></table>\n\n<title level=\"3\" right=\"\">Basic Vampire Abilities</title> All vampires gain the following abilities. If the base creature has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as [human](/Traits.aspx?ID=90) and [humanoid](/Traits.aspx?ID=91). You might also need to adjust abilities that conflict with the vampire's theme.\n\n**[Negative Healing](/MonsterAbilities.aspx?ID=42)**\n\n **Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyze](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sleep](/Traits.aspx?ID=145)\n\n **Coffin Restoration** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118)) Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls [unconscious](/Conditions.aspx?ID=38). If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.\n\n **Vampire Weaknesses** All vampires possess the following weaknesses.\n<ul><li>**Compulsions** Vampires are creatures of strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless it is transported while it hides within its coffin, nor can it enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions—a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome its compulsion just as it does its revulsion (see below).</li> <li>**Revulsion** A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to [Raising a Shield](/Actions.aspx?ID=98)). If the vampire involuntarily comes within 10 feet of an object of its revulsion, it gains the [fleeing](/Conditions.aspx?ID=17) condition, running from the object of its revulsion until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a vampire can attempt a DC 25 Will save as a single action, which has the [concentrate](/Traits.aspx?ID=32) trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success).</li> <li>**Stake** A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents it from healing above 0 HP, even in its coffin. Staking a vampire requires three actions and works only if the vampire is [unconscious](/Conditions.aspx?ID=38). If the stake is removed, the vampire can heal above 0 HP again, and if it's in its coffin the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed.</li> <li>**Sunlight** If exposed to direct sunlight, a vampire immediately becomes [slowed 1](/Conditions.aspx?ID=35). The slowed value increases by 1 each time the vampire ends its turn in sunlight. If the vampire loses all its actions in this way, it is destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors.</li></ul>**Climb Speed** Vampires gain a climb Speed equal to their land Speed.<br /> **Claws** If the creature had hands, its fingernails thicken and grow, granting it an unarmed claw Strike that deals slashing damage and has the [agile](/Traits.aspx?ID=170) trait. If the monster had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.<br /> **Drink Blood** <actions string=\"Single Action\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)); **Requirement** A [grabbed](/Conditions.aspx?ID=20), [paralyzed](/Conditions.aspx?ID=28), [restrained](/Conditions.aspx?ID=33), [unconscious](/Conditions.aspx?ID=38), or willing creature is within the vampire's reach. **Effect** The vampire sinks its fangs into that creature to drink its blood. This requires an [Athletics](/Skills.aspx?ID=3) check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is [drained 1](/Conditions.aspx?ID=10) and the vampire regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.<br /> A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 [Medicine](/Skills.aspx?ID=9) check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.<br /> **Grab** The creature's claw attacks (or equivalent unarmed attacks) gain [Grab](/MonsterAbilities.aspx?ID=18).\n\n<title level=\"3\" right=\"\">True Vampire Abilities</title> Powerful vampires that can create and control vampires from their victims gain additional vampire abilities, as detailed below. A creature below level 5 is not a significant enough creature to become a true vampire—you should instead simply make such a creature into a regular vampire spawn, or rebuild the creature so that it's at least level 5 before becoming a true vampire.\n\n**Resistances** The vampire resists all physical damage except [magical](/Traits.aspx?ID=103) silver.\n\n **Create Spawn** ([divine](/Traits.aspx?ID=48), [downtime](/Traits.aspx?ID=49), [necromancy](/Traits.aspx?ID=117)) 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.\n\n **Mist Escape** <actions string=\"Free Action\" /> **Trigger** The vampire is reduced to 0 HP. **Effect** The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first.\n\n **Change Shape** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32), [divine](/Traits.aspx?ID=48), [polymorph](/Traits.aspx?ID=127), [transmutation](/Traits.aspx?ID=157)) The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf. Use the options in the [_aerial form_](/Spells.aspx?ID=4) and [_animal form_](/Spells.aspx?ID=10) spells as guidelines.\n<ul><li>**Bat** The vampire changes into a bat swarm or giant bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with the same attack bonus as its highest melee attack. These fangs deal the same amount of damage as the vampire's claws, but deal piercing damage rather than slashing damage.</li></ul>**Children of the Night** ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include [rat swarms](/Monsters.aspx?ID=347), [bat swarms](/Monsters.aspx?ID=45), and [wolves](/MonsterFamilies.aspx?ID=101), but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.\n\n **Dominate** <actions string=\"Two Actions\" /> ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [visual](/Traits.aspx?ID=163)) The vampire can cast [_dominate_](/Spells.aspx?ID=87) at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the [visual](/Traits.aspx?ID=163) trait. The save DC uses the DC of the vampire's level, and a creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.\n\n **Drink Blood** As a typical vampire, but the victim is drained 2 instead of 1.\n\n **Turn to Mist** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32), [divine](/Traits.aspx?ID=48), [transmutation](/Traits.aspx?ID=157)) The vampire turns into a cloud of vapor, as the [_gaseous form_](/Spells.aspx?ID=129) spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.",
|
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"name": "Vampire",
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"rarity": "common",
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"release_date": "2019-08-01",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 318</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nVampires are undead creatures that feed on the blood of the living.\r\n</summary>",
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"summary": "Vampires are undead creatures that feed on the blood of the living.",
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"summary_markdown": "Vampires are undead creatures that feed on the blood of the living.",
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"text": " Vampire Source Bestiary pg. 318 Vampires are undead creatures that feed on the blood of the living. Members Vampire Count (Creature 6), Vampire Guardian (Creature 10), Vampire Mastermind (Creature 9), Vampire Spawn (Creature 4) Group Families Vampire, Vampire, Jiang-Shi, Vampire, Nosferatu, Vampire, Strigoi, Vampire, Vetalarana, Vampire, Vrykolakas Building Vampires Because vampires can inflict their nature upon any creature whose blood they drink, practically any living monster can become one of these undead horrors. When you need to create a vampire for your game, you can do so in two ways. In most cases, it’s more effective to build the vampire from the ground up, using the standard rules for monster creation (this is how the vampire count, vampire spawn, and vampire mastermind presented on these pages were built). Or you can use the guidelines presented under Creating a Vampire to turn an existing creature (or even a player character!) into a vampire, adjusting the monster as you see fit. In either case, specific vampire abilities like coffin restoration, Mist Escape, and Drink Blood work the same. Non-Evil Vampires Non-evil vampires are rare and at odds with their basic nature. Such vampires typically give up a fraction of their power in exchange for some of their lost humanity. Vampire and Dhampir The most common and traditional vampires, as presented here, are known also as the “moroi.” They are prevalent in Golarion in the mist-shrouded counties of Ustalav and found in small numbers in almost every nation of the Inner Sea. Other types of vampires include the withered nosferatu, the hopping jiang shi, and the psychic vetala—these vampires share many of the basic traits with moroi but possess new abilities of their own. Dhampir can be born of any of these vampire races, though moroi-born dhampir known as svetochers are the most common, especially in the Inner Sea region. Vampire Related Families Vampire, Jiang-Shi, Vampire, Nosferatu, Vampire, Strigoi, Vampire, Vetalarana, Vampire, Vrykolakas Creating a Vampire You can turn an existing living creature into a vampire using the following steps. Increase the creature's level by 1 and change its statistics as follows. It gains the undead and vampire traits, and usually becomes evil. Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's breath weapon), increase the damage by 2 instead. Reduce HP by the amount listed on the table. The vampire gains fast healing and resistance to physical damage (except silver) as indicated in the table. These abilities are the reason the vampire has less HP. Starting Level HP Decrease Fast Healing/Resistance 3–4 –20 5 5–7 –30 7 8–14 –40 10 15+ –60 15 Basic Vampire Abilities All vampires gain the following abilities. If the base creature has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the vampire's theme. Negative Healing Immunities death effects, disease, paralyze, poison, sleep Coffin Restoration (divine, necromancy, negative) Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls unconscious. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally. Vampire Weaknesses All vampires possess the following weaknesses. Compulsions Vampires are creatures of strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless it is transported while it hides within its coffin, nor can it enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions—a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome its compulsion just as it does its revulsion (see below). Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of its revulsion, it gains the fleeing condition, running from the object of its revulsion until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a vampire can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success). Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents it from healing above 0 HP, even in its coffin. Staking a vampire requires three actions and works only if the vampire is unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if it's in its coffin the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed. Sunlight If exposed to direct sunlight, a vampire immediately becomes slowed 1. The slowed value increases by 1 each time the vampire ends its turn in sunlight. If the vampire loses all its actions in this way, it is destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors. Climb Speed Vampires gain a climb Speed equal to their land Speed. Claws If the creature had hands, its fingernails thicken and grow, granting it an unarmed claw Strike that deals slashing damage and has the agile trait. If the monster had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage. Drink Blood Single Action (divine, necromancy); Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the vampire regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes. Grab The creature's claw attacks (or equivalent unarmed attacks) gain Grab. True Vampire Abilities Powerful vampires that can create and control vampires from their victims gain additional vampire abilities, as detailed below. A creature below level 5 is not a significant enough creature to become a true vampire—you should instead simply make such a creature into a regular vampire spawn, or rebuild the creature so that it's at least level 5 before becoming a true vampire. Resistances The vampire resists all physical damage except magical silver. Create Spawn (divine, downtime, necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC. Mist Escape Free Action Trigger The vampire is reduced to 0 HP. Effect The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first. Change Shape Single Action (concentrate, divine, polymorph, transmutation) The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf. Use the options in the aerial form and animal form spells as guidelines. Bat The vampire changes into a bat swarm or giant bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with the same attack bonus as its highest melee attack. These fangs deal the same amount of damage as the vampire's claws, but deal piercing damage rather than slashing damage. Children of the Night (divine, enchantment, mental) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include rat swarms, bat swarms, and wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back. Dominate Two Actions (divine, enchantment, incapacitation, mental, visual) The vampire can cast dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. The save DC uses the DC of the vampire's level, and a creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. Drink Blood As a typical vampire, but the victim is drained 2 instead of 1. Turn to Mist Single Action (concentrate, divine, transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=97",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Warg",
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"id": "creature-family-98",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Warg](/MonsterFamilies.aspx?ID=98)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 322</row>\n\nThe warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and other violent humanoids.\r\n\r\n<title level=\"2\">Members</title>\r\n[Warg](/Monsters.aspx?ID=402) (Creature 2), [Winter Wolf](/Monsters.aspx?ID=403) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Warg Legends</title>\r\n\r\nWargs are the subject of many grim tales and campfire stories. Frightening accounts of wargs gobbling up children whole have a disturbing basis in fact, for these ravenous creatures have jaws that can unhinge like those of a serpent to gulp down small prey while the victim yet lives.\r\n</aside>",
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"name": "Warg",
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"rarity": "common",
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"release_date": "2019-08-01",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 322</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and other violent humanoids.\r\n</summary>",
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"summary": "The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and other violent humanoids.",
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"summary_markdown": "The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and other violent humanoids.",
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"text": " Warg Source Bestiary pg. 322 The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and other violent humanoids. Members Warg (Creature 2), Winter Wolf (Creature 5) Warg Legends Wargs are the subject of many grim tales and campfire stories. Frightening accounts of wargs gobbling up children whole have a disturbing basis in fact, for these ravenous creatures have jaws that can unhinge like those of a serpent to gulp down small prey while the victim yet lives. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=98",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Wasp",
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"creature_family_markdown": "Wasp",
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"exclude_from_search": false,
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"id": "creature-family-99",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Wasp](/MonsterFamilies.aspx?ID=99)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 324</row>\n\nWhile the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects—to say nothing of their oversized kin—can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Wasp](/Monsters.aspx?ID=405) (Creature 3), [Wasp Swarm](/Monsters.aspx?ID=406) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Paralytic Poison</title>\r\n\r\nThe poison of the giant wasp loses its potency soon after being harvested, but alchemists have learned of a way to preserve some of its properties by adding a number of harsh additives; this method makes it even deadlier.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Sacred Stingers</title>\r\n\r\nWasps are upheld as sacred among the priesthood of the elven deity Calistria, goddess of vengeance. Some priests of Calistria summon giant wasps or wasp swarms as servitors, while a few nurture giant wasps as pets, temple guardians, or companions. Followers of Calistria, both clergy and laypeople alike, seek to emulate the wasp’s penchant for leaving stung victims alive to suffer over a long period: a fitting model for revenge.\r\n</aside>",
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"name": "Wasp",
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"rarity": "common",
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"release_date": "2019-08-01",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 324</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial …\r\n</summary>",
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"summary": "While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial …",
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"summary_markdown": "While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial …",
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"text": " Wasp Source Bestiary pg. 324 While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects—to say nothing of their oversized kin—can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims. Members Giant Wasp (Creature 3), Wasp Swarm (Creature 4) Paralytic Poison The poison of the giant wasp loses its potency soon after being harvested, but alchemists have learned of a way to preserve some of its properties by adding a number of harsh additives; this method makes it even deadlier. Sacred Stingers Wasps are upheld as sacred among the priesthood of the elven deity Calistria, goddess of vengeance. Some priests of Calistria summon giant wasps or wasp swarms as servitors, while a few nurture giant wasps as pets, temple guardians, or companions. Followers of Calistria, both clergy and laypeople alike, seek to emulate the wasp’s penchant for leaving stung victims alive to suffer over a long period: a fitting model for revenge. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Werecreature](/MonsterFamilies.aspx?ID=100)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 328</row>\n\nWerecreatures are humanoids doomed to transform into animals and animal-humanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.\n\n<title level=\"2\" right=\"\">Afflicted and True Werecreatures</title> Werecreatures come in two types: those afflicted with the curse and those born with it (“true werecreatures”).<br /> One can be born a true werecreature to any werecreature parent. A true werecreature is always a werecreature and retains the same memories and most of the same statistics in all forms. A true werecreature also has full control over its shapechanging except during the full moon, when the transformation is irresistible. There is no known way to break the curse on a true werecreature.<br /> Affected werewolves received their curse from the bite of another werecreature (which could’ve been an afflicted or true werecreature). An afflicted werecreature may be unaware of its curse because it retains no memories of its transformations, gets no benefit from being a werecreature when not transformed, and has no conscious control over its transformation. An afflicted werecreature’s curse can be removed like any other.\r\n\r\n<title level=\"2\">Members</title>\r\n[Werebat](/Monsters.aspx?ID=1366) (Creature 2), [Werebear](/Monsters.aspx?ID=412) (Creature 4), [Wereboar](/Monsters.aspx?ID=857) (Creature 2), [Werecrocodile](/Monsters.aspx?ID=1367) (Creature 2), [Wererat](/Monsters.aspx?ID=410) (Creature 2), [Weretiger](/Monsters.aspx?ID=858) (Creature 4), [Werewolf](/Monsters.aspx?ID=411) (Creature 3)\r\n\r\n<title level=\"2\">Group Families</title>\r\n[Werecreature](/MonsterFamilies.aspx?ID=100), [Werecreature, Wereant](/MonsterFamilies.aspx?ID=302)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building Werecreatures</title>\r\n\r\nThe curse of the werecreature comes in myriad forms and can affect any humanoid, allowing you to make a wide variety of werecreatures for your adventures. When you need to create a werecreature for your game, you can do so in one of two ways. You can simply build the werecreature from the ground up, using the standard rules for monster creation (this is how the werebear, wererat, and werewolf presented on these pages were built). Or you can use the guidelines presented under “Creating Werecreatures” to turn an existing creature (or even a player character!) into a werecreature. In either case, specific werecreature abilities like Change Shape, curse of the werecreature, and moon frenzy work the same.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Lycanthropy</title>\r\n\r\nMany scholars refer to the curse of the werecreature as “lycanthropy,” but technically this is correct only when speaking of werewolves. Nevertheless, the word has gained traction in certain circles, and as a result it's not uncommon to hear the whispers of locals who fear lycanthropes even when a ravenous [weretiger](/Monsters.aspx?ID=858) is the real threat. Naturally, the werecreatures themselves don't take this ignorance lightly, and tend to see being equated with a werewolf as a great insult. Unless, of course, the werecreature is a werewolf!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Werecreatures</title>\r\n\r\nIn theory, any animal could form the basis for a new type of werecreature, provided the animal in question is at least omnivorous—herbivorous werecreatures are all but unheard of. Werecreatures that rise from insects, arachnids, and similar invertebrate animals are particularly unsettling, though much rarer than werecreatures of vertebrate animals.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Retaining Humanity</title>\r\n\r\nWerecreatures are notorious for their murderous rampages in the deep of the night—violence that is often at odds with the afflicted’s true nature. Even an honorable town guard or priest could be a murderous werewolf without realizing it, for the werecreature’s curse leaves the afflicted with no memory of their nocturnal murder sprees.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Wolfsbane</title>\r\n\r\nWolfsbane is a poisonous plant that can cure the curse of the werecreature. It’s effective only if consumed before the creature transforms for the first time. If the creature survives wolfsbane’s effects without using magic to aid in surviving, the creature can attempt a new saving throw against the curse of the werecreature. On a success, the creature is cured.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Werecreature</title>\r\n\r\n**Related Families**\r\n[Werecreature, Wereant](/MonsterFamilies.aspx?ID=302)\r\n\r\n<title level=\"2\">Creating Werecreatures</title>\r\n\r\nYou can turn an existing, living humanoid into a werecreature by completing the following steps. (These changes reflect a werecreature in its hybrid form.) Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>It gains the beast and werecreature traits, and its alignment is usually adjusted to match that of its werecreature type.</li> <li>Increase its size by one category if the animal is a larger size than the base humanoid.</li> <li>Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.</li> <li>Increase its damage with Strikes and other offensive abilities by 1. If the werecreature is limited in how often it can use an ability (such as a breath weapon), increase the damage by 2 instead.</li> <li>Increase its HP by the amount shown on the table. This HP increase is more than typical in order to compensate for the creature's weakness to silver.</li> <li>The creature gains weakness to silver as shown on the table.</li></ul>\n<table> <tr><td>Starting Level</td><td>HP Increase</td><td>Weakness to Silver</td></tr> <tr><td>4 or lower</td><td>+25</td><td>5</td></tr> <tr><td>5–7</td><td>+35</td><td>7</td></tr> <tr><td>8–14</td><td>+50</td><td>10</td></tr> <tr><td>15+</td><td>+75</td><td>15</td></tr></table>\n\n<title level=\"3\" right=\"\">Werecreature Abilities</title> All werecreatures gain the following abilities, some of which match an ability of the animal the werecreature transforms into. You might also need to adjust some abilities that conflict with the theme of the werecreature (such as abilities with a conflicting alignment trait).<br /> **Senses** The werecreature gains all the senses of the animal.<br /> **Animal Empathy** ([divination](/Traits.aspx?ID=47), [primal](/Traits.aspx?ID=134)) A werecreature can communicate with animals of the same general kind.<br /> **Claws** The werecreature gains a claw Strike (an agile unarmed attack that deals slashing damage). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.<br /> **Jaws** The creature gains a jaws Strike (an unarmed attack that deals piercing damage) that inflicts its curse of the werecreature. If it had any non-agile attacks, the damage dealt by its jaws should be roughly the same as the damage dealt by those attacks. If it had only agile attacks, its jaws should deal one-third more damage.<br /> **Change Shape** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32), [polymorph](/Traits.aspx?ID=127), [primal](/Traits.aspx?ID=134), [transmutation](/Traits.aspx?ID=157)) The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape. In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.<br /> **Curse of the Werecreature** ([curse](/Traits.aspx?ID=38), [necromancy](/Traits.aspx?ID=117), [primal](/Traits.aspx?ID=134)) This curse affects only humanoids. Saving Throw** Fortitude DC is the standard DC for the werecreature's new level – 1. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.<br /> **Moon Frenzy** ([polymorph](/Traits.aspx?ID=127), [primal](/Traits.aspx?ID=134), [transmutation](/Traits.aspx?ID=157)) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 328</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWerecreatures are humanoids doomed to transform into animals and animal-humanoid hybrids under the light of the full moon. These shapechanging …\r\n</summary>",
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"summary": "Werecreatures are humanoids doomed to transform into animals and animal-humanoid hybrids under the light of the full moon. These shapechanging …",
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"text": " Werecreature Source Bestiary pg. 328 Werecreatures are humanoids doomed to transform into animals and animal-humanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion. Afflicted and True Werecreatures Werecreatures come in two types: those afflicted with the curse and those born with it (“true werecreatures”). One can be born a true werecreature to any werecreature parent. A true werecreature is always a werecreature and retains the same memories and most of the same statistics in all forms. A true werecreature also has full control over its shapechanging except during the full moon, when the transformation is irresistible. There is no known way to break the curse on a true werecreature. Affected werewolves received their curse from the bite of another werecreature (which could’ve been an afflicted or true werecreature). An afflicted werecreature may be unaware of its curse because it retains no memories of its transformations, gets no benefit from being a werecreature when not transformed, and has no conscious control over its transformation. An afflicted werecreature’s curse can be removed like any other. Members Werebat (Creature 2), Werebear (Creature 4), Wereboar (Creature 2), Werecrocodile (Creature 2), Wererat (Creature 2), Weretiger (Creature 4), Werewolf (Creature 3) Group Families Werecreature, Werecreature, Wereant Building Werecreatures The curse of the werecreature comes in myriad forms and can affect any humanoid, allowing you to make a wide variety of werecreatures for your adventures. When you need to create a werecreature for your game, you can do so in one of two ways. You can simply build the werecreature from the ground up, using the standard rules for monster creation (this is how the werebear, wererat, and werewolf presented on these pages were built). Or you can use the guidelines presented under “Creating Werecreatures” to turn an existing creature (or even a player character!) into a werecreature. In either case, specific werecreature abilities like Change Shape, curse of the werecreature, and moon frenzy work the same. Lycanthropy Many scholars refer to the curse of the werecreature as “lycanthropy,” but technically this is correct only when speaking of werewolves. Nevertheless, the word has gained traction in certain circles, and as a result it's not uncommon to hear the whispers of locals who fear lycanthropes even when a ravenous weretiger is the real threat. Naturally, the werecreatures themselves don't take this ignorance lightly, and tend to see being equated with a werewolf as a great insult. Unless, of course, the werecreature is a werewolf! Other Werecreatures In theory, any animal could form the basis for a new type of werecreature, provided the animal in question is at least omnivorous—herbivorous werecreatures are all but unheard of. Werecreatures that rise from insects, arachnids, and similar invertebrate animals are particularly unsettling, though much rarer than werecreatures of vertebrate animals. Retaining Humanity Werecreatures are notorious for their murderous rampages in the deep of the night—violence that is often at odds with the afflicted’s true nature. Even an honorable town guard or priest could be a murderous werewolf without realizing it, for the werecreature’s curse leaves the afflicted with no memory of their nocturnal murder sprees. Wolfsbane Wolfsbane is a poisonous plant that can cure the curse of the werecreature. It’s effective only if consumed before the creature transforms for the first time. If the creature survives wolfsbane’s effects without using magic to aid in surviving, the creature can attempt a new saving throw against the curse of the werecreature. On a success, the creature is cured. Werecreature Related Families Werecreature, Wereant Creating Werecreatures You can turn an existing, living humanoid into a werecreature by completing the following steps. (These changes reflect a werecreature in its hybrid form.) Increase the creature's level by 1 and change its statistics as follows. It gains the beast and werecreature traits, and its alignment is usually adjusted to match that of its werecreature type. Increase its size by one category if the animal is a larger size than the base humanoid. Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. Increase its damage with Strikes and other offensive abilities by 1. If the werecreature is limited in how often it can use an ability (such as a breath weapon), increase the damage by 2 instead. Increase its HP by the amount shown on the table. This HP increase is more than typical in order to compensate for the creature's weakness to silver. The creature gains weakness to silver as shown on the table. Starting Level HP Increase Weakness to Silver 4 or lower +25 5 5–7 +35 7 8–14 +50 10 15+ +75 15 Werecreature Abilities All werecreatures gain the following abilities, some of which match an ability of the animal the werecreature transforms into. You might also need to adjust some abilities that conflict with the theme of the werecreature (such as abilities with a conflicting alignment trait). Senses The werecreature gains all the senses of the animal. Animal Empathy (divination, primal) A werecreature can communicate with animals of the same general kind. Claws The werecreature gains a claw Strike (an agile unarmed attack that deals slashing damage). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage. Jaws The creature gains a jaws Strike (an unarmed attack that deals piercing damage) that inflicts its curse of the werecreature. If it had any non-agile attacks, the damage dealt by its jaws should be roughly the same as the damage dealt by those attacks. If it had only agile attacks, its jaws should deal one-third more damage. Change Shape Single Action (concentrate, polymorph, primal, transmutation) The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape. In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes. Curse of the Werecreature (curse, necromancy, primal) This curse affects only humanoids. Saving Throw Fortitude DC is the standard DC for the werecreature's new level – 1. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Wolf](/MonsterFamilies.aspx?ID=101)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 334</row>\n\nWolves roam forests, hills, and other wild lands, where they hunt in packs to beleaguer and surround their prey before going in for the kill. Like most predatory animals, wolves prefer to attack the weakest or most vulnerable prey they can find.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dire Wolf](/Monsters.aspx?ID=416) (Creature 3), [Sarkorian Wolf](/Monsters.aspx?ID=2074) (Creature 1), [Wolf](/Monsters.aspx?ID=415) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Wolf Packs</title>\r\n\r\nWolf packs claim and defend large swaths of territory, which they regularly patrol in search of both prey and competitors. It takes a pack roughly 10 days to cover the entire breadth of its territory, which can stretch for miles in any direction but usually adheres to natural terrain. Wolves keep claim over their territories by marking trees with their scent and howling to keep other packs away. If these warnings prove insufficient to drive off potential competitors, the pack attacks the intruders directly\r\n</aside>",
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"name": "Wolf",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 334</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWolves roam forests, hills, and other wild lands, where they hunt in packs to beleaguer and surround their prey before going in for the kill. Like …\r\n</summary>",
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"text": " Wolf Source Bestiary pg. 334 Wolves roam forests, hills, and other wild lands, where they hunt in packs to beleaguer and surround their prey before going in for the kill. Like most predatory animals, wolves prefer to attack the weakest or most vulnerable prey they can find. Members Dire Wolf (Creature 3), Sarkorian Wolf (Creature 1), Wolf (Creature 1) Wolf Packs Wolf packs claim and defend large swaths of territory, which they regularly patrol in search of both prey and competitors. It takes a pack roughly 10 days to cover the entire breadth of its territory, which can stretch for miles in any direction but usually adheres to natural terrain. Wolves keep claim over their territories by marking trees with their scent and howling to keep other packs away. If these warnings prove insufficient to drive off potential competitors, the pack attacks the intruders directly ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Xulgath](/MonsterFamilies.aspx?ID=102)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 336</row>\n\nReptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of its spine. A typical xulgath is 5 feet tall and weighs 150 pounds.\n\n Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors’ accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don’t agree on why the ancient xulgath civilization fell. Some suspect it was the result of a loss of several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.\n\n Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to terrible creatures from the Abyss. Occasionally, a xulgath shaman can call forth and bind a lesser demon to help serve the group, but a shaman who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or enslaves them.\r\n\r\n<title level=\"2\">Members</title>\r\n[Xulgath Bilebearer](/Monsters.aspx?ID=506) (Creature 2), [Xulgath Deepmouth](/Monsters.aspx?ID=881) (Creature 12), [Xulgath Gutrager](/Monsters.aspx?ID=535) (Creature 10), [Xulgath Leader](/Monsters.aspx?ID=420) (Creature 3), [Xulgath Skulker](/Monsters.aspx?ID=419) (Creature 2), [Xulgath Spinesnapper](/Monsters.aspx?ID=514) (Creature 5), [Xulgath Stoneliege](/Monsters.aspx?ID=524) (Creature 8), [Xulgath Thoughtmaw](/Monsters.aspx?ID=982) (Creature 15), [Xulgath Warrior](/Monsters.aspx?ID=418) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Other Xulgath Religions</title>\r\n\r\n[Zevgavizeb](/Deities.aspx?ID=82) is the most popular deity among xulgaths—particularly in the largest and most successful clutches—but other demon lords and deities are worshipped as well. Among Golarion's major gods, [Pharasma](/Deities.aspx?ID=14), [Rovagug](/Deities.aspx?ID=15), and even [Erastil](/Deities.aspx?ID=6) are known to answer the prayers of xulgath devotees.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Xulgath Society</title>\r\n\r\nXulgaths respect strength, and the leader of a community is usually the strongest of all of them. The leader’s dominance is rarely questioned until a potentially stronger xulgath believes it’s time for a change in rulership. The two xulgaths then face off in a fight to the death, with the victor claiming rule.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Xulgath Treasure</title>\r\n\r\nXulgaths are relatively primitive, using tools and weapons of stone and other materials scavenged from the surface. These can replicate most simple and a few martial melee weapons, as well as simple thrown ranged weapons. An advanced tribe of xulgaths might be able to craft low-level magical talismans, such as a potency crystal or a returning clasp.\r\n</aside>",
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"name": "Xulgath",
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"Bestiary pg. 336"
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"summary": "Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack …",
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"summary_markdown": "Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack …",
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"text": " Xulgath Source Bestiary pg. 336 Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of its spine. A typical xulgath is 5 feet tall and weighs 150 pounds. Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors’ accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don’t agree on why the ancient xulgath civilization fell. Some suspect it was the result of a loss of several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within. Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to terrible creatures from the Abyss. Occasionally, a xulgath shaman can call forth and bind a lesser demon to help serve the group, but a shaman who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or enslaves them. Members Xulgath Bilebearer (Creature 2), Xulgath Deepmouth (Creature 12), Xulgath Gutrager (Creature 10), Xulgath Leader (Creature 3), Xulgath Skulker (Creature 2), Xulgath Spinesnapper (Creature 5), Xulgath Stoneliege (Creature 8), Xulgath Thoughtmaw (Creature 15), Xulgath Warrior (Creature 1) Other Xulgath Religions Zevgavizeb is the most popular deity among xulgaths—particularly in the largest and most successful clutches—but other demon lords and deities are worshipped as well. Among Golarion's major gods, Pharasma, Rovagug, and even Erastil are known to answer the prayers of xulgath devotees. Xulgath Society Xulgaths respect strength, and the leader of a community is usually the strongest of all of them. The leader’s dominance is rarely questioned until a potentially stronger xulgath believes it’s time for a change in rulership. The two xulgaths then face off in a fight to the death, with the victor claiming rule. Xulgath Treasure Xulgaths are relatively primitive, using tools and weapons of stone and other materials scavenged from the surface. These can replicate most simple and a few martial melee weapons, as well as simple thrown ranged weapons. An advanced tribe of xulgaths might be able to craft low-level magical talismans, such as a potency crystal or a returning clasp. ",
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"url": "/MonsterFamilies.aspx?ID=102",
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"category": "creature-family",
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"creature_family": "Zombie",
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"creature_family_markdown": "Zombie",
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"id": "creature-family-103",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Zombie](/MonsterFamilies.aspx?ID=103)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 340</row>\n\nA zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed. \n\n<title level=\"2\" right=\"\">Zombie Abilities</title> You can modify zombies with the following zombie abilities. Most zombies have one of these abilities; If you give a zombie more, you might want to increase its level and adjust its statistics. The DCs use the zombie's level from the [Spell DC and Spell Attack Bonus](/Rules.aspx?ID=1020) table.<br /> **Disgusting Pustules** ([disease](/Traits.aspx?ID=46), [necromancy](/Traits.aspx?ID=117)) The zombie is covered in pustules that rupture when it takes any piercing damage or any critical hit. In either case, adjacent creatures are hit with vile fluid, causing them to become sickened 1 unless they succeed at a Fortitude save.<br /> **Feast** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) If the zombie is adjacent to a helpless or unconscious creature, or a deceased creature that died in the past hour, the zombie can feast upon its flesh to heal itself. This restores an amount of Hit Points equal to the zombie's level. If the creature is alive, the zombie deals damage equal to its jaws, flst, or claw damage.<br /> **Plague-Ridden** ([disease](/Traits.aspx?ID=46), [necromancy](/Traits.aspx?ID=117)) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie's zombie rot, except at stage 5, the victim rises as another of the zombie's type, rather than a plague zombie.<br /> **Rotting Aura** ([aura](/Traits.aspx?ID=206), [disease](/Traits.aspx?ID=46), [necromancy](/Traits.aspx?ID=117)) The zombie emits an aura of rot and disease that causes wounds to fester and turn sour. Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes 1d6 damage as its wounds fester. This damage increases by 1d6 for every 6 levels the zombie has. Creatures that take a critical hit from the zombie also take this damage immediately.<br /> **Unkillable** This zombie is nigh unkillable. The zombie loses its weakness to slashing and gains resistance against all damage equal to its level (minimum 3), and it gains weakness equal to twice its level (minimum 6) to critical hits. Increase the zombie's level by 1 if you give it this ability. \n\n<title level=\"2\" right=\"\">Additional Monster Abilities</title>\n\n### Bestiary 3\nYou can modify zombies with the following zombie abilities, in addition to those found on page 340 of the _Bestiary_. Most zombies have one of these abilities; if you give a zombie more, you might want to increase its level and adjust its statistics. \n\n**Ankle Biter** This zombie fights just as well on the ground as it does standing. While [prone](/Conditions.aspx?ID=31), the zombie isn't [flat-footed](/Conditions.aspx?ID=16), it ignores the status penalty to its attack rolls, and it gains a +2 circumstance bonus to [Athletics](/Skills.aspx?ID=3) checks to [Trip](/Actions.aspx?ID=40). The zombie can also move up to half its Speed when it [Crawls](/Actions.aspx?ID=76). \n\n**Persistent Limbs** The first time the zombie is critically hit with a melee or ranged Strike, a limb falls off its body and continues to attack. The limb acts on the zombie's initiative; each round it can Stride up to half the zombie's Speed and make a Strike. The limb uses and contributes to the zombie's multiple attack penalty. \n\n**Putrid Stench** ([aura](/Traits.aspx?ID=206), [olfactory](/Traits.aspx?ID=246)) 15 feet. The zombie's rotting flesh is particularly malodorous. A creature that enters the area must attempt a Fortitude save. On a failure, the creature is [sickened 1](/Conditions.aspx?ID=34), and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all zombies' putrid stenches for 1 minute. \n\n**Unholy Speed** The zombie gains a +10 status bonus to all its Speeds\n\n### Book of the Dead\n **Infested** The zombie's flesh is infested with swarming vermin. When the zombie is hit with a critical hit or destroyed, the [swarm](/Traits.aspx?ID=239) is set free. Its initiative is immediately after the zombie's. If the swarm is 4 or more levels lower than the zombie, it isn't worth XP (and doesn't add its XP to the encounter budget).\n\n **Spitting Zombie** The zombie spits acid as a ranged Strike with a range of 30 feet. This uses the highest attack bonus among the zombie's Strikes and deals 1d12 acid damage per 3 levels of the zombie (or 1d6 acid damage below level 3). On a critical hit, the target also takes 1d4 [persistent acid damage](/Conditions.aspx?ID=29) per 3 levels of the zombie. Once used, the zombie must spend 1 action to cough up enough acid to use this ability again.\n\n **Tearing Grapple** The zombies work in groups to rip foes to pieces. Whenever a zombie with this ability successfully [Grapples](/Actions.aspx?ID=35) a foe that's already [grabbed](/Conditions.aspx?ID=20) or [restrained](/Conditions.aspx?ID=33) by another zombie with this ability, they violently struggle over the poor victim, dealing fist damage (or a similar Strike's damage if the zombie doesn't have a fist Strike). If the grapple is a critical success, the target takes double damage and ceases being grabbed or restrained by any other creatures. If the zombie has the [Grab](/MonsterAbilities.aspx?ID=18) ability, using Grab deals half its fist Strike damage to the target.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dirge Piper](/Monsters.aspx?ID=2036) (Creature 3), [Husk Zombie](/Monsters.aspx?ID=1919) (Creature 2), [Plague Zombie](/Monsters.aspx?ID=424) (Creature 1), [Shambler Troop](/Monsters.aspx?ID=1376) (Creature 4), [Shock Zombie](/Monsters.aspx?ID=1985) (Creature 6), [Sulfur Zombie](/Monsters.aspx?ID=1377) (Creature 6), [Withered](/Monsters.aspx?ID=1922) (Creature 5), [Zombie Brute](/Monsters.aspx?ID=425) (Creature 2), [Zombie Dragon](/Monsters.aspx?ID=1378) (Creature 9), [Zombie Hulk](/Monsters.aspx?ID=426) (Creature 6), [Zombie Lord](/Monsters.aspx?ID=1921) (Creature 4), [Zombie Mammoth](/Monsters.aspx?ID=1923) (Creature 11), [Zombie Owlbear](/Monsters.aspx?ID=1920) (Creature 3), [Zombie Shambler](/Monsters.aspx?ID=423) (Creature -1), [Zombie Snake](/Monsters.aspx?ID=1918) (Creature 0)\r\n\r\n<title level=\"2\">Group Families</title>\r\n[Zombie](/MonsterFamilies.aspx?ID=103), [Zombie, Tar](/MonsterFamilies.aspx?ID=303)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Creating Zombies</title>\r\n\r\nTo create a zombie creature, start with a zombie of the appropriate size. Then add any Strikes, Speeds, or other abilities it would gain from its shape. To create a Gargantuan zombie, begin with the zombie hulk, apply the elite adjustments, change its size to Gargantuan, and increase its reach by 5 feet.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Disposable Legions</title>\r\n\r\nWith the ancient lich Tar-Baphon now released from his ages-long imprisonment, the undead within his legions have been specifically repurposed. Zombies like the ones seen here fulfill particular roles, and evil necromancers deploy them much like living or intelligent undead troops. Necromancer experiments seek to produce various abilities and mix energies, with horrifying results that doesn't deter their creators.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Hoarding Instincts</title>\r\n\r\nThough zombies have no use for wealth—indeed, most don't understand the concept in the first place—zombie dragons retain a hint of their innate tendency to hoard. A fresher corpse might guard the hoard it gathered in life (or what remains of it), while a zombie further from life might instead hoard bones, rocks, corpses, or other unusual objects. Understandably, the monetary value of these hoards varies widely\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mindless Mix-Ups</title>\r\n\r\nZombies try to obey orders, but understanding the words spoken doesn't always mean interpreting them correctly. Examples of misunderstood orders have included the following. \n<ul><li>“Fetch my hat,” leading the zombie to spend hours throwing a hat across a room and retrieving it.</li><li>“Prune these bushes,” resulting in bushes “pruned” entirely, cut off at the root.</li><li>“Let me know if anyone comes to the door,” causing the zombie to go to the door and return to its master.</li><li>“Kill the intruders!” turning zombies raised from a local graveyard against their master, who was not from the area. </li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Risen from the Grave</title>\r\n\r\nZombies are often created using unwholesome necromantic rituals. Among the living dead, zombies are most often used as fodder, wearing down defenses and consuming resources before more powerful undead arrive to deal the killing blow. Zombies cannot speak or really even think for themselves, but they can be commanded by other allied undead and powerful necromancers.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_6_Geb.png\">Symphony of Flesh</title>\r\n\r\nLife creates flesh to fulfill its needs, growing it to hunt, consume, and survive. In undeath, the tools of survival can be made into a medium for art. The zombie is the first note in a symphony of dead flesh. Along with skeletons, they are the sturdy, reliable base of any masterpiece and an artist who fails to master these simple tools is not worth notice. One can hear the joyous sounds of the symphony in the low moans and creaking bones of a zombie legion.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Zombie Animals</title>\r\n\r\nAnimals, like the [snake](/MonsterFamilies.aspx?ID=93), [owlbear](/Monsters.aspx?ID=328), and [mammoth](/Monsters.aspx?ID=202) found here, can easily turn into zombies. They commonly rise from areas cursed by necromancy rather than being deliberately created. [Risen pets](/MonsterFamilies.aspx?ID=309) sometimes develop a fondness for zombies, especially zombies of their former owners. An ordinary zombie can be a suitable companion, capable of petting the risen pet endlessly without the capacity to grow bored.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Zombie</title>\r\n\r\n**Related Families**\r\n[Zombie, Tar](/MonsterFamilies.aspx?ID=303)",
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"name": "Zombie",
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"rarity": "common",
|
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"release_date": "2019-08-01",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 340</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.\r\n</summary>",
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"summary": "A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.",
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"summary_markdown": "A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.",
|
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"text": " Zombie Source Bestiary pg. 340 A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed. Zombie Abilities You can modify zombies with the following zombie abilities. Most zombies have one of these abilities; If you give a zombie more, you might want to increase its level and adjust its statistics. The DCs use the zombie's level from the Spell DC and Spell Attack Bonus table. Disgusting Pustules (disease, necromancy) The zombie is covered in pustules that rupture when it takes any piercing damage or any critical hit. In either case, adjacent creatures are hit with vile fluid, causing them to become sickened 1 unless they succeed at a Fortitude save. Feast Two Actions (manipulate) If the zombie is adjacent to a helpless or unconscious creature, or a deceased creature that died in the past hour, the zombie can feast upon its flesh to heal itself. This restores an amount of Hit Points equal to the zombie's level. If the creature is alive, the zombie deals damage equal to its jaws, flst, or claw damage. Plague-Ridden (disease, necromancy) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie's zombie rot, except at stage 5, the victim rises as another of the zombie's type, rather than a plague zombie. Rotting Aura (aura, disease, necromancy) The zombie emits an aura of rot and disease that causes wounds to fester and turn sour. Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes 1d6 damage as its wounds fester. This damage increases by 1d6 for every 6 levels the zombie has. Creatures that take a critical hit from the zombie also take this damage immediately. Unkillable This zombie is nigh unkillable. The zombie loses its weakness to slashing and gains resistance against all damage equal to its level (minimum 3), and it gains weakness equal to twice its level (minimum 6) to critical hits. Increase the zombie's level by 1 if you give it this ability. Additional Monster Abilities ### Bestiary 3\nYou can modify zombies with the following zombie abilities, in addition to those found on page 340 of the Bestiary . Most zombies have one of these abilities; if you give a zombie more, you might want to increase its level and adjust its statistics. Ankle Biter This zombie fights just as well on the ground as it does standing. While prone, the zombie isn't flat-footed, it ignores the status penalty to its attack rolls, and it gains a +2 circumstance bonus to Athletics checks to Trip. The zombie can also move up to half its Speed when it Crawls. Persistent Limbs The first time the zombie is critically hit with a melee or ranged Strike, a limb falls off its body and continues to attack. The limb acts on the zombie's initiative; each round it can Stride up to half the zombie's Speed and make a Strike. The limb uses and contributes to the zombie's multiple attack penalty. Putrid Stench (aura, olfactory) 15 feet. The zombie's rotting flesh is particularly malodorous. A creature that enters the area must attempt a Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all zombies' putrid stenches for 1 minute. Unholy Speed The zombie gains a +10 status bonus to all its Speeds ### Book of the Dead Infested The zombie's flesh is infested with swarming vermin. When the zombie is hit with a critical hit or destroyed, the swarm is set free. Its initiative is immediately after the zombie's. If the swarm is 4 or more levels lower than the zombie, it isn't worth XP (and doesn't add its XP to the encounter budget). Spitting Zombie The zombie spits acid as a ranged Strike with a range of 30 feet. This uses the highest attack bonus among the zombie's Strikes and deals 1d12 acid damage per 3 levels of the zombie (or 1d6 acid damage below level 3). On a critical hit, the target also takes 1d4 persistent acid damage per 3 levels of the zombie. Once used, the zombie must spend 1 action to cough up enough acid to use this ability again. Tearing Grapple The zombies work in groups to rip foes to pieces. Whenever a zombie with this ability successfully Grapples a foe that's already grabbed or restrained by another zombie with this ability, they violently struggle over the poor victim, dealing fist damage (or a similar Strike's damage if the zombie doesn't have a fist Strike). If the grapple is a critical success, the target takes double damage and ceases being grabbed or restrained by any other creatures. If the zombie has the Grab ability, using Grab deals half its fist Strike damage to the target. Members Dirge Piper (Creature 3), Husk Zombie (Creature 2), Plague Zombie (Creature 1), Shambler Troop (Creature 4), Shock Zombie (Creature 6), Sulfur Zombie (Creature 6), Withered (Creature 5), Zombie Brute (Creature 2), Zombie Dragon (Creature 9), Zombie Hulk (Creature 6), Zombie Lord (Creature 4), Zombie Mammoth (Creature 11), Zombie Owlbear (Creature 3), Zombie Shambler (Creature -1), Zombie Snake (Creature 0) Group Families Zombie, Zombie, Tar Creating Zombies To create a zombie creature, start with a zombie of the appropriate size. Then add any Strikes, Speeds, or other abilities it would gain from its shape. To create a Gargantuan zombie, begin with the zombie hulk, apply the elite adjustments, change its size to Gargantuan, and increase its reach by 5 feet. Disposable Legions With the ancient lich Tar-Baphon now released from his ages-long imprisonment, the undead within his legions have been specifically repurposed. Zombies like the ones seen here fulfill particular roles, and evil necromancers deploy them much like living or intelligent undead troops. Necromancer experiments seek to produce various abilities and mix energies, with horrifying results that doesn't deter their creators. Hoarding Instincts Though zombies have no use for wealth—indeed, most don't understand the concept in the first place—zombie dragons retain a hint of their innate tendency to hoard. A fresher corpse might guard the hoard it gathered in life (or what remains of it), while a zombie further from life might instead hoard bones, rocks, corpses, or other unusual objects. Understandably, the monetary value of these hoards varies widely Mindless Mix-Ups Zombies try to obey orders, but understanding the words spoken doesn't always mean interpreting them correctly. Examples of misunderstood orders have included the following. “Fetch my hat,” leading the zombie to spend hours throwing a hat across a room and retrieving it. “Prune these bushes,” resulting in bushes “pruned” entirely, cut off at the root. “Let me know if anyone comes to the door,” causing the zombie to go to the door and return to its master. “Kill the intruders!” turning zombies raised from a local graveyard against their master, who was not from the area. Risen from the Grave Zombies are often created using unwholesome necromantic rituals. Among the living dead, zombies are most often used as fodder, wearing down defenses and consuming resources before more powerful undead arrive to deal the killing blow. Zombies cannot speak or really even think for themselves, but they can be commanded by other allied undead and powerful necromancers. Symphony of Flesh Life creates flesh to fulfill its needs, growing it to hunt, consume, and survive. In undeath, the tools of survival can be made into a medium for art. The zombie is the first note in a symphony of dead flesh. Along with skeletons, they are the sturdy, reliable base of any masterpiece and an artist who fails to master these simple tools is not worth notice. One can hear the joyous sounds of the symphony in the low moans and creaking bones of a zombie legion. Zombie Animals Animals, like the snake, owlbear, and mammoth found here, can easily turn into zombies. They commonly rise from areas cursed by necromancy rather than being deliberately created. Risen pets sometimes develop a fondness for zombies, especially zombies of their former owners. An ordinary zombie can be a suitable companion, capable of petting the risen pet endlessly without the capacity to grow bored. Zombie Related Families Zombie, Tar",
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"creature_family": "Grim Reaper",
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"id": "creature-family-104",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Grim Reaper](/MonsterFamilies.aspx?ID=104)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 196</row>\n\n_This entry did not have a separate description for the family._\r\n\r\n<title level=\"2\">Members</title>\r\n[Grim Reaper](/Monsters.aspx?ID=250) (Creature 21), [Lesser Death](/Monsters.aspx?ID=251) (Creature 16)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Dead Man's Hand</title>\r\n\r\nDecks of cards are a traditional method used to tell a person’s fortune, but legends hold that certain cards or combinations of unfortunate draws can attract the attention of the grim reaper. Specialized fortune-telling decks, such as the Harrow, might not feature the visage of the grim reaper directly, but to the paranoid, death could lurk in any unfortunate hand of cards.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Grim Reaper Treasure</title>\r\n\r\nThe grim reaper keeps no treasure, but sometimes lesser deaths hang on to strange keepsakes from those whom they have slain—especially in cases where a lesser death has set its unholy sight on an extended family or faction.\r\n</aside>",
|
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"name": "Grim Reaper",
|
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"rarity": "common",
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"release_date": "2019-08-01",
|
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 196</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n This entry did not have a separate description for the family .\r\n</summary>",
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"summary_markdown": " This entry did not have a separate description for the family .",
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"text": " Grim Reaper Source Bestiary pg. 196 This entry did not have a separate description for the family. Members Grim Reaper (Creature 21), Lesser Death (Creature 16) Dead Man's Hand Decks of cards are a traditional method used to tell a person’s fortune, but legends hold that certain cards or combinations of unfortunate draws can attract the attention of the grim reaper. Specialized fortune-telling decks, such as the Harrow, might not feature the visage of the grim reaper directly, but to the paranoid, death could lurk in any unfortunate hand of cards. Grim Reaper Treasure The grim reaper keeps no treasure, but sometimes lesser deaths hang on to strange keepsakes from those whom they have slain—especially in cases where a lesser death has set its unholy sight on an extended family or faction. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=104",
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"category": "creature-family",
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"creature_family": "Ratfolk",
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"creature_family_markdown": "Ratfolk",
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"exclude_from_search": false,
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"id": "creature-family-105",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Ratfolk](/MonsterFamilies.aspx?ID=105)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 277</row>\n\nTrue to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions that they are dirty or diseased, ysoki, as they call themselves, keep impeccably clean. Ratfolk are also sometimes mistaken for wererats and initially treated with fear until they can correct the mistaken identiflcation—if they get the chance to do so.\n\n In general, ratfolk have a keen understanding of pathological and alchemical sciences, which they employ in trade and self-defense. They make accomplished alchemists and tinkerers, and they often protect their lairs with traps, bombs, and other creations. Ratfolk merchants regularly dispatch large trade caravans that travel widely for a year or more before returning to their home community. During this time they make an effort to learn new things from the people they encounter and collect new, interesting materials and goods that they can bring back to their warrens.\n\n In their warrens, on the road, and in cities, ratfolk are extremely communal, thriving on proximity to and contact with one another even in relatively tight spaces. In addition, ratfolk are excellent at fighting in cramped spaces alongside their kin. Threatening one ratfolk or their allies is a sure re way to rally the whole community.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ratfolk Grenadier](/Monsters.aspx?ID=348) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Ratfolk Locations</title>\r\n\r\nOn Golarion, ysoki are most numerous in the Darklands below the continent of Tian Xia, where they rule a vast empire, but they can be found in the Inner Sea region as well—particularly in the badlands and hills of Numeria, where they eagerly scavenge and collect strange technological wonders and weapons.\r\n</aside>",
|
||
"name": "Ratfolk",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 277</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTrue to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions …\r\n</summary>",
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"source": [
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"Bestiary"
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"Bestiary pg. 277"
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 277</row>",
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"speed": {},
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"summary": "True to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions …",
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||
"summary_markdown": "True to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions …",
|
||
"text": " Ratfolk Source Bestiary pg. 277 True to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions that they are dirty or diseased, ysoki, as they call themselves, keep impeccably clean. Ratfolk are also sometimes mistaken for wererats and initially treated with fear until they can correct the mistaken identiflcation—if they get the chance to do so. In general, ratfolk have a keen understanding of pathological and alchemical sciences, which they employ in trade and self-defense. They make accomplished alchemists and tinkerers, and they often protect their lairs with traps, bombs, and other creations. Ratfolk merchants regularly dispatch large trade caravans that travel widely for a year or more before returning to their home community. During this time they make an effort to learn new things from the people they encounter and collect new, interesting materials and goods that they can bring back to their warrens. In their warrens, on the road, and in cities, ratfolk are extremely communal, thriving on proximity to and contact with one another even in relatively tight spaces. In addition, ratfolk are excellent at fighting in cramped spaces alongside their kin. Threatening one ratfolk or their allies is a sure re way to rally the whole community. Members Ratfolk Grenadier (Creature 4) Ratfolk Locations On Golarion, ysoki are most numerous in the Darklands below the continent of Tian Xia, where they rule a vast empire, but they can be found in the Inner Sea region as well—particularly in the badlands and hills of Numeria, where they eagerly scavenge and collect strange technological wonders and weapons. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=105",
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"weakness": {}
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Deadly Flora",
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"creature_family_markdown": "Deadly Flora",
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"exclude_from_search": false,
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"id": "creature-family-106",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Deadly Flora](/MonsterFamilies.aspx?ID=106)</title>\r\n\r\n<row gap=\"tiny\">**Source** [The Fall of Plaguestone](/Sources.aspx?ID=3) pg. 62</row>\n\nOften overlooked in light of more obvious threats, some plants can be just as deadly and dangerous as wild beasts.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bloodlash Bush](/Monsters.aspx?ID=427) (Creature 2), [Vine Lasher](/Monsters.aspx?ID=428) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Locations</title>\r\n\r\nThese deadly organisms can be found in any hot or temperate environment, but like most plants, they need light and moisture to thrive.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Treasure</title>\r\n\r\nWhile most forms of deadly flora do not value treasure in any way, their victims' wealth can usually be found strewn about their location, sometimes even buried in their roots. Due to the outdoors, the only things of value that are typically found are made from metal or stone, like weapons, armor, and some talismans.\r\n</aside>",
|
||
"name": "Deadly Flora",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [The Fall of Plaguestone](/Sources.aspx?ID=3) pg. 62</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOften overlooked in light of more obvious threats, some plants can be just as deadly and dangerous as wild beasts.\r\n</summary>",
|
||
"source": [
|
||
"The Fall of Plaguestone"
|
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],
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"source_raw": [
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"The Fall of Plaguestone pg. 62"
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"source_category": "Adventures",
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"source_group": "The Fall of Plaguestone",
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||
"source_markdown": "<row gap=\"tiny\">[The Fall of Plaguestone](/Sources.aspx?ID=3) pg. 62</row>",
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"speed": {},
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||
"summary": "Often overlooked in light of more obvious threats, some plants can be just as deadly and dangerous as wild beasts.",
|
||
"summary_markdown": "Often overlooked in light of more obvious threats, some plants can be just as deadly and dangerous as wild beasts.",
|
||
"text": " Deadly Flora Source The Fall of Plaguestone pg. 62 Often overlooked in light of more obvious threats, some plants can be just as deadly and dangerous as wild beasts. Members Bloodlash Bush (Creature 2), Vine Lasher (Creature 0) Locations These deadly organisms can be found in any hot or temperate environment, but like most plants, they need light and moisture to thrive. Treasure While most forms of deadly flora do not value treasure in any way, their victims' wealth can usually be found strewn about their location, sometimes even buried in their roots. Due to the outdoors, the only things of value that are typically found are made from metal or stone, like weapons, armor, and some talismans. ",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=106",
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"weakness": {}
|
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Anadi",
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||
"creature_family_markdown": "Anadi",
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||
"exclude_from_search": false,
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"id": "creature-family-107",
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"image": [
|
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"/Images/Monsters/Anadi.png"
|
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],
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Anadi](/MonsterFamilies.aspx?ID=107)</title>\r\n\r\n<row gap=\"tiny\">**Source** [The Mwangi Expanse](/Sources.aspx?ID=89) pg. 290 <sup>2.0</sup></row>\n\nAnadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid spiders covered in beautiful and distinctive markings of varying colors. These patterns are as unique as other humanoids' facial features, birthmarks, and other identifying aspects.\n\n Anadis possess an innate talent for [illusion](/Traits.aspx?ID=92) and [transmutation](/Traits.aspx?ID=157). They learned long ago how off-putting their natural forms can be to other humanoids, so they frequently use their innate talents to assume human forms. When they do so, only a strange, lovely sheen to their dark eyes and the deliberative, jerky movements of their gestures might indicate that an anadi is not entirely what they appear. As they are well aware of and accommodating toward other humanoids' delicate sensibilities about arachnids, many anadis consider it rude to show their natural forms to a stranger. Instead, most display their spider-like forms only as an intimidation tactic when threatened, or in privacy to those they trust.\n\n Most anadi tend to be shy and seek to live quiet lives harvesting mushrooms and weaving beautiful, patterned silk cloth. When forced into combat—an eventuality most anadis despise—they shift into their hybrid forms as soon as possible, allowing them to inflict their devastating natural venom on their foes.\r\n\r\n<title level=\"2\">Members</title>\r\n[Anadi Elder](/Monsters.aspx?ID=432) (Creature 6), [Anadi Elder](/Monsters.aspx?ID=1424) (Creature 6), [Anadi Fateweaver](/Monsters.aspx?ID=1608) (Creature 5), [Anadi Hunter](/Monsters.aspx?ID=430) (Creature 2), [Anadi Hunter](/Monsters.aspx?ID=1422) (Creature 2), [Anadi Lurker](/Monsters.aspx?ID=1607) (Creature 3), [Anadi Sage](/Monsters.aspx?ID=431) (Creature 4), [Anadi Sage](/Monsters.aspx?ID=1423) (Creature 4), [Anadi Seeker](/Monsters.aspx?ID=1606) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Anadi Allies</title>\r\n\r\nPeaceful anadis easily integrate into [human](/Ancestries.aspx?ID=6) communities so long as they wear their [humanoid](/Traits.aspx?ID=91) shape. Anadi families coexist happily with humans, usually making their living as tailors, weavers, or trappers. All too often, however, anadis face social stigma upon revealing their true forms. Most choose to hide this form, sharing their secret only with trusted friends. Reclusive anadis remain in the wilderness and avoid other ancestries entirely, but they domesticate giant spiders as trained guardians or hunting animals.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Grandmother Spider</title>\r\n\r\nMany anadi villages believe deeply in the teachings of [Grandmother Spider](/Deities.aspx?ID=37), the goddess of twilight, weaving, illusion, and family. The most devout anadi believe that this goddess, sometimes called Nana Anadi, long ago led their ancestors from servitude. The legend goes that when the anadi were frightened by the darkness, Grandmother Spider plucked the dewdrops from her web to hang in the sky and light the night for them. Nana Anadi is an honorary matriarch to many in Nurvatcha, though the goddess has never taken the nation's throne—and most believe she would never wish to do so, anyway.\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Nurvatcha</title>\r\n\r\nThe largest group of anadis live in the southern Garundi nation of Nurvatcha, and other villages in the surrounding region. Anadis also live in Casmaron and on some of ruined Azlant's smaller islands. Regardless of their homes and origins, they share common values and cultural characteristics.\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Web Marriages</title>\r\n\r\nAnadis are communal when it comes to courting one another and raising their young. Most relationships are triads or tetrads that make up a single household and share domestic responsibilities. Such partnerships often extend to members' work outside of the home; one family could consist of three hunters who coordinate group hunts, while another might have four sages who spend as much time together in the library as at home. These “web marriages” play a large role in anadi society; members of a web marriage vote in blocks during local elections and defend one another to the death in times of strife.\r\n</aside>",
|
||
"name": "Anadi",
|
||
"rarity": "common",
|
||
"release_date": "2021-07-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [The Mwangi Expanse](/Sources.aspx?ID=89) pg. 290 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAnadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble …\r\n</summary>",
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"source": [
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"The Mwangi Expanse"
|
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"speed": {},
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"summary": "Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble …",
|
||
"summary_markdown": "Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble …",
|
||
"text": " Anadi Source The Mwangi Expanse pg. 290 2.0 Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid spiders covered in beautiful and distinctive markings of varying colors. These patterns are as unique as other humanoids' facial features, birthmarks, and other identifying aspects. Anadis possess an innate talent for illusion and transmutation. They learned long ago how off-putting their natural forms can be to other humanoids, so they frequently use their innate talents to assume human forms. When they do so, only a strange, lovely sheen to their dark eyes and the deliberative, jerky movements of their gestures might indicate that an anadi is not entirely what they appear. As they are well aware of and accommodating toward other humanoids' delicate sensibilities about arachnids, many anadis consider it rude to show their natural forms to a stranger. Instead, most display their spider-like forms only as an intimidation tactic when threatened, or in privacy to those they trust. Most anadi tend to be shy and seek to live quiet lives harvesting mushrooms and weaving beautiful, patterned silk cloth. When forced into combat—an eventuality most anadis despise—they shift into their hybrid forms as soon as possible, allowing them to inflict their devastating natural venom on their foes. Members Anadi Elder (Creature 6), Anadi Elder (Creature 6), Anadi Fateweaver (Creature 5), Anadi Hunter (Creature 2), Anadi Hunter (Creature 2), Anadi Lurker (Creature 3), Anadi Sage (Creature 4), Anadi Sage (Creature 4), Anadi Seeker (Creature 1) Anadi Allies Peaceful anadis easily integrate into human communities so long as they wear their humanoid shape. Anadi families coexist happily with humans, usually making their living as tailors, weavers, or trappers. All too often, however, anadis face social stigma upon revealing their true forms. Most choose to hide this form, sharing their secret only with trusted friends. Reclusive anadis remain in the wilderness and avoid other ancestries entirely, but they domesticate giant spiders as trained guardians or hunting animals. Grandmother Spider Many anadi villages believe deeply in the teachings of Grandmother Spider, the goddess of twilight, weaving, illusion, and family. The most devout anadi believe that this goddess, sometimes called Nana Anadi, long ago led their ancestors from servitude. The legend goes that when the anadi were frightened by the darkness, Grandmother Spider plucked the dewdrops from her web to hang in the sky and light the night for them. Nana Anadi is an honorary matriarch to many in Nurvatcha, though the goddess has never taken the nation's throne—and most believe she would never wish to do so, anyway. Nurvatcha The largest group of anadis live in the southern Garundi nation of Nurvatcha, and other villages in the surrounding region. Anadis also live in Casmaron and on some of ruined Azlant's smaller islands. Regardless of their homes and origins, they share common values and cultural characteristics. Web Marriages Anadis are communal when it comes to courting one another and raising their young. Most relationships are triads or tetrads that make up a single household and share domestic responsibilities. Such partnerships often extend to members' work outside of the home; one family could consist of three hunters who coordinate group hunts, while another might have four sages who spend as much time together in the library as at home. These “web marriages” play a large role in anadi society; members of a web marriage vote in blocks during local elections and defend one another to the death in times of strife. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=107",
|
||
"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Biloko",
|
||
"creature_family_markdown": "Biloko",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-108",
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"image": [
|
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"/Images/Monsters/Biloko.png"
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],
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Biloko](/MonsterFamilies.aspx?ID=108)</title>\r\n\r\n<row gap=\"tiny\">**Source** [The Mwangi Expanse](/Sources.aspx?ID=89) pg. 294 <sup>2.0</sup></row>\n\nBilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey—typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic.\n\n Bilokos have a fondness for bells, and the sound of ringing bells often indicates their presence. In addition to carrying and ringing them while out hunting, bilokos sometimes enchant bells with potent magic, or hang them on strings to serve as alarms for their encampments.\n\n Bilokos look like slender but wiry humanoids with crocodile-like heads, rust-colored skin, and blood-red eyes. They eat only the meat of humanoids, though they can survive for extended periods of time on a single meal thanks to their snakelike ability to consume a Medium humanoid creature whole. They do this by unhinging their jaws and slowly swallowing the victim from head to foot. Thanks to their acidic saliva and sharp teeth, a biloko can masticate their food into an easy-to-digest pulp, grinding flesh and bone into a compact mush, even while swallowing; thus, they do not flinch while devouring meals two or three times their own size.\n\n A recently-fed biloko can be easily recognized by their sagging, distended belly. However, despite their slow appearance, the fey is no less dangerous then, as they delight in killing and might have hungry comrades hiding nearby, waiting to feed. \r\n\r\n<title level=\"2\">Members</title>\r\n[Biloko Veteran](/Monsters.aspx?ID=442) (Creature 4), [Biloko Veteran](/Monsters.aspx?ID=1428) (Creature 4), [Biloko Warrior](/Monsters.aspx?ID=441) (Creature 1), [Biloko Warrior](/Monsters.aspx?ID=1427) (Creature 1), [Eloko](/Monsters.aspx?ID=443) (Creature 7), [Eloko](/Monsters.aspx?ID=1429) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Charming Predators</title>\r\n\r\nBilokos' connection to the [First World](/Planes.aspx?ID=10) grants them a limited ability to supernaturally charm their enemies. Bilokos use this power to lure stragglers away from their adventuring parties or confuse their opponents when a raid goes horribly awry. Large hunting parties of bilokos might charm entire groups of travelers, in which case these bilokos might bring their enchanted quarry back to their community to feast on (though they are more likely to simply enjoy the spoils of their efforts alone).\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elokolobha</title>\r\n\r\nIn the jungles north of Lake Ocota, rumors speak of an incredibly powerful eloko who calls himself Emperor Sharptooth and rules over an entire city of bilokos and other fey, known as Elokolobha. While such coordination between the capricious fey is not unheard of, explorers have been unable to verify these stories, as all who attempt to find the biloko settlement are never seen again. Recently, a group of Pathfinders based out of Nantambu has started collecting funds for an expedition to find this mysterious city and return with information (and possibly a wealth of treasure). The outer structures of Elokolobha (_Lost Omens Mwangi Expanse_ page 175) are little more than slapdash constructions, a conglomerate of salvage, scrap wood, and crudely carved limestone. High atop the rocky crags, wooden huts perch upon flats and notches. These are connected to each other via rope bridges, ladders, and zip lines. Far more impressive are the caves within the crags themselves, ancient and partially worked into grand, strangely shaped chambers.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Guerilla Ambushers</title>\r\n\r\nBilokos prefer to move about in small, stealthy packs in dark, isolated sections of the jungle. When a band of bilokos finds a suitable hunting ground, it claims the area exclusively, digging pit traps, crafting snares from vines, and building blinds high in trees where the predators can lie in ambush.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">The Biloko City</title>\r\n\r\nIn the jungles north of Lake Ocota, rumors speak of an incredibly powerful eloko who calls himself Emperor Sharptooth and rules over an entire city of bilokos and other fey. While such coordination between the capricious fey is not unheard of, explorers have been unable to verify these stories, as all who attempt to find the biloko settlement are never seen again. Recently, a group of Pathfinders based out of Nantambu has started collecting funds for an expedition to find this mysterious city and return with information (and possibly a wealth of treasure).\r\n</aside>",
|
||
"name": "Biloko",
|
||
"rarity": "common",
|
||
"release_date": "2021-07-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [The Mwangi Expanse](/Sources.aspx?ID=89) pg. 294 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ …\r\n</summary>",
|
||
"source": [
|
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|
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|
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"source_markdown": "<row gap=\"tiny\">[The Mwangi Expanse](/Sources.aspx?ID=89) pg. 294 <sup>2.0</sup></row>",
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"speed": {},
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"summary": "Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ …",
|
||
"summary_markdown": "Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ …",
|
||
"text": " Biloko Source The Mwangi Expanse pg. 294 2.0 Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey—typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic. Bilokos have a fondness for bells, and the sound of ringing bells often indicates their presence. In addition to carrying and ringing them while out hunting, bilokos sometimes enchant bells with potent magic, or hang them on strings to serve as alarms for their encampments. Bilokos look like slender but wiry humanoids with crocodile-like heads, rust-colored skin, and blood-red eyes. They eat only the meat of humanoids, though they can survive for extended periods of time on a single meal thanks to their snakelike ability to consume a Medium humanoid creature whole. They do this by unhinging their jaws and slowly swallowing the victim from head to foot. Thanks to their acidic saliva and sharp teeth, a biloko can masticate their food into an easy-to-digest pulp, grinding flesh and bone into a compact mush, even while swallowing; thus, they do not flinch while devouring meals two or three times their own size. A recently-fed biloko can be easily recognized by their sagging, distended belly. However, despite their slow appearance, the fey is no less dangerous then, as they delight in killing and might have hungry comrades hiding nearby, waiting to feed. Members Biloko Veteran (Creature 4), Biloko Veteran (Creature 4), Biloko Warrior (Creature 1), Biloko Warrior (Creature 1), Eloko (Creature 7), Eloko (Creature 7) Charming Predators Bilokos' connection to the First World grants them a limited ability to supernaturally charm their enemies. Bilokos use this power to lure stragglers away from their adventuring parties or confuse their opponents when a raid goes horribly awry. Large hunting parties of bilokos might charm entire groups of travelers, in which case these bilokos might bring their enchanted quarry back to their community to feast on (though they are more likely to simply enjoy the spoils of their efforts alone). Elokolobha In the jungles north of Lake Ocota, rumors speak of an incredibly powerful eloko who calls himself Emperor Sharptooth and rules over an entire city of bilokos and other fey, known as Elokolobha. While such coordination between the capricious fey is not unheard of, explorers have been unable to verify these stories, as all who attempt to find the biloko settlement are never seen again. Recently, a group of Pathfinders based out of Nantambu has started collecting funds for an expedition to find this mysterious city and return with information (and possibly a wealth of treasure). The outer structures of Elokolobha ( Lost Omens Mwangi Expanse page 175) are little more than slapdash constructions, a conglomerate of salvage, scrap wood, and crudely carved limestone. High atop the rocky crags, wooden huts perch upon flats and notches. These are connected to each other via rope bridges, ladders, and zip lines. Far more impressive are the caves within the crags themselves, ancient and partially worked into grand, strangely shaped chambers. Guerilla Ambushers Bilokos prefer to move about in small, stealthy packs in dark, isolated sections of the jungle. When a band of bilokos finds a suitable hunting ground, it claims the area exclusively, digging pit traps, crafting snares from vines, and building blinds high in trees where the predators can lie in ambush. The Biloko City In the jungles north of Lake Ocota, rumors speak of an incredibly powerful eloko who calls himself Emperor Sharptooth and rules over an entire city of bilokos and other fey. While such coordination between the capricious fey is not unheard of, explorers have been unable to verify these stories, as all who attempt to find the biloko settlement are never seen again. Recently, a group of Pathfinders based out of Nantambu has started collecting funds for an expedition to find this mysterious city and return with information (and possibly a wealth of treasure). ",
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"creature_family": "Charau-ka",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Charau-ka](/MonsterFamilies.aspx?ID=109)</title>\r\n\r\n<row gap=\"tiny\">**Source** [The Mwangi Expanse](/Sources.aspx?ID=89) pg. 296 <sup>2.0</sup></row>\n\nLegend tells that charau-ka share ancestry with the demon lord Angazhan, who transformed the dead bodies of humans who waged war against his cult, causing them to rise as the first of the mandrill-like humanoids. Though long unproven, rumors persist that charau-ka priests have perfected a hideous ritual that forces the slain to reincarnate as new charau-ka in honor of this ancient tale. Other stories say that powerful altars devoted to Angazhan contain this power, and that conducting ritual sacrifices before these magical artifacts causes the spirits of the dead to return to life as violent devotees of [Angazhan](/Deities.aspx?ID=72), the master of those who revel in savagery and destruction.\n\n The largest charau-ka stronghold in the Mwangi Expanse is the city of Usaro (see _Lost Omens: Mwangi Expanse_ page 266), located on the shores of Lake Ocota. Though the death of their Gorilla King has led to political turmoil, the charau-ka will happily unite to kidnap or murder any outsiders in the area.\r\n\r\n<title level=\"2\">Members</title>\r\n[Charau-ka Acolyte of Angazhan](/Monsters.aspx?ID=445) (Creature 3), [Charau-ka Acolyte of Angazhan](/Monsters.aspx?ID=1431) (Creature 3), [Charau-ka Butcher](/Monsters.aspx?ID=446) (Creature 6), [Charau-ka Butcher](/Monsters.aspx?ID=1432) (Creature 6), [Charau-ka Warrior](/Monsters.aspx?ID=444) (Creature 1), [Charau-ka Warrior](/Monsters.aspx?ID=1430) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">A Fragmented Nation</title>\r\n\r\nUntil recently, most charau-kas were united under the rulership of Ruthazek the Gorilla King, a powerful warlord and champion of Angazhan who ruled from the city of Usaro. But when adventurers challenged and defeated Ruthazek, the charau-ka nation fragmented and the clans scattered into the jungle, each led by their own individual warlords.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Charau-ka Settlements</title>\r\n\r\nCharau-kas generally dwell in small tribes consisting of a few dozen members. They often keep dangerous jungle creatures as pets or guardians, trusting their rangers or animal handlers to keep these deadly beasts under control. It’s not uncommon to find a group of charau-kas who cage a wild beast in the midst of their village, sacrificing victims to the imprisoned creature or tormenting it by holding it as a living trophy of sorts. A typical charau-ka village extends from the jungle floor up into the canopy above, and usually includes several treehouse-style structures connected by vines or rope bridges.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Kibwe Refugees</title>\r\n\r\nNot every charau-ka follows [Angazhan](/Deities.aspx?ID=72) or intends to slaughter every creature they meet. When Usaro collapsed into bloody chaos, a sizable number of charau-ka fled east to the city of Kibwe where they were welcomed with surprisingly few qualms. Though these charau-ka are rarely altruistic, they are willing enough to cooperate with other ancestries out of self-interest.\r\n</aside>",
|
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"name": "Charau-ka",
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"rarity": "common",
|
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"release_date": "2021-07-07",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [The Mwangi Expanse](/Sources.aspx?ID=89) pg. 296 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLegend tells that charau-ka share ancestry with the demon lord Angazhan, who transformed the dead bodies of humans who waged war against his cult, …\r\n</summary>",
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"source": [
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"source_category": "Lost Omens",
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"source_markdown": "<row gap=\"tiny\">[The Mwangi Expanse](/Sources.aspx?ID=89) pg. 296 <sup>2.0</sup></row>",
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"summary": "Legend tells that charau-ka share ancestry with the demon lord Angazhan, who transformed the dead bodies of humans who waged war against his cult, …",
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"summary_markdown": "Legend tells that charau-ka share ancestry with the demon lord Angazhan, who transformed the dead bodies of humans who waged war against his cult, …",
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"text": " Charau-ka Source The Mwangi Expanse pg. 296 2.0 Legend tells that charau-ka share ancestry with the demon lord Angazhan, who transformed the dead bodies of humans who waged war against his cult, causing them to rise as the first of the mandrill-like humanoids. Though long unproven, rumors persist that charau-ka priests have perfected a hideous ritual that forces the slain to reincarnate as new charau-ka in honor of this ancient tale. Other stories say that powerful altars devoted to Angazhan contain this power, and that conducting ritual sacrifices before these magical artifacts causes the spirits of the dead to return to life as violent devotees of Angazhan, the master of those who revel in savagery and destruction. The largest charau-ka stronghold in the Mwangi Expanse is the city of Usaro (see Lost Omens: Mwangi Expanse page 266), located on the shores of Lake Ocota. Though the death of their Gorilla King has led to political turmoil, the charau-ka will happily unite to kidnap or murder any outsiders in the area. Members Charau-ka Acolyte of Angazhan (Creature 3), Charau-ka Acolyte of Angazhan (Creature 3), Charau-ka Butcher (Creature 6), Charau-ka Butcher (Creature 6), Charau-ka Warrior (Creature 1), Charau-ka Warrior (Creature 1) A Fragmented Nation Until recently, most charau-kas were united under the rulership of Ruthazek the Gorilla King, a powerful warlord and champion of Angazhan who ruled from the city of Usaro. But when adventurers challenged and defeated Ruthazek, the charau-ka nation fragmented and the clans scattered into the jungle, each led by their own individual warlords. Charau-ka Settlements Charau-kas generally dwell in small tribes consisting of a few dozen members. They often keep dangerous jungle creatures as pets or guardians, trusting their rangers or animal handlers to keep these deadly beasts under control. It’s not uncommon to find a group of charau-kas who cage a wild beast in the midst of their village, sacrificing victims to the imprisoned creature or tormenting it by holding it as a living trophy of sorts. A typical charau-ka village extends from the jungle floor up into the canopy above, and usually includes several treehouse-style structures connected by vines or rope bridges. Kibwe Refugees Not every charau-ka follows Angazhan or intends to slaughter every creature they meet. When Usaro collapsed into bloody chaos, a sizable number of charau-ka fled east to the city of Kibwe where they were welcomed with surprisingly few qualms. Though these charau-ka are rarely altruistic, they are willing enough to cooperate with other ancestries out of self-interest. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=109",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Grippli",
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"creature_family_markdown": "Grippli",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Grippli](/MonsterFamilies.aspx?ID=110)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 86</row>\n\nFrog-like humanoids who make their homes in the treetops of tropical jungles and forests, gripplis are uniquely adapted to their environment. Their oversized eyes give them keen vision in both light and dark, and their large toes allow them to easily scale the trees atop which they reside. Gripplis vary widely in physical appearance, their physiologies largely determined by their surrounding environment; those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis are just over 2 feet tall and weigh approximately 30 pounds.\n\n Whatever region they come from, gripplis tend to be peaceful huntergatherers. Due to their modest understanding of agriculture, gripplis don’t raise crops in the traditional sense, although they do cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. The jungle also contains rivers and lakes filled with silver-scaled fish, which gripplis harvest in a sustainable manner to ensure their future supply, as well as fatty insects that grow much larger than in other parts of the world. Some of the most advanced grippli societies capture and breed these insects, nurturing herds of giant dragonflies or beetles that are eventually slaughtered for food for the rest of the village. Particularly enterprising gripplis even seek out and tame huge flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes.\n\n The treetop settlements of the grippli are difficult to spot from the forest floor. Gripplis obscure their holdings with broad leaves and thick branches, and they riddle the surrounding forest with labyrinthine trails that only they know how to navigate. Their villages are usually constructed among the densest populations of trees, with thin rope bridges strung between wide wooden platforms built around each trunk.\r\n\r\n<title level=\"2\">Members</title>\r\n[Grippli Archer](/Monsters.aspx?ID=448) (Creature 3), [Grippli Greenspeaker](/Monsters.aspx?ID=449) (Creature 5), [Grippli Jinxer](/Monsters.aspx?ID=1624) (Creature 6), [Grippli Scout](/Monsters.aspx?ID=447) (Creature 1), [Grippli Scout](/Monsters.aspx?ID=693) (Creature 1), [Grippli Skirmisher](/Monsters.aspx?ID=1623) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">A History of Neutrality</title>\r\n\r\nGrippli villages rarely get involved in the concerns of other communities, preferring to focus on maintaining relative peace within their own small societies. Legends explain this attitude with a tale of a grippli champion who dragged his people into a war between humans and [charau-kas](/MonsterFamilies.aspx?ID=109). The stories differ as to which side the gripplis took, but every version ends with the bloody deaths of the hero and his family. Since that time, village elders claim, gripplis have done their best to remain far from the conflicts of others.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Baneback Origins</title>\r\n\r\nLegends tell of a grippli warlord who bargained with the demon lord Jubilex to gain a foul power over poison and become the first baneback. He and his children—all of whom bore a malignant toxin— terrorized surrounding communities before being defeated and drawn into the [Abyss](/Planes.aspx?ID=13). This legend explains gripplis' disdain for banebacks, though it's unclear if the trait is the lingering effect of a demonic bargain or simply a rare mutation.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Grippli Minions</title>\r\n\r\nGripplis keep company with few other intelligent species, but their close bond with nature means they may be found alongside giant insects, plant creatures, and other beasts of the jungle.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Rancorous Enclaves</title>\r\n\r\nExiled baneback sometimes band together to form their own villages, usually under the leadership of a jinxer. Given that some banebacks are violent malcontents, these villages don't last long unless the leader keeps order, usually by violence or fear. These villages often keep monstrous vermin, such as [giant cockroaches](/Monsters.aspx?ID=585), [giant tsetse flies](/Monsters.aspx?ID=1611), or [giant ticks](/Monsters.aspx?ID=826) as guards or mascots.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Treasure for Trade</title>\r\n\r\nA grippli’s knowledge is often more valuable than any of the handcrafted weapons or goods it carries. However, the most esteemed members of grippli communities— alchemists, greenspeakers, and scouts—often carry alchemical creations, magic items, or valuables meant for trading with members of other jungle civilizations.\r\n</aside>",
|
||
"name": "Grippli",
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"rarity": "common",
|
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"release_date": "2019-09-01",
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 86</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFrog-like humanoids who make their homes in the treetops of tropical jungles and forests, gripplis are uniquely adapted to their environment. Their …\r\n</summary>",
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"source": [
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 86</row>",
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"summary": "Frog-like humanoids who make their homes in the treetops of tropical jungles and forests, gripplis are uniquely adapted to their environment. Their …",
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"summary_markdown": "Frog-like humanoids who make their homes in the treetops of tropical jungles and forests, gripplis are uniquely adapted to their environment. Their …",
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"text": " Grippli Source Pathfinder #146: Cult of Cinders pg. 86 Frog-like humanoids who make their homes in the treetops of tropical jungles and forests, gripplis are uniquely adapted to their environment. Their oversized eyes give them keen vision in both light and dark, and their large toes allow them to easily scale the trees atop which they reside. Gripplis vary widely in physical appearance, their physiologies largely determined by their surrounding environment; those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis are just over 2 feet tall and weigh approximately 30 pounds. Whatever region they come from, gripplis tend to be peaceful huntergatherers. Due to their modest understanding of agriculture, gripplis don’t raise crops in the traditional sense, although they do cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. The jungle also contains rivers and lakes filled with silver-scaled fish, which gripplis harvest in a sustainable manner to ensure their future supply, as well as fatty insects that grow much larger than in other parts of the world. Some of the most advanced grippli societies capture and breed these insects, nurturing herds of giant dragonflies or beetles that are eventually slaughtered for food for the rest of the village. Particularly enterprising gripplis even seek out and tame huge flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes. The treetop settlements of the grippli are difficult to spot from the forest floor. Gripplis obscure their holdings with broad leaves and thick branches, and they riddle the surrounding forest with labyrinthine trails that only they know how to navigate. Their villages are usually constructed among the densest populations of trees, with thin rope bridges strung between wide wooden platforms built around each trunk. Members Grippli Archer (Creature 3), Grippli Greenspeaker (Creature 5), Grippli Jinxer (Creature 6), Grippli Scout (Creature 1), Grippli Scout (Creature 1), Grippli Skirmisher (Creature 4) A History of Neutrality Grippli villages rarely get involved in the concerns of other communities, preferring to focus on maintaining relative peace within their own small societies. Legends explain this attitude with a tale of a grippli champion who dragged his people into a war between humans and charau-kas. The stories differ as to which side the gripplis took, but every version ends with the bloody deaths of the hero and his family. Since that time, village elders claim, gripplis have done their best to remain far from the conflicts of others. Baneback Origins Legends tell of a grippli warlord who bargained with the demon lord Jubilex to gain a foul power over poison and become the first baneback. He and his children—all of whom bore a malignant toxin— terrorized surrounding communities before being defeated and drawn into the Abyss. This legend explains gripplis' disdain for banebacks, though it's unclear if the trait is the lingering effect of a demonic bargain or simply a rare mutation. Grippli Minions Gripplis keep company with few other intelligent species, but their close bond with nature means they may be found alongside giant insects, plant creatures, and other beasts of the jungle. Rancorous Enclaves Exiled baneback sometimes band together to form their own villages, usually under the leadership of a jinxer. Given that some banebacks are violent malcontents, these villages don't last long unless the leader keeps order, usually by violence or fear. These villages often keep monstrous vermin, such as giant cockroaches, giant tsetse flies, or giant ticks as guards or mascots. Treasure for Trade A grippli’s knowledge is often more valuable than any of the handcrafted weapons or goods it carries. However, the most esteemed members of grippli communities— alchemists, greenspeakers, and scouts—often carry alchemical creations, magic items, or valuables meant for trading with members of other jungle civilizations. ",
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"category": "creature-family",
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"creature_family": "Velstrac",
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"id": "creature-family-111",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Velstrac](/MonsterFamilies.aspx?ID=111)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 82</row>\n\nVelstracs are horrific, shadow-dwelling fiends who seek ultimate sensation through self-mutilation. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of debasement and torture before then turning their knives on themselves. Although velstracs consider themselves beyond such limitations as morality or mortal taboos, their victims know them as emotionless tormentors who inflict debased, sadistic suffering. They claim to seek perfection in thought, form, and action, although they don’t recognize any refinement that doesn’t require the painful excision of the flesh or spirit.\n\n Velstracs manifest from the souls of masochistic or sadistic mortals that are diverted into the Shadow Plane and then forged into forms that suit their vile predilections, ranging from the low-ranking augurs to the aesthetics-obsessed interlocutors.\n\n Some mortals refer to velstracs as “kytons,” a misattribution that the velstracs tolerate with cold amusement. The term “kyton” denotes a master or virtuoso among their kind, and these fiends enjoy being labeled masters of their horrid paths to perfection through agony.\r\n\r\n<title level=\"2\">Members</title>\r\n[Augur](/Monsters.aspx?ID=460) (Creature 1), [Augur](/Monsters.aspx?ID=847) (Creature 1), [Ephialtes](/Monsters.aspx?ID=2529) (Creature 16), [Eremite](/Monsters.aspx?ID=852) (Creature 20), [Evangelist](/Monsters.aspx?ID=461) (Creature 6), [Evangelist](/Monsters.aspx?ID=849) (Creature 6), [Interlocutor](/Monsters.aspx?ID=462) (Creature 12), [Interlocutor](/Monsters.aspx?ID=851) (Creature 12), [Ostiarius](/Monsters.aspx?ID=848) (Creature 5), [Precentor](/Monsters.aspx?ID=463) (Creature 16), [Sacristan](/Monsters.aspx?ID=850) (Creature 10), [Vincuvicar](/Monsters.aspx?ID=2530) (Creature 18)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">A Mortal Name</title>\r\n\r\nSome mortals refer to velstracs as “kytons,” a misattribution that the velstracs tolerate with cold amusement. The term “kyton” denotes a master or virtuoso among their kind, and these fiends enjoy being labeled as masters of their horrid paths of perfection through agony.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Despicable Origins</title>\r\n\r\nVelstracs originated with the first debased thoughts of mortals, which divine beings found so deplorable that they locked all velstracs away in [Hell](/Planes.aspx?ID=18). It wasn't long, however, before the newly formed beings escaped their infernal prison to the [Shadow Plane](/Planes.aspx?ID=11).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Velstracs</title>\r\n\r\nScholars grimly joke that there are as many different kinds of velstracs as there are ways to skin a cat. The relatively diminutive cantor velstrac poisons the minds of its victims so that they believe they are being clawed from the inside out. The mighty eremites, on the other hand, seek out the most powerful beings to subsume into their own form and lord over all other velstracs save the demagogues.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">The Shadow Forge</title>\r\n\r\nMany velstracs forge their own chains, but others outsource the task to unique velstracs known as almoners. These blind, deaf, and mute velstracs resemble six-armed halflings severed at the waist that toil away endlessly at a great burning foundry called the Shadow Forge. Almoners operate under mysterious strictures, and are just as likely to turn a velstrac away empty-handed as they are to hand one a finely crafted chain before the request has even been uttered.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Velstrac Divinities</title>\r\n\r\nThe most powerful velstracs are unique divinities known collectively as demagogues—powerful creatures often worshipped by mortals who seek to experience agonizing new revelations and gain power by enhancing the body through pain.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Velstracs on Golarion</title>\r\n\r\nVelstracs are most often encountered in the shadowy realm of Nidal, where the state worship of [Zon-Kuthon](/Deities.aspx?ID=20) is rigidly enforced. Indeed, many velstracs are created from the souls of Joyful Things, devotees of Zon-Kuthon who have had their limbs amputated to focus their minds on the veneration of pain, sacrifice, and torment.\r\n</aside>",
|
||
"name": "Velstrac",
|
||
"rarity": "common",
|
||
"release_date": "2019-09-18",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nVelstracs are horrific, shadow-dwelling fiends who seek ultimate sensation through self-mutilation. They transcend their stoic detachment only when …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #147: Tomorrow Must Burn"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #147: Tomorrow Must Burn pg. 82"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Age of Ashes",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 82</row>",
|
||
"speed": {},
|
||
"summary": "Velstracs are horrific, shadow-dwelling fiends who seek ultimate sensation through self-mutilation. They transcend their stoic detachment only when …",
|
||
"summary_markdown": "Velstracs are horrific, shadow-dwelling fiends who seek ultimate sensation through self-mutilation. They transcend their stoic detachment only when …",
|
||
"text": " Velstrac Source Pathfinder #147: Tomorrow Must Burn pg. 82 Velstracs are horrific, shadow-dwelling fiends who seek ultimate sensation through self-mutilation. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of debasement and torture before then turning their knives on themselves. Although velstracs consider themselves beyond such limitations as morality or mortal taboos, their victims know them as emotionless tormentors who inflict debased, sadistic suffering. They claim to seek perfection in thought, form, and action, although they don’t recognize any refinement that doesn’t require the painful excision of the flesh or spirit. Velstracs manifest from the souls of masochistic or sadistic mortals that are diverted into the Shadow Plane and then forged into forms that suit their vile predilections, ranging from the low-ranking augurs to the aesthetics-obsessed interlocutors. Some mortals refer to velstracs as “kytons,” a misattribution that the velstracs tolerate with cold amusement. The term “kyton” denotes a master or virtuoso among their kind, and these fiends enjoy being labeled masters of their horrid paths to perfection through agony. Members Augur (Creature 1), Augur (Creature 1), Ephialtes (Creature 16), Eremite (Creature 20), Evangelist (Creature 6), Evangelist (Creature 6), Interlocutor (Creature 12), Interlocutor (Creature 12), Ostiarius (Creature 5), Precentor (Creature 16), Sacristan (Creature 10), Vincuvicar (Creature 18) A Mortal Name Some mortals refer to velstracs as “kytons,” a misattribution that the velstracs tolerate with cold amusement. The term “kyton” denotes a master or virtuoso among their kind, and these fiends enjoy being labeled as masters of their horrid paths of perfection through agony. Despicable Origins Velstracs originated with the first debased thoughts of mortals, which divine beings found so deplorable that they locked all velstracs away in Hell. It wasn't long, however, before the newly formed beings escaped their infernal prison to the Shadow Plane. Other Velstracs Scholars grimly joke that there are as many different kinds of velstracs as there are ways to skin a cat. The relatively diminutive cantor velstrac poisons the minds of its victims so that they believe they are being clawed from the inside out. The mighty eremites, on the other hand, seek out the most powerful beings to subsume into their own form and lord over all other velstracs save the demagogues. The Shadow Forge Many velstracs forge their own chains, but others outsource the task to unique velstracs known as almoners. These blind, deaf, and mute velstracs resemble six-armed halflings severed at the waist that toil away endlessly at a great burning foundry called the Shadow Forge. Almoners operate under mysterious strictures, and are just as likely to turn a velstrac away empty-handed as they are to hand one a finely crafted chain before the request has even been uttered. Velstrac Divinities The most powerful velstracs are unique divinities known collectively as demagogues—powerful creatures often worshipped by mortals who seek to experience agonizing new revelations and gain power by enhancing the body through pain. Velstracs on Golarion Velstracs are most often encountered in the shadowy realm of Nidal, where the state worship of Zon-Kuthon is rigidly enforced. Indeed, many velstracs are created from the souls of Joyful Things, devotees of Zon-Kuthon who have had their limbs amputated to focus their minds on the veneration of pain, sacrifice, and torment. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=111",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Aluum",
|
||
"creature_family_markdown": "Aluum",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-113",
|
||
"image": [
|
||
"/Images/Monsters/Aluum.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Aluum](/MonsterFamilies.aspx?ID=113)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 82</row>\n\nAluums are powerful metal and stone constructs originally created by the Pactmasters to maintain order in Katapesh. The construction of each aluum includes the creation of an [_aluum charm_](/Equipment.aspx?ID=560), a brass pendant set with a blue crystal designed to control that particular construct. The charm constructed at the same time as an aluum is called its linked charm.\r\n\r\n<title level=\"2\">Members</title>\r\n[Aluum Enforcer](/Monsters.aspx?ID=476) (Creature 10), [Spiritbound Aluum](/Monsters.aspx?ID=477) (Creature 16)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Loyal City Servants</title>\r\n\r\nRetired Zephyr Guards are the most common soul donors bound within an aluum’s crystalline focus, typically agreeing to it early in their career in exchange for a higher salary.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Rogue Aluums</title>\r\n\r\nAlthough members of the Zephyr Guard stop at nothing to detain and destroy rogue aluums, several such renegade spiritbound aluums remain at large.\n\n **Daemon of Dogtown**: Following the Silk Riots of 4303 AR, the Pactmasters dispatched this aluum to eliminate straggling instigators. It succeeded, but not before gaining sentience and enacting a 3-day string of murders. Although officials claim it was destroyed, the so-called Daemon of Dogtown’s body was never actually recovered, leading to rumors that it still haunts the outskirts of Katapesh.\n\n **Queen Halkuar**: Assigned to protect a gnoll emissary from the Spotted Hide pack, this aluum failed to protect its charge from assassins. Instinctively, it bound the gnoll’s soul, assumed the fabricated persona of “Queen Halkuar,” and fled into the hinterlands. The queen is said to still wander the wastes in search of additional “packmates.”\r\n</aside>",
|
||
"name": "Aluum",
|
||
"rarity": "common",
|
||
"release_date": "2019-11-13",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAluums are powerful metal and stone constructs originally created by the Pactmasters to maintain order in Katapesh. The construction of each aluum …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #149: Against the Scarlet Triad"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #149: Against the Scarlet Triad pg. 82"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Age of Ashes",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 82</row>",
|
||
"speed": {},
|
||
"summary": "Aluums are powerful metal and stone constructs originally created by the Pactmasters to maintain order in Katapesh. The construction of each aluum …",
|
||
"summary_markdown": "Aluums are powerful metal and stone constructs originally created by the Pactmasters to maintain order in Katapesh. The construction of each aluum …",
|
||
"text": " Aluum Source Pathfinder #149: Against the Scarlet Triad pg. 82 Aluums are powerful metal and stone constructs originally created by the Pactmasters to maintain order in Katapesh. The construction of each aluum includes the creation of an aluum charm , a brass pendant set with a blue crystal designed to control that particular construct. The charm constructed at the same time as an aluum is called its linked charm. Members Aluum Enforcer (Creature 10), Spiritbound Aluum (Creature 16) Loyal City Servants Retired Zephyr Guards are the most common soul donors bound within an aluum’s crystalline focus, typically agreeing to it early in their career in exchange for a higher salary. Rogue Aluums Although members of the Zephyr Guard stop at nothing to detain and destroy rogue aluums, several such renegade spiritbound aluums remain at large. Daemon of Dogtown : Following the Silk Riots of 4303 AR, the Pactmasters dispatched this aluum to eliminate straggling instigators. It succeeded, but not before gaining sentience and enacting a 3-day string of murders. Although officials claim it was destroyed, the so-called Daemon of Dogtown’s body was never actually recovered, leading to rumors that it still haunts the outskirts of Katapesh. Queen Halkuar : Assigned to protect a gnoll emissary from the Spotted Hide pack, this aluum failed to protect its charge from assassins. Instinctively, it bound the gnoll’s soul, assumed the fabricated persona of “Queen Halkuar,” and fled into the hinterlands. The queen is said to still wander the wastes in search of additional “packmates.” ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=113",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Solifugid",
|
||
"creature_family_markdown": "Solifugid",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-114",
|
||
"image": [
|
||
"/Images/Monsters/Solifugid.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Solifugid](/MonsterFamilies.aspx?ID=114)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 89</row>\n\nGiant solifugids are monstrous vermin with six legs and two large feeding appendages easily mistaken for an additional pair of legs. They are often called camel spiders, sun spiders, or wind scorpions, despite the fact that they are neither spiders nor scorpions.\r\n\r\n<title level=\"2\">Members</title>\r\n[Duneshaker Solifugid](/Monsters.aspx?ID=485) (Creature 18), [Duneshaker Solifugid](/Monsters.aspx?ID=810) (Creature 18), [Giant Solifugid](/Monsters.aspx?ID=484) (Creature 1), [Giant Solifugid](/Monsters.aspx?ID=809) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Solifugid Burrows</title>\r\n\r\nMost species of solifugid lay their eggs in burrows. The female doesn't eat while guarding her eggs, and thus fights even more aggressively against any creatures she deems potential threats to her brood. The bodies of wayward adventurers often litter such burrows, though this does little to deter other fortune-hunters from trying their luck in such treasure-laden nests.\r\n</aside>",
|
||
"name": "Solifugid",
|
||
"rarity": "common",
|
||
"release_date": "2019-11-13",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 89</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGiant solifugids are monstrous vermin with six legs and two large feeding appendages easily mistaken for an additional pair of legs. They are often …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #149: Against the Scarlet Triad"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #149: Against the Scarlet Triad pg. 89"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Age of Ashes",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 89</row>",
|
||
"speed": {},
|
||
"summary": "Giant solifugids are monstrous vermin with six legs and two large feeding appendages easily mistaken for an additional pair of legs. They are often …",
|
||
"summary_markdown": "Giant solifugids are monstrous vermin with six legs and two large feeding appendages easily mistaken for an additional pair of legs. They are often …",
|
||
"text": " Solifugid Source Pathfinder #149: Against the Scarlet Triad pg. 89 Giant solifugids are monstrous vermin with six legs and two large feeding appendages easily mistaken for an additional pair of legs. They are often called camel spiders, sun spiders, or wind scorpions, despite the fact that they are neither spiders nor scorpions. Members Duneshaker Solifugid (Creature 18), Duneshaker Solifugid (Creature 18), Giant Solifugid (Creature 1), Giant Solifugid (Creature 1) Solifugid Burrows Most species of solifugid lay their eggs in burrows. The female doesn't eat while guarding her eggs, and thus fights even more aggressively against any creatures she deems potential threats to her brood. The bodies of wayward adventurers often litter such burrows, though this does little to deter other fortune-hunters from trying their luck in such treasure-laden nests. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=114",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Spawn of Rovagug",
|
||
"creature_family_markdown": "Spawn of Rovagug",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-115",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Spawn of Rovagug](/MonsterFamilies.aspx?ID=115)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 80</row>\n\nThe spawn are titanic terrors of immense size and strength that live only to destroy. Tarrasque and Xotani are but two of Rovagug’s spawn. Others, including Chemnosit (the Monarch Worm), Kothogaz (the Dance of Disharmony), and Volnagur (the End-Singer) hold places of horror in the history of various regions, but the most famed is Ulunat (the Unholy First), whose beetle-like carcass remains sprawled in Sothis, the capital of Osirion.\r\n\r\n<title level=\"2\">Members</title>\r\n[Kothogaz, Dance Of Disharmony](/Monsters.aspx?ID=1730) (Creature 21), [Tarrasque](/Monsters.aspx?ID=490) (Creature 25), [Xotani](/Monsters.aspx?ID=491) (Creature 20)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Hibernating Spawn</title>\r\n\r\nAll spawn of Rovagug can sleep for centuries and do not need to eat, drink, or even breathe while hibernating. While hibernating, a spawn’s resistances double in value. It cannot be located by divination effects, and for any saving throw, it uses the outcome for one degree of success better than the result.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Slaying Spawn</title>\r\n\r\nA spawn of Rovagug has regeneration powerful enough to revive it even if slain by a death effect. If the spawn fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 Hit Point. It can be banished, imprisoned, or transported away as a means to save a region, or kept in a state of dying by an effect that deals constant damage. A complex and expensive ritual culminating in a word that douses Xotani’s flames can be used to deactivate its regeneration, but no method of deactivating Tarrasque’s regeneration has yet been discovered.\r\n</aside>",
|
||
"name": "Spawn of Rovagug",
|
||
"rarity": "common",
|
||
"release_date": "2019-12-12",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe spawn are titanic terrors of immense size and strength that live only to destroy. Tarrasque and Xotani are but two of Rovagug's spawn.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #150: Broken Promises"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #150: Broken Promises pg. 80"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Age of Ashes",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 80</row>",
|
||
"speed": {},
|
||
"summary": "The spawn are titanic terrors of immense size and strength that live only to destroy. Tarrasque and Xotani are but two of Rovagug's spawn.",
|
||
"summary_markdown": "The spawn are titanic terrors of immense size and strength that live only to destroy. Tarrasque and Xotani are but two of Rovagug's spawn.",
|
||
"text": " Spawn of Rovagug Source Pathfinder #150: Broken Promises pg. 80 The spawn are titanic terrors of immense size and strength that live only to destroy. Tarrasque and Xotani are but two of Rovagug’s spawn. Others, including Chemnosit (the Monarch Worm), Kothogaz (the Dance of Disharmony), and Volnagur (the End-Singer) hold places of horror in the history of various regions, but the most famed is Ulunat (the Unholy First), whose beetle-like carcass remains sprawled in Sothis, the capital of Osirion. Members Kothogaz, Dance Of Disharmony (Creature 21), Tarrasque (Creature 25), Xotani (Creature 20) Hibernating Spawn All spawn of Rovagug can sleep for centuries and do not need to eat, drink, or even breathe while hibernating. While hibernating, a spawn’s resistances double in value. It cannot be located by divination effects, and for any saving throw, it uses the outcome for one degree of success better than the result. Slaying Spawn A spawn of Rovagug has regeneration powerful enough to revive it even if slain by a death effect. If the spawn fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 Hit Point. It can be banished, imprisoned, or transported away as a means to save a region, or kept in a state of dying by an effect that deals constant damage. A complex and expensive ritual culminating in a word that douses Xotani’s flames can be used to deactivate its regeneration, but no method of deactivating Tarrasque’s regeneration has yet been discovered. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=115",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Wyrmwraith",
|
||
"creature_family_markdown": "Wyrmwraith",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-116",
|
||
"image": [
|
||
"/Images/Monsters/Wyrmwraith.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Wyrmwraith](/MonsterFamilies.aspx?ID=116)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 296</row>\n\nWyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.\r\n\r\n<title level=\"2\">Members</title>\r\n[Elder Wyrmwraith](/Monsters.aspx?ID=497) (Creature 23), [Elder Wyrmwraith](/Monsters.aspx?ID=1371) (Creature 23), [Wyrmwraith](/Monsters.aspx?ID=496) (Creature 17), [Wyrmwraith](/Monsters.aspx?ID=1370) (Creature 17)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Ancient Wyrmwraiths</title>\r\n\r\nThe most powerful wyrmwraiths survive for millennia, typically by hiding in remote caverns or wastelands and enacting their far-reaching plots through proxies. Some elder wyrmwraiths dedicate themselves to the pursuit of learning, but they typically only crave knowledge that grants advantages against their enemies.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elder Wyrmwraiths</title>\r\n\r\nThe most powerful of these monsters, elder wyrmwraiths, sometimes form spontaneously from legendary dragons who were haunted with an irrational fear of the afterlife, but most are wyrmwraiths who have grown in power during an existence of well over a thousand years. The most powerful wyrmwraiths survive for millennia, typically by hiding away in remote caverns or wastelands and enacting their far-reaching plots through proxies. Some elder wyrmwraiths dedicate themselves to the pursuit of learning, but typically the only knowledge they crave is that which grants advantages against their enemies.\r\n</aside>",
|
||
"name": "Wyrmwraith",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 296</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 296"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 296</row>",
|
||
"speed": {},
|
||
"summary": "Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.",
|
||
"summary_markdown": "Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.",
|
||
"text": " Wyrmwraith Source Bestiary 3 pg. 296 Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife. Members Elder Wyrmwraith (Creature 23), Elder Wyrmwraith (Creature 23), Wyrmwraith (Creature 17), Wyrmwraith (Creature 17) Ancient Wyrmwraiths The most powerful wyrmwraiths survive for millennia, typically by hiding in remote caverns or wastelands and enacting their far-reaching plots through proxies. Some elder wyrmwraiths dedicate themselves to the pursuit of learning, but they typically only crave knowledge that grants advantages against their enemies. Elder Wyrmwraiths The most powerful of these monsters, elder wyrmwraiths, sometimes form spontaneously from legendary dragons who were haunted with an irrational fear of the afterlife, but most are wyrmwraiths who have grown in power during an existence of well over a thousand years. The most powerful wyrmwraiths survive for millennia, typically by hiding away in remote caverns or wastelands and enacting their far-reaching plots through proxies. Some elder wyrmwraiths dedicate themselves to the pursuit of learning, but typically the only knowledge they crave is that which grants advantages against their enemies. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=116",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Flea",
|
||
"creature_family_markdown": "Flea",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-117",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Flea](/MonsterFamilies.aspx?ID=117)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 83</row>\n\nFleas are little more than a nuisance in most circumstances, but can be lethal when they grow to monstrous proportions or gather in enormous swarms.\r\n\r\n<title level=\"2\">Members</title>\r\n[Flea Swarm](/Monsters.aspx?ID=502) (Creature 5), [Giant Flea](/Monsters.aspx?ID=501) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Flea Allies</title>\r\n\r\nFlea swarms and giant fleas make for natural pets and monstrous minions for creatures who live in areas of filth and concentrated populations. [Goblins](/MonsterFamilies.aspx?ID=55) and [gremlins](/MonsterFamilies.aspx?ID=58) are unperturbed by fleas’ disturbing physiologies and are unfazed (though not necessarily unaffected) by the diseases these vermin carry. [Ratfolk](/MonsterFamilies.aspx?ID=105) have been known to tame giant fleas for use as mounts, and urban-dwelling [druids](/Classes.aspx?ID=5) whose magic focuses on blight or disease naturally find much to like about the flea swarms they frequently summon.\r\n</aside>",
|
||
"name": "Flea",
|
||
"rarity": "common",
|
||
"release_date": "2020-01-30",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 83</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFleas are little more than a nuisance in most circumstances, but can be lethal when they grow to monstrous proportions or gather in enormous swarms.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #151: The Show Must Go On"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #151: The Show Must Go On pg. 83"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Extinction Curse",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 83</row>",
|
||
"speed": {},
|
||
"summary": "Fleas are little more than a nuisance in most circumstances, but can be lethal when they grow to monstrous proportions or gather in enormous swarms.",
|
||
"summary_markdown": "Fleas are little more than a nuisance in most circumstances, but can be lethal when they grow to monstrous proportions or gather in enormous swarms.",
|
||
"text": " Flea Source Pathfinder #151: The Show Must Go On pg. 83 Fleas are little more than a nuisance in most circumstances, but can be lethal when they grow to monstrous proportions or gather in enormous swarms. Members Flea Swarm (Creature 5), Giant Flea (Creature 3) Flea Allies Flea swarms and giant fleas make for natural pets and monstrous minions for creatures who live in areas of filth and concentrated populations. Goblins and gremlins are unperturbed by fleas’ disturbing physiologies and are unfazed (though not necessarily unaffected) by the diseases these vermin carry. Ratfolk have been known to tame giant fleas for use as mounts, and urban-dwelling druids whose magic focuses on blight or disease naturally find much to like about the flea swarms they frequently summon. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=117",
|
||
"weakness": {}
|
||
},
|
||
{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
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"creature_family": "Bogeyman",
|
||
"creature_family_markdown": "Bogeyman",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-118",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Bogeyman](/MonsterFamilies.aspx?ID=118)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 78</row>\n\nBogeymen are stealers of innocence and devourers of souls. Few targets who survive an encounter with them remain unchanged. Different names are given to bogeymen according to their varying sizes and degrees of power, which typically advance as the monsters consume more souls.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bogey](/Monsters.aspx?ID=507) (Creature 3), [Bogeyman](/Monsters.aspx?ID=509) (Creature 10), [Bugaboo](/Monsters.aspx?ID=508) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Bogey Origins</title>\r\n\r\nWhile bogeymen stem from bugaboos and bugaboos from bogeys, it is unknown where, exactly, bogeys come from. If superstitious storytellers are to be believed, then bogeys arise from the unfortunate victims kidnapped by bogeymen. According to these tales, victims go missing for months or even years before returning as bogeys to the town they once called home.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Epidemic of Terror</title>\r\n\r\nBogeymen and their lesser kin delight in instilling fear in small communities where gossip can quickly amplify their shadowy deeds. In such locales, bogeymen use peoples’ natural tendency to spread misinformation to sow discord and escape notice—for who would rightfully believe that an actual bogeyman is behind the latest murder?\r\n</aside>",
|
||
"name": "Bogeyman",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 78</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBogeymen are stealers of innocence and devourers of souls. Few targets who survive an encounter with them remain unchanged.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #152: Legacy of the Lost God"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #152: Legacy of the Lost God pg. 78"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Extinction Curse",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 78</row>",
|
||
"speed": {},
|
||
"summary": "Bogeymen are stealers of innocence and devourers of souls. Few targets who survive an encounter with them remain unchanged.",
|
||
"summary_markdown": "Bogeymen are stealers of innocence and devourers of souls. Few targets who survive an encounter with them remain unchanged.",
|
||
"text": " Bogeyman Source Pathfinder #152: Legacy of the Lost God pg. 78 Bogeymen are stealers of innocence and devourers of souls. Few targets who survive an encounter with them remain unchanged. Different names are given to bogeymen according to their varying sizes and degrees of power, which typically advance as the monsters consume more souls. Members Bogey (Creature 3), Bogeyman (Creature 10), Bugaboo (Creature 6) Bogey Origins While bogeymen stem from bugaboos and bugaboos from bogeys, it is unknown where, exactly, bogeys come from. If superstitious storytellers are to be believed, then bogeys arise from the unfortunate victims kidnapped by bogeymen. According to these tales, victims go missing for months or even years before returning as bogeys to the town they once called home. Epidemic of Terror Bogeymen and their lesser kin delight in instilling fear in small communities where gossip can quickly amplify their shadowy deeds. In such locales, bogeymen use peoples’ natural tendency to spread misinformation to sow discord and escape notice—for who would rightfully believe that an actual bogeyman is behind the latest murder? ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=118",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Visitant",
|
||
"creature_family_markdown": "Visitant",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-119",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Visitant](/MonsterFamilies.aspx?ID=119)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 82</row>\n\nAlthough the wild creatures seen at traveling circuses can entertain and amaze, the lives of such animals and beasts are sometimes sad and cruel. Circus owners who mistreat their animals through harsh discipline or overtraining see little wrong with their mercilessness, even going so far as to slaughter their entertainers—supposedly “by accident”—via neglect or abuse. The victims of such cruelty who cannot move onto the afterlife—either because they somehow become infused with negative energy or their spirits cannot rest without first enacting revenge on their assailants—occasionally rise from the dead as visitants.\n\n These undead monsters haunt the sites of their demise and search out the masters who made their lives so hellish with only one goal in mind: vengeance. When they can’t locate their particular abuser, or if they are still unable to rest even after confronting their aggressor, visitants seek out similarly evil harmers of animals, becoming torturers of torturers. However, visitants are for the most part unable to distinguish between individual members of a species; thus, if a visitant was abused by a human trainer, any human that crosses its path may become a target of its rage.\n\n A visitant resembles a zombified animal, but it retains a spark of the animal intelligence it had in life, making it all the more dangerous as a result. Visitants’ bodies are marred by the horrors of their brutal existences: Their mouths are furrowed in a constant snarl, with a black ichor dripping from their cracked, rotten lips. Whip scars from their hours of “training” glow with an unnatural purple light. And perhaps above all, their eyes mark them as touched by undeath—sunken horribly deep into their skull, leaking blood or other fluid, and glowing with an aura of dread and palpable anger. \n\n<title level=\"3\" right=\"\">Visitant Abilities</title> You can modify visitants by applying the following abilities. Most visitants have one of these abilities, but more powerful visitants might have more, in which you might consider increasing the visitant’s level and statistics.<br /> **Noxious Breath** <actions string=\"Two Actions\" /> The visitant exhales sharply, releasing pungent fumes from its lungs in a 15-foot cone. Each creature in the area must succeed at a Fortitude save or become sickened 1 (sickened 2 on a critical failure).<br /> **Roar** <actions string=\"Single Action\" /> ([auditory](/Traits.aspx?ID=16), [concentrate](/Traits.aspx?ID=32), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [primal](/Traits.aspx?ID=134)) The visitant lets out a loud and horrifying roar. Each creature within 100 feet must attempt at a Will save. No matter the result, affected creatures are then temporarily immune to the effect for 1 minute.<br /> **Critical Success** The creature is unaffected.<br /> **Success** The creature is frightened 1.<br /> **Failure** The creature is frightened 2.<br /> **Critical Failure** The creature is frightened 3.<br /> **Vengeful Presence** ([aura](/Traits.aspx?ID=206), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) 20 feet. A creature that starts its turn within the visitant’s aura must succeed at a Will save or be overcome with a thirst for vengeance. For 1d4 rounds (1 minute on a critical failure), if the affected creature was attacked within the last round (whether or not the attack hit), the creature must use at least 1 action per round to Strike or use a hostile action toward its last attacker as long as the attacker is still alive. Failure to do so deals the affected creature 1d6 mental damage, plus 1d6 for every 5 levels the visitant has.<br /> **Wrestle** <actions string=\"Single Action\" /> The visitant makes a claw Strike against a creature it has grabbed. If the attack hits, that creature is knocked prone.\r\n\r\n<title level=\"2\">Members</title>\r\n[Chimpanzee Visitant](/Monsters.aspx?ID=512) (Creature 3), [Lion Visitant](/Monsters.aspx?ID=513) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Creating Visitants</title>\r\n\r\nTo create a visitant animal, use one of the stat blocks on this page as a starting point. Adjust the size as necessary and give its Strikes reach if it’s Huge or larger. Visitants can also be made using a [zombie stat block](/MonsterFamilies.aspx?ID=103) as a base; in this case, adjust the creature’s Intelligence to –4. All visitants have imprecise lifesense as an additional sense.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Visitant Spells</title>\r\n\r\nSome visitants can cast the following innate occult spells. If you give a visitant the following spells, consider removing one of its other special abilities.<br /> **Occult Innate Spells** DC varies, spell attack varies; **1st** [_fear_](/Spells.aspx?ID=110), [_ray of enfeeblement_](/Spells.aspx?ID=244); **Constant (1st)** [_detect alignment_](/Spells.aspx?ID=65) (evil only)\r\n</aside>",
|
||
"name": "Visitant",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAlthough the wild creatures seen at traveling circuses can entertain and amaze, the lives of such animals and beasts are sometimes sad and cruel. …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #152: Legacy of the Lost God"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #152: Legacy of the Lost God pg. 82"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Extinction Curse",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 82</row>",
|
||
"speed": {},
|
||
"summary": "Although the wild creatures seen at traveling circuses can entertain and amaze, the lives of such animals and beasts are sometimes sad and cruel. …",
|
||
"summary_markdown": "Although the wild creatures seen at traveling circuses can entertain and amaze, the lives of such animals and beasts are sometimes sad and cruel. …",
|
||
"text": " Visitant Source Pathfinder #152: Legacy of the Lost God pg. 82 Although the wild creatures seen at traveling circuses can entertain and amaze, the lives of such animals and beasts are sometimes sad and cruel. Circus owners who mistreat their animals through harsh discipline or overtraining see little wrong with their mercilessness, even going so far as to slaughter their entertainers—supposedly “by accident”—via neglect or abuse. The victims of such cruelty who cannot move onto the afterlife—either because they somehow become infused with negative energy or their spirits cannot rest without first enacting revenge on their assailants—occasionally rise from the dead as visitants. These undead monsters haunt the sites of their demise and search out the masters who made their lives so hellish with only one goal in mind: vengeance. When they can’t locate their particular abuser, or if they are still unable to rest even after confronting their aggressor, visitants seek out similarly evil harmers of animals, becoming torturers of torturers. However, visitants are for the most part unable to distinguish between individual members of a species; thus, if a visitant was abused by a human trainer, any human that crosses its path may become a target of its rage. A visitant resembles a zombified animal, but it retains a spark of the animal intelligence it had in life, making it all the more dangerous as a result. Visitants’ bodies are marred by the horrors of their brutal existences: Their mouths are furrowed in a constant snarl, with a black ichor dripping from their cracked, rotten lips. Whip scars from their hours of “training” glow with an unnatural purple light. And perhaps above all, their eyes mark them as touched by undeath—sunken horribly deep into their skull, leaking blood or other fluid, and glowing with an aura of dread and palpable anger. Visitant Abilities You can modify visitants by applying the following abilities. Most visitants have one of these abilities, but more powerful visitants might have more, in which you might consider increasing the visitant’s level and statistics. Noxious Breath Two Actions The visitant exhales sharply, releasing pungent fumes from its lungs in a 15-foot cone. Each creature in the area must succeed at a Fortitude save or become sickened 1 (sickened 2 on a critical failure). Roar Single Action (auditory, concentrate, emotion, enchantment, fear, mental, primal) The visitant lets out a loud and horrifying roar. Each creature within 100 feet must attempt at a Will save. No matter the result, affected creatures are then temporarily immune to the effect for 1 minute. 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. Vengeful Presence (aura, emotion, enchantment, mental) 20 feet. A creature that starts its turn within the visitant’s aura must succeed at a Will save or be overcome with a thirst for vengeance. For 1d4 rounds (1 minute on a critical failure), if the affected creature was attacked within the last round (whether or not the attack hit), the creature must use at least 1 action per round to Strike or use a hostile action toward its last attacker as long as the attacker is still alive. Failure to do so deals the affected creature 1d6 mental damage, plus 1d6 for every 5 levels the visitant has. Wrestle Single Action The visitant makes a claw Strike against a creature it has grabbed. If the attack hits, that creature is knocked prone. Members Chimpanzee Visitant (Creature 3), Lion Visitant (Creature 5) Creating Visitants To create a visitant animal, use one of the stat blocks on this page as a starting point. Adjust the size as necessary and give its Strikes reach if it’s Huge or larger. Visitants can also be made using a zombie stat block as a base; in this case, adjust the creature’s Intelligence to –4. All visitants have imprecise lifesense as an additional sense. Visitant Spells Some visitants can cast the following innate occult spells. If you give a visitant the following spells, consider removing one of its other special abilities. Occult Innate Spells DC varies, spell attack varies; 1st fear , ray of enfeeblement ; Constant (1st) detect alignment (evil only) ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=119",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Herecite",
|
||
"creature_family_markdown": "Herecite",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-120",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Herecite](/MonsterFamilies.aspx?ID=120)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 80</row>\n\nSecreted away in the dark corners of unnamed libraries, necromancer’s dens, and heretical scriptoriums, obscure texts describe a horrifying ritual that combines sacrifice and suffering to create a powerful undead being known as a herecite. These monsters, stripped of personal will or desire, are born into the service of an evil god whom they worship unerringly and untiringly, often in spite of any opposing religious leanings they may have had in life. Every herecite harbors an unquenchable self-hatred because it was defiled by such a foul resurrection—a rage it turns outward in an attempt to rob others of their faith and lives.\n\n Herecites often outlast the cults that create them. Stranded herecites are drawn to others of their kind, even if they are dedicated to different evil deities, and when brought together they perform rites to magically bind themselves in a group known as a cabal. While cabal members share enhanced magic and defenses, induction into a cabal appears to hold even deeper significance for herecites. The presence of others of their kind with whom they can pray—in verses warped to venerate wicked gods—seems the only solace these tormented beings can find in undeath. Such a fellowship of sorrow is nigh unbreakable, as many an overzealous crusader has discovered far too late.\n\n Customarily found within heavily modified temples to the pantheon of gods they collectively worship, herecites act in service to their creators or as protectors of unholy ground. High priests of different evil gods may even trade herecites among themselves, allowing their minions to form cabals strengthened by their varied faiths. A lone herecite cut off from its creators—often because it is the sole remnant of a destroyed temple or its master has perished—may wander far and wide in search of a cabal to join. Other times, the herecite seeks out a place sacred to the deity it worshipped in life. Whether motivated by a desire for contrition or vengeance, the end result of this baleful pilgrimage is always the desecration of the holy site and the slaughter of its congregants, who may in turn rise as lesser forms of undead.\r\n\r\n<title level=\"2\">Members</title>\r\n[Herecite of Zevgavizeb](/Monsters.aspx?ID=520) (Creature 10)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Blasphemous Rebirth</title>\r\n\r\nThe ritual to create a herecite demands the sacrifice of five devotees of the same non-evil god. During the ritual, the devotees’ bodies and souls meld together to form a single profane entity. Regardless of the deity it worships in undeath, the herecite always bears a debauched likeness to the god its constituent members previously worshipped. Followers of [Erastil](/Deities.aspx?ID=6) may reform into an aged man with a stag’s skull for a head, the blood of would-be hunters dripping from its monstrous fangs; worshippers of [Desna](/Deities.aspx?ID=5) might transmute into a woman weighed down by chains, her butterfly wings hacked to limp shreds.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Supplicating Herecites</title>\r\n\r\nWhen conflict fails, it is possible to appease a herecite by offering sacrifices and gifts. The sacrifice of a mortal is almost always sufficient for the herecite to allow supplicants passage into its temple or beyond.\r\n</aside>",
|
||
"name": "Herecite",
|
||
"rarity": "common",
|
||
"release_date": "2020-03-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSecreted away in the dark corners of unnamed libraries, necromancer's dens, and heretical scriptoriums, obscure texts describe a horrifying ritual …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #153: Life's Long Shadows"
|
||
],
|
||
"source_raw": [
|
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"Pathfinder #153: Life's Long Shadows pg. 80"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Extinction Curse",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 80</row>",
|
||
"speed": {},
|
||
"summary": "Secreted away in the dark corners of unnamed libraries, necromancer's dens, and heretical scriptoriums, obscure texts describe a horrifying ritual …",
|
||
"summary_markdown": "Secreted away in the dark corners of unnamed libraries, necromancer's dens, and heretical scriptoriums, obscure texts describe a horrifying ritual …",
|
||
"text": " Herecite Source Pathfinder #153: Life's Long Shadows pg. 80 Secreted away in the dark corners of unnamed libraries, necromancer’s dens, and heretical scriptoriums, obscure texts describe a horrifying ritual that combines sacrifice and suffering to create a powerful undead being known as a herecite. These monsters, stripped of personal will or desire, are born into the service of an evil god whom they worship unerringly and untiringly, often in spite of any opposing religious leanings they may have had in life. Every herecite harbors an unquenchable self-hatred because it was defiled by such a foul resurrection—a rage it turns outward in an attempt to rob others of their faith and lives. Herecites often outlast the cults that create them. Stranded herecites are drawn to others of their kind, even if they are dedicated to different evil deities, and when brought together they perform rites to magically bind themselves in a group known as a cabal. While cabal members share enhanced magic and defenses, induction into a cabal appears to hold even deeper significance for herecites. The presence of others of their kind with whom they can pray—in verses warped to venerate wicked gods—seems the only solace these tormented beings can find in undeath. Such a fellowship of sorrow is nigh unbreakable, as many an overzealous crusader has discovered far too late. Customarily found within heavily modified temples to the pantheon of gods they collectively worship, herecites act in service to their creators or as protectors of unholy ground. High priests of different evil gods may even trade herecites among themselves, allowing their minions to form cabals strengthened by their varied faiths. A lone herecite cut off from its creators—often because it is the sole remnant of a destroyed temple or its master has perished—may wander far and wide in search of a cabal to join. Other times, the herecite seeks out a place sacred to the deity it worshipped in life. Whether motivated by a desire for contrition or vengeance, the end result of this baleful pilgrimage is always the desecration of the holy site and the slaughter of its congregants, who may in turn rise as lesser forms of undead. Members Herecite of Zevgavizeb (Creature 10) Blasphemous Rebirth The ritual to create a herecite demands the sacrifice of five devotees of the same non-evil god. During the ritual, the devotees’ bodies and souls meld together to form a single profane entity. Regardless of the deity it worships in undeath, the herecite always bears a debauched likeness to the god its constituent members previously worshipped. Followers of Erastil may reform into an aged man with a stag’s skull for a head, the blood of would-be hunters dripping from its monstrous fangs; worshippers of Desna might transmute into a woman weighed down by chains, her butterfly wings hacked to limp shreds. Supplicating Herecites When conflict fails, it is possible to appease a herecite by offering sacrifices and gifts. The sacrifice of a mortal is almost always sufficient for the herecite to allow supplicants passage into its temple or beyond. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=120",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Shoony",
|
||
"creature_family_markdown": "Shoony",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-121",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Shoony](/MonsterFamilies.aspx?ID=121)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 81</row>\n\nShoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. They predominantly dwell in the grasslands and hilly plains of the Isle of Kortos. Shoony societies on Kortos are known for their agricultural prowess, industrious work ethic, and skill with tools to shape their environment.\n\n Shoonies have a rich oral history and claim that their kind flourished all around Kortos in the days when the living god Aroden walked among them. Many shoonies believe that Aroden himself personally created the shoonies after he raised the island from the bottom of the sea, and that he had a deep affinity for their people. Whether or not such tales of companionship with the god of humanity are true, shoonies have drastically declined in numbers since Aroden’s death over a hundred years ago. Shoony elders point to strange environmental phenomena around their island home as one cause of their diminishment, and others attribute their decline to the rise of warmongering monsters in the area. In a world where might often makes right, it is hardly a surprise that the peaceful but timid shoonies are becoming increasingly rare.\r\n\r\n<title level=\"2\">Members</title>\r\n[Shoony Hierarch](/Monsters.aspx?ID=523) (Creature 4), [Shoony Militia Member](/Monsters.aspx?ID=522) (Creature 2), [Shoony Tiller](/Monsters.aspx?ID=521) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Resources</title>\r\n\r\nShoonies typically lack the resources to smelt and forge metal tools, weapons, and armor in any major capacity. Instead, they trade with other peoples for these precious resources. Farming, fishing, and hunting tools made of metal are especially vital to the shoony way of life, so shoony clans maintain good relations with any other clans or villages willing to trade with them. In exchange, shoony crops and animals grown for food make for reliable trade offerings, though the exchange rate is such that a shoony clan might acquire only one metal tool in a poor growing season.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Shoony Crops</title>\r\n\r\nWhile many shoony settlements rely on staple crops such as barley and beans, talented shoony farmers rarely settle for such mundane produce. Rumors speak of fiddlehead ferns that increase the speed of one’s gait, cabbages that fortify against toxins, and carrots that grant improved vision. Because shoonies alone know the secret to cultivating such wondrous vegetables, and because such veggies still rot and expire like mundane produce, finding these rare foodstuffs outside the Isle of Kortos is practically impossible.\r\n</aside>",
|
||
"name": "Shoony",
|
||
"rarity": "common",
|
||
"release_date": "2020-03-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 81</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nShoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. They predominantly dwell in the grasslands and hilly …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #153: Life's Long Shadows"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #153: Life's Long Shadows pg. 81"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Extinction Curse",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 81</row>",
|
||
"speed": {},
|
||
"summary": "Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. They predominantly dwell in the grasslands and hilly …",
|
||
"summary_markdown": "Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. They predominantly dwell in the grasslands and hilly …",
|
||
"text": " Shoony Source Pathfinder #153: Life's Long Shadows pg. 81 Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. They predominantly dwell in the grasslands and hilly plains of the Isle of Kortos. Shoony societies on Kortos are known for their agricultural prowess, industrious work ethic, and skill with tools to shape their environment. Shoonies have a rich oral history and claim that their kind flourished all around Kortos in the days when the living god Aroden walked among them. Many shoonies believe that Aroden himself personally created the shoonies after he raised the island from the bottom of the sea, and that he had a deep affinity for their people. Whether or not such tales of companionship with the god of humanity are true, shoonies have drastically declined in numbers since Aroden’s death over a hundred years ago. Shoony elders point to strange environmental phenomena around their island home as one cause of their diminishment, and others attribute their decline to the rise of warmongering monsters in the area. In a world where might often makes right, it is hardly a surprise that the peaceful but timid shoonies are becoming increasingly rare. Members Shoony Hierarch (Creature 4), Shoony Militia Member (Creature 2), Shoony Tiller (Creature 0) Resources Shoonies typically lack the resources to smelt and forge metal tools, weapons, and armor in any major capacity. Instead, they trade with other peoples for these precious resources. Farming, fishing, and hunting tools made of metal are especially vital to the shoony way of life, so shoony clans maintain good relations with any other clans or villages willing to trade with them. In exchange, shoony crops and animals grown for food make for reliable trade offerings, though the exchange rate is such that a shoony clan might acquire only one metal tool in a poor growing season. Shoony Crops While many shoony settlements rely on staple crops such as barley and beans, talented shoony farmers rarely settle for such mundane produce. Rumors speak of fiddlehead ferns that increase the speed of one’s gait, cabbages that fortify against toxins, and carrots that grant improved vision. Because shoonies alone know the secret to cultivating such wondrous vegetables, and because such veggies still rot and expire like mundane produce, finding these rare foodstuffs outside the Isle of Kortos is practically impossible. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=121",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Aukashungi",
|
||
"creature_family_markdown": "Aukashungi",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-122",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Aukashungi](/MonsterFamilies.aspx?ID=122)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 78</row>\n\nThese massive isopods are native to the Abyssal realm of Gluttondark, in the acidic oceans of the realm’s many cavern-worlds. Aukashungis are sometimes summoned to the Material Plane by [Zevgavizeb](/Deities.aspx?ID=82)-worshipping cultists, who favor aukashungis for their mindless obedience and sheer destructive potential.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Aukashungi](/Monsters.aspx?ID=526) (Creature 14)",
|
||
"name": "Aukashungi",
|
||
"rarity": "common",
|
||
"release_date": "2020-04-29",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 78</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese massive isopods are native to the Abyssal realm of Gluttondark, in the acidic oceans of the realm's many cavern-worlds. Aukashungis are …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #154: Siege of the Dinosaurs"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #154: Siege of the Dinosaurs pg. 78"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Extinction Curse",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 78</row>",
|
||
"speed": {},
|
||
"summary": "These massive isopods are native to the Abyssal realm of Gluttondark, in the acidic oceans of the realm's many cavern-worlds. Aukashungis are …",
|
||
"summary_markdown": "These massive isopods are native to the Abyssal realm of Gluttondark, in the acidic oceans of the realm's many cavern-worlds. Aukashungis are …",
|
||
"text": " Aukashungi Source Pathfinder #154: Siege of the Dinosaurs pg. 78 These massive isopods are native to the Abyssal realm of Gluttondark, in the acidic oceans of the realm’s many cavern-worlds. Aukashungis are sometimes summoned to the Material Plane by Zevgavizeb-worshipping cultists, who favor aukashungis for their mindless obedience and sheer destructive potential. Members Giant Aukashungi (Creature 14)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=122",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Brughadatch",
|
||
"creature_family_markdown": "Brughadatch",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-123",
|
||
"image": [
|
||
"/Images/Monsters/Brughadatch.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Brughadatch](/MonsterFamilies.aspx?ID=123)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 79</row>\n\nBrughadatches are malevolent fey tricksters with distinct stages of life: they spawn from the First World’s primal energies as esurient tadpoles, grow into humanoids capable of creating enticing illusions, then finally evolve into huge, slothful toads that warp their environs with mere thoughts.\r\n\r\n<title level=\"2\">Members</title>\r\n[Brughadatch](/Monsters.aspx?ID=528) (Creature 10), [Doblagub](/Monsters.aspx?ID=529) (Creature 13), [Gahlepod](/Monsters.aspx?ID=527) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Strength in Numbers</title>\r\n\r\nBrughadatches of all life stages tend to cohabitate, since their abilities naturally synergize and tip the odds of survival in their favor. A single brughadatch elder—known as a doblagub—leads a clan, while midlife brughadatches serve as scouts, hunters, and laborers. Gahlepods dwell in large, stagnant ponds and bogs around the brughadatches’ holdings, so they are often the first to interact with creatures that carelessly wander into their domain. Adventurers who make it past these bogs often fail to realize the connection between the gahlepods and the amphibious tricksters further on in the swamp until they encounter the doblagub, who is now roused and commands their brethren in battle.\r\n</aside>",
|
||
"name": "Brughadatch",
|
||
"rarity": "common",
|
||
"release_date": "2020-04-29",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 79</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBrughadatches are malevolent fey tricksters with distinct stages of life: they spawn from the First World's primal energies as esurient tadpoles, …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #154: Siege of the Dinosaurs"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #154: Siege of the Dinosaurs pg. 79"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Extinction Curse",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 79</row>",
|
||
"speed": {},
|
||
"summary": "Brughadatches are malevolent fey tricksters with distinct stages of life: they spawn from the First World's primal energies as esurient tadpoles, …",
|
||
"summary_markdown": "Brughadatches are malevolent fey tricksters with distinct stages of life: they spawn from the First World's primal energies as esurient tadpoles, …",
|
||
"text": " Brughadatch Source Pathfinder #154: Siege of the Dinosaurs pg. 79 Brughadatches are malevolent fey tricksters with distinct stages of life: they spawn from the First World’s primal energies as esurient tadpoles, grow into humanoids capable of creating enticing illusions, then finally evolve into huge, slothful toads that warp their environs with mere thoughts. Members Brughadatch (Creature 10), Doblagub (Creature 13), Gahlepod (Creature 7) Strength in Numbers Brughadatches of all life stages tend to cohabitate, since their abilities naturally synergize and tip the odds of survival in their favor. A single brughadatch elder—known as a doblagub—leads a clan, while midlife brughadatches serve as scouts, hunters, and laborers. Gahlepods dwell in large, stagnant ponds and bogs around the brughadatches’ holdings, so they are often the first to interact with creatures that carelessly wander into their domain. Adventurers who make it past these bogs often fail to realize the connection between the gahlepods and the amphibious tricksters further on in the swamp until they encounter the doblagub, who is now roused and commands their brethren in battle. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=123",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Basilisk",
|
||
"creature_family_markdown": "Basilisk",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-124",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Basilisk](/MonsterFamilies.aspx?ID=124)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 38</row>\n\n_This entry did not have a separate description for the family._\r\n\r\n<title level=\"2\">Members</title>\r\n[Basilisk](/Monsters.aspx?ID=44) (Creature 5), [Dracolisk](/Monsters.aspx?ID=565) (Creature 9)",
|
||
"name": "Basilisk",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 38</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n This entry did not have a separate description for the family .\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 38"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 38</row>",
|
||
"speed": {},
|
||
"summary": " This entry did not have a separate description for the family .",
|
||
"summary_markdown": " This entry did not have a separate description for the family .",
|
||
"text": " Basilisk Source Bestiary pg. 38 This entry did not have a separate description for the family. Members Basilisk (Creature 5), Dracolisk (Creature 9)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=124",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Ant",
|
||
"creature_family_markdown": "Ant",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-125",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Ant](/MonsterFamilies.aspx?ID=125)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 20 <sup>2.0</sup></row>\n\nAnts are industrious insects that aid the natural processes of decay and renewal.\r\n\r\n<title level=\"2\">Members</title>\r\n[Army Ant Swarm](/Monsters.aspx?ID=549) (Creature 5), [Giant Ant](/Monsters.aspx?ID=548) (Creature 2)",
|
||
"name": "Ant",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 20 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAnts are industrious insects that aid the natural processes of decay and renewal.\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 20"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 20 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Ants are industrious insects that aid the natural processes of decay and renewal.",
|
||
"summary_markdown": "Ants are industrious insects that aid the natural processes of decay and renewal.",
|
||
"text": " Ant Source Bestiary 2 pg. 20 2.0 Ants are industrious insects that aid the natural processes of decay and renewal. Members Army Ant Swarm (Creature 5), Giant Ant (Creature 2)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=125",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Badger",
|
||
"creature_family_markdown": "Badger",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-126",
|
||
"image": [
|
||
"/Images/Monsters/Badger.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Badger](/MonsterFamilies.aspx?ID=126)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 32 <sup>2.0</sup></row>\n\nThe burrowing badger is plentiful in most temperate forests. All badgers are naturally fierce and tenacious, and their squat stature belies their strength and speed.\r\n\r\n<title level=\"2\">Members</title>\r\n[Badger](/Monsters.aspx?ID=561) (Creature 0), [Giant Badger](/Monsters.aspx?ID=562) (Creature 2)",
|
||
"name": "Badger",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 32 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe burrowing badger is plentiful in most temperate forests. All badgers are naturally fierce and tenacious, and their squat stature belies their …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 32"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 32 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "The burrowing badger is plentiful in most temperate forests. All badgers are naturally fierce and tenacious, and their squat stature belies their …",
|
||
"summary_markdown": "The burrowing badger is plentiful in most temperate forests. All badgers are naturally fierce and tenacious, and their squat stature belies their …",
|
||
"text": " Badger Source Bestiary 2 pg. 32 2.0 The burrowing badger is plentiful in most temperate forests. All badgers are naturally fierce and tenacious, and their squat stature belies their strength and speed. Members Badger (Creature 0), Giant Badger (Creature 2)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=126",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Cockroach",
|
||
"creature_family_markdown": "Cockroach",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-127",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Cockroach](/MonsterFamilies.aspx?ID=127)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 53 <sup>2.0</sup></row>\n\nGenerally seen more as a nuisance than a personal danger, cockroaches inhabit most reaches of the world. They are scavengers who live off the detritus of the natural world and from those that inhabit it. These maligned insects can survive weeks without eating, and most of their meals consist of organic waste that would otherwise overwhelm an ecosystem, particularly in their preferred urban environments. Though a typical cockroach presents virtually no threat, they can become dangerous in large groups, and some species grow particularly large.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cockroach Swarm](/Monsters.aspx?ID=586) (Creature 2), [Giant Cockroach](/Monsters.aspx?ID=585) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Cockroach Species</title>\r\n\r\nBeyond the common giant cockroach, other flesh-eating cockroaches exist throughout the world. These variations include the giant hissing cockroach, the noxious venomroach, the huge spitting cockroach (which can incapacitate enemies from a distance), the aggressive sawback cockroach, and the mysterious and rare dragonroach.\r\n</aside>",
|
||
"name": "Cockroach",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 53 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGenerally seen more as a nuisance than a personal danger, cockroaches inhabit most reaches of the world. They are scavengers who live off the …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 53"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 53 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Generally seen more as a nuisance than a personal danger, cockroaches inhabit most reaches of the world. They are scavengers who live off the …",
|
||
"summary_markdown": "Generally seen more as a nuisance than a personal danger, cockroaches inhabit most reaches of the world. They are scavengers who live off the …",
|
||
"text": " Cockroach Source Bestiary 2 pg. 53 2.0 Generally seen more as a nuisance than a personal danger, cockroaches inhabit most reaches of the world. They are scavengers who live off the detritus of the natural world and from those that inhabit it. These maligned insects can survive weeks without eating, and most of their meals consist of organic waste that would otherwise overwhelm an ecosystem, particularly in their preferred urban environments. Though a typical cockroach presents virtually no threat, they can become dangerous in large groups, and some species grow particularly large. Members Cockroach Swarm (Creature 2), Giant Cockroach (Creature 1) Cockroach Species Beyond the common giant cockroach, other flesh-eating cockroaches exist throughout the world. These variations include the giant hissing cockroach, the noxious venomroach, the huge spitting cockroach (which can incapacitate enemies from a distance), the aggressive sawback cockroach, and the mysterious and rare dragonroach. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=127",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Couatl",
|
||
"creature_family_markdown": "Couatl",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-128",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Couatl](/MonsterFamilies.aspx?ID=128)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 56</row>\n\nCouatls are serpentine celestials who tirelessly help mortals reach their greatest potential all across the planes. Some serve benevolent deities as intermediaries while others serve the cause of good as they see fit. \r\n\r\n<title level=\"2\">Members</title>\r\n[Mix Couatl](/Monsters.aspx?ID=1104) (Creature 8), [Quetz Couatl](/Monsters.aspx?ID=587) (Creature 10), [Scalliwing](/Monsters.aspx?ID=1025) (Creature 3), [Xiuh Couatl](/Monsters.aspx?ID=1105) (Creature 12)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Couatl Deities</title>\r\n\r\nMost good gods make use of couatls as their agents. There are three couatl deities, however, whose word takes precedence over others in the hearts of couatls. These are Cihua Couatl, the dualistic god of childbirth, protection, and warfare; Pahti Couatl, the goddess of retribution, investigation, and rehabilitation; and Tolte Couatl, the god of knowledge, memories, and migration.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Couatls and Sahkils</title>\r\n\r\nLegends in Arcadia say that couatls and [sahkils](/MonsterFamilies.aspx?ID=208) both rose to prominence as the first mortals walked on Golarion. Each saw unique potential in the mortals; couatls saw hope and the potential to rise to achieve great feats, while sahkils saw the potential for fear. Fearful mortals would never accomplish anything, becoming useless piles of flesh whose souls would languish. These withered souls would be unable to properly travel the River of Souls, disrupting the delicate balance of the afterlife. To this day, couatls work to inspire mortals and push them toward greater tasks while striving to keep the sahkils' terror at bay\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Couatls</title>\r\n\r\nThe quetz couatl presented here is the most common of its kind, and while most adventurers and scholars refer to them simply as “couatls,” other kinds exist as well, such as the fierce xiuh couatl, the nomadic auwaz couatl, the wise mix couatl, the nurturing chicome couatl, and the furious tletli couatl.\r\n</aside>",
|
||
"name": "Couatl",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 56</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCouatls are serpentine celestials who tirelessly help mortals reach their greatest potential all across the planes. Some serve benevolent deities as …\r\n</summary>",
|
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"source": [
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"Bestiary 3"
|
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|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 56</row>",
|
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"speed": {},
|
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"summary": "Couatls are serpentine celestials who tirelessly help mortals reach their greatest potential all across the planes. Some serve benevolent deities as …",
|
||
"summary_markdown": "Couatls are serpentine celestials who tirelessly help mortals reach their greatest potential all across the planes. Some serve benevolent deities as …",
|
||
"text": " Couatl Source Bestiary 3 pg. 56 Couatls are serpentine celestials who tirelessly help mortals reach their greatest potential all across the planes. Some serve benevolent deities as intermediaries while others serve the cause of good as they see fit. Members Mix Couatl (Creature 8), Quetz Couatl (Creature 10), Scalliwing (Creature 3), Xiuh Couatl (Creature 12) Couatl Deities Most good gods make use of couatls as their agents. There are three couatl deities, however, whose word takes precedence over others in the hearts of couatls. These are Cihua Couatl, the dualistic god of childbirth, protection, and warfare; Pahti Couatl, the goddess of retribution, investigation, and rehabilitation; and Tolte Couatl, the god of knowledge, memories, and migration. Couatls and Sahkils Legends in Arcadia say that couatls and sahkils both rose to prominence as the first mortals walked on Golarion. Each saw unique potential in the mortals; couatls saw hope and the potential to rise to achieve great feats, while sahkils saw the potential for fear. Fearful mortals would never accomplish anything, becoming useless piles of flesh whose souls would languish. These withered souls would be unable to properly travel the River of Souls, disrupting the delicate balance of the afterlife. To this day, couatls work to inspire mortals and push them toward greater tasks while striving to keep the sahkils' terror at bay Other Couatls The quetz couatl presented here is the most common of its kind, and while most adventurers and scholars refer to them simply as “couatls,” other kinds exist as well, such as the fierce xiuh couatl, the nomadic auwaz couatl, the wise mix couatl, the nurturing chicome couatl, and the furious tletli couatl. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=128",
|
||
"weakness": {}
|
||
},
|
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{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Crab",
|
||
"creature_family_markdown": "Crab",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-129",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Crab](/MonsterFamilies.aspx?ID=129)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 57 <sup>2.0</sup></row>\n\nCrabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn't possible, they clamp on to their foes as tightly as they can.\n\n Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and “wear” shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can't be found.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Crab](/Monsters.aspx?ID=588) (Creature 2), [Giant Hermit Crab](/Monsters.aspx?ID=1107) (Creature 5), [Hermit Crab Swarm](/Monsters.aspx?ID=1106) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Crab Species</title>\r\n\r\nCrabs can be found along all of the world's coastlines, from relatively small creatures like the king crab or the coconut crab, to truly oversized monsters like the great reef crab, shark-eating crab, or the lumbering shipwrecker crab.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Never Alone</title>\r\n\r\nHermit crabs often form symbiotic relationships with sea anemones, attaching them to their shells. The anemones help protect the crabs while feasting on leftovers from the crabs' meals. When hermit crabs change shells, they often take their anemone partners with them to continue their lifelong adventure.\r\n</aside>",
|
||
"name": "Crab",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 57 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCrabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
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"Bestiary 2 pg. 57"
|
||
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|
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"source_category": "Rulebooks",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 57 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight …",
|
||
"summary_markdown": "Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight …",
|
||
"text": " Crab Source Bestiary 2 pg. 57 2.0 Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn't possible, they clamp on to their foes as tightly as they can. Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and “wear” shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can't be found. Members Giant Crab (Creature 2), Giant Hermit Crab (Creature 5), Hermit Crab Swarm (Creature 4) Crab Species Crabs can be found along all of the world's coastlines, from relatively small creatures like the king crab or the coconut crab, to truly oversized monsters like the great reef crab, shark-eating crab, or the lumbering shipwrecker crab. Never Alone Hermit crabs often form symbiotic relationships with sea anemones, attaching them to their shells. The anemones help protect the crabs while feasting on leftovers from the crabs' meals. When hermit crabs change shells, they often take their anemone partners with them to continue their lifelong adventure. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=129",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Crawling Hand",
|
||
"creature_family_markdown": "Crawling Hand",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-130",
|
||
"image": [
|
||
"/Images/Monsters/CrawlingHand.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Crawling Hand](/MonsterFamilies.aspx?ID=130)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 56 <sup>2.0</sup></row>\n\nTypically, crawling hands are formed when severed appendages are endowed with a crude sentience by evil necromantic energies that turn them into tireless killers. Yet crawling hands can also arise spontaneously, usually when a creature loses an appendage in a place rife with necromantic energy or with a connection to the [Negative Energy Plane](/Planes.aspx?ID=2).\r\n\r\n<title level=\"2\">Members</title>\r\n[Crawling Hand](/Monsters.aspx?ID=589) (Creature -1), [Giant Crawling Hand](/Monsters.aspx?ID=590) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Crawling Hand Origins</title>\r\n\r\nA popular tale among necromancers tells of an ancient wizard who trafficked in evil magic. During a summoning ritual gone wrong, the wizard's hand became possessed and later strangled them while they slept. The hand dragged the corpse across the wizard's rooms to their workbench, propped up a knife in a vise, and severed itself from the rest of the body. According to the story, the hand went on to commit several more murders and disappeared into the sewers of a major metropolis, never to be seen again. Some necromancers believe that this original crawling hand still creeps through the shadows of that city, killing as it pleases\r\n</aside>",
|
||
"name": "Crawling Hand",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 56 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTypically, crawling hands are formed when severed appendages are endowed with a crude sentience by evil necromantic energies that turn them into …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 56"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 56 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Typically, crawling hands are formed when severed appendages are endowed with a crude sentience by evil necromantic energies that turn them into …",
|
||
"summary_markdown": "Typically, crawling hands are formed when severed appendages are endowed with a crude sentience by evil necromantic energies that turn them into …",
|
||
"text": " Crawling Hand Source Bestiary 2 pg. 56 2.0 Typically, crawling hands are formed when severed appendages are endowed with a crude sentience by evil necromantic energies that turn them into tireless killers. Yet crawling hands can also arise spontaneously, usually when a creature loses an appendage in a place rife with necromantic energy or with a connection to the Negative Energy Plane. Members Crawling Hand (Creature -1), Giant Crawling Hand (Creature 5) Crawling Hand Origins A popular tale among necromancers tells of an ancient wizard who trafficked in evil magic. During a summoning ritual gone wrong, the wizard's hand became possessed and later strangled them while they slept. The hand dragged the corpse across the wizard's rooms to their workbench, propped up a knife in a vise, and severed itself from the rest of the body. According to the story, the hand went on to commit several more murders and disappeared into the sewers of a major metropolis, never to be seen again. Some necromancers believe that this original crawling hand still creeps through the shadows of that city, killing as it pleases ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=130",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Dolphin",
|
||
"creature_family_markdown": "Dolphin",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-131",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dolphin](/MonsterFamilies.aspx?ID=131)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 85 <sup>2.0</sup></row>\n\nDolphins encompass a wide range of aquatic mammals, all of which are quite social, intelligent, and widespread through the world’s oceans.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bottlenose Dolphin](/Monsters.aspx?ID=618) (Creature 0), [Orca](/Monsters.aspx?ID=619) (Creature 5), [Whalesteed](/Monsters.aspx?ID=2077) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Dolphins to the Rescue</title>\r\n\r\nDolphins have a somewhat unusual trait—they often come to the aid of other creatures in distress, such as to save a drowning person or to protect someone from the attack of a shark. Not every monster in this book wants to hurt player characters— consider having a dolphin come to an endangered PC's rescue if the situation merits!\r\n</aside>",
|
||
"name": "Dolphin",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 85 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDolphins encompass a wide range of aquatic mammals, all of which are quite social, intelligent, and widespread through the world's oceans.\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
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|
||
"Bestiary 2 pg. 85"
|
||
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|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 85 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Dolphins encompass a wide range of aquatic mammals, all of which are quite social, intelligent, and widespread through the world's oceans.",
|
||
"summary_markdown": "Dolphins encompass a wide range of aquatic mammals, all of which are quite social, intelligent, and widespread through the world's oceans.",
|
||
"text": " Dolphin Source Bestiary 2 pg. 85 2.0 Dolphins encompass a wide range of aquatic mammals, all of which are quite social, intelligent, and widespread through the world’s oceans. Members Bottlenose Dolphin (Creature 0), Orca (Creature 5), Whalesteed (Creature 0) Dolphins to the Rescue Dolphins have a somewhat unusual trait—they often come to the aid of other creatures in distress, such as to save a drowning person or to protect someone from the attack of a shark. Not every monster in this book wants to hurt player characters— consider having a dolphin come to an endangered PC's rescue if the situation merits! ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=131",
|
||
"weakness": {}
|
||
},
|
||
{
|
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"breadcrumbs_spa": [],
|
||
"category": "creature-family",
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||
"creature_family": "Dragon, Primal",
|
||
"creature_family_markdown": "Dragon, Primal",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-132",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Primal](/MonsterFamilies.aspx?ID=132)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 87 <sup>2.0</sup></row>\n\nThe strange and otherworldly primal dragons hail from realities adjacent to the Material Plane—the four Elemental Planes and the [Shadow Plane](/Planes.aspx?ID=11). These true dragons have natures and powers that exemplify their plane of origin and an affinity for primal magic, unlike chromatic and metallic dragons, who favor arcane or divine magic. Although they come from distant planes, primal dragons can be found on the Material Plane in regions touched by or reminiscent of their home plane. Although such encounters are rare, adventurers and travelers have sometimes found a brine dragon dwelling near a salty inland sea, for example, or a crystal dragon living in massive natural caverns deep in the Darklands. Unlike chromatic and metallic dragons, primal dragons tend not to develop shape-changing powers, and they are less interested in infiltrating settlements or influencing others from the shadows. \n\n<title level=\"2\" right=\"\">Primal Dragon Spellcasters</title> Each type of primal dragon features a note in the margins on spellcasting dragons of that type. To make a primal dragon spellcaster, remove the dragon’s Draconic Frenzy and Draconic Momentum abilities and give it the spells outlined in its sidebar. You can swap out any number of these with other primal spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Wisdom or Charisma modifier by 1 or 2 to reflect their mastery of magic. <h2 class=\"title\">Primal Dragons of Golarion</title> Golarion is not home to many primal dragons. Yet primal dragons do still come to Golarion now and then, whether to escape persecution in their home plane, build new lairs, torment and brutalize weaker creatures, or seek knowledge and resources that are scarce or unavailable at home.\n\n Brine dragons can be found along Golarion’s coastlines but are often frustrated by piracy and other lawless elements. They tend to avoid heavily populated coastal areas like the Shackles and instead choose remote islands in the oceans as their homes, where they can rule small communities of their own curation. Cloud dragons are even more isolated, and lacking any interest in politics, they prefer to dwell in large mountain ranges like the Kodars or the Barrier Wall. Crystal dragons’ vanity compels them to seek places that complement their natural beauty, such as gem-studded caverns in the Darklands. Of all the primal dragons, cantankerous magma dragons may be the ones most often found dwelling on Golarion, where they are drawn to volcanic ranges like the Five Kings Mountains. Umbral dragons hail not from an Elemental Plane but the Shadow Plane, and they can be encountered anywhere the borders to that plane grow thin, particularly in the sinister nation of Nidal.\n\n<title level=\"2\">Group Families</title>\r\n[Dragon, Brine](/MonsterFamilies.aspx?ID=175), [Dragon, Cloud](/MonsterFamilies.aspx?ID=176), [Dragon, Crystal](/MonsterFamilies.aspx?ID=177), [Dragon, Magma](/MonsterFamilies.aspx?ID=178), [Dragon, Umbral](/MonsterFamilies.aspx?ID=179)\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Primal Dragon Hoards</title>\r\n\r\nPrimal dragons may hail from other planes of existence than chromatic or metallic dragons, but they share one thing in common with those types— an obsession with treasure. Specific details on the types of treasures each category of primal dragon favors are detailed in their respective entries on the following pages; beyond those broad guidelines, the treasures in a dragon's hoard should match the themes of that type of dragon. A brine dragon's treasures should have nautical themes to them, for example, while an umbral dragon would have collected treasures of grim and shadowy nature; a crystal dragon focuses on gemstone valuables, and a cloud dragon seeks items that grant flight or produce an exotic scent. Of them all, the magma dragon's treasure hoards are most akin to that of the classic dragon— provided the items collected can survive at the blazing temperatures that tend to be present in these dragons' volcanic dens~\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Primal Dragon Religion</title>\r\n\r\nWhile religious primal dragons sometimes worship [Apsu](/Deities.aspx?ID=149) or [Dahak](/Deities.aspx?ID=150) (which dragon god they favor depends on their stance on good or evil), most prefer to worship elemental divinities.\r\n</aside>",
|
||
"name": "Dragon, Primal",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 87 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe strange and otherworldly primal dragons hail from realities adjacent to the Material Plane—the four Elemental Planes and the Shadow Plane . …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
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|
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"Bestiary 2 pg. 87"
|
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|
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"source_category": "Rulebooks",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 87 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "The strange and otherworldly primal dragons hail from realities adjacent to the Material Plane—the four Elemental Planes and the Shadow Plane . …",
|
||
"summary_markdown": "The strange and otherworldly primal dragons hail from realities adjacent to the Material Plane—the four Elemental Planes and the Shadow Plane . …",
|
||
"text": " Dragon, Primal Source Bestiary 2 pg. 87 2.0 The strange and otherworldly primal dragons hail from realities adjacent to the Material Plane—the four Elemental Planes and the Shadow Plane. These true dragons have natures and powers that exemplify their plane of origin and an affinity for primal magic, unlike chromatic and metallic dragons, who favor arcane or divine magic. Although they come from distant planes, primal dragons can be found on the Material Plane in regions touched by or reminiscent of their home plane. Although such encounters are rare, adventurers and travelers have sometimes found a brine dragon dwelling near a salty inland sea, for example, or a crystal dragon living in massive natural caverns deep in the Darklands. Unlike chromatic and metallic dragons, primal dragons tend not to develop shape-changing powers, and they are less interested in infiltrating settlements or influencing others from the shadows. Primal Dragon Spellcasters Each type of primal dragon features a note in the margins on spellcasting dragons of that type. To make a primal dragon spellcaster, remove the dragon’s Draconic Frenzy and Draconic Momentum abilities and give it the spells outlined in its sidebar. You can swap out any number of these with other primal spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Wisdom or Charisma modifier by 1 or 2 to reflect their mastery of magic. Primal Dragons of Golarion Golarion is not home to many primal dragons. Yet primal dragons do still come to Golarion now and then, whether to escape persecution in their home plane, build new lairs, torment and brutalize weaker creatures, or seek knowledge and resources that are scarce or unavailable at home. Brine dragons can be found along Golarion’s coastlines but are often frustrated by piracy and other lawless elements. They tend to avoid heavily populated coastal areas like the Shackles and instead choose remote islands in the oceans as their homes, where they can rule small communities of their own curation. Cloud dragons are even more isolated, and lacking any interest in politics, they prefer to dwell in large mountain ranges like the Kodars or the Barrier Wall. Crystal dragons’ vanity compels them to seek places that complement their natural beauty, such as gem-studded caverns in the Darklands. Of all the primal dragons, cantankerous magma dragons may be the ones most often found dwelling on Golarion, where they are drawn to volcanic ranges like the Five Kings Mountains. Umbral dragons hail not from an Elemental Plane but the Shadow Plane, and they can be encountered anywhere the borders to that plane grow thin, particularly in the sinister nation of Nidal. Group Families Dragon, Brine, Dragon, Cloud, Dragon, Crystal, Dragon, Magma, Dragon, Umbral Primal Dragon Hoards Primal dragons may hail from other planes of existence than chromatic or metallic dragons, but they share one thing in common with those types— an obsession with treasure. Specific details on the types of treasures each category of primal dragon favors are detailed in their respective entries on the following pages; beyond those broad guidelines, the treasures in a dragon's hoard should match the themes of that type of dragon. A brine dragon's treasures should have nautical themes to them, for example, while an umbral dragon would have collected treasures of grim and shadowy nature; a crystal dragon focuses on gemstone valuables, and a cloud dragon seeks items that grant flight or produce an exotic scent. Of them all, the magma dragon's treasure hoards are most akin to that of the classic dragon— provided the items collected can survive at the blazing temperatures that tend to be present in these dragons' volcanic dens~ Primal Dragon Religion While religious primal dragons sometimes worship Apsu or Dahak (which dragon god they favor depends on their stance on good or evil), most prefer to worship elemental divinities. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragonfly](/MonsterFamilies.aspx?ID=133)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 98 <sup>2.0</sup></row>\n\nDragonflies hunt with a combination of agile power and deadly speed. In their early life stages these insects are entirely aquatic predators, but they take to the air once they’ve molted. Most live around bodies of water suitable for spawning, but giant dragonflies have been known to fly many miles when on the hunt. Though their gossamer wings and colorful bodies are beautiful at first glance, an unwary adventurer lured in by the display runs a very real risk of becoming lunch.\r\n\r\n<title level=\"2\">Members</title>\r\n[Enormous Dragonfly](/Monsters.aspx?ID=2240) (Creature 9), [Giant Dragonfly](/Monsters.aspx?ID=638) (Creature 4), [Giant Dragonfly Nymph](/Monsters.aspx?ID=637) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Dragonfly Species</title>\r\n\r\nWhile dragonflies come in many colors, the differences between species sometimes extend beyond aesthetic variation. Giant blue dragonflies are larger toxic versions of the insects with a numbing bite that boggards use to craft poisons. Cave dragonflies are slower but stronger variants that dwell in large cavern systems. The legendary storm dragonflies are truly immense creatures that can use their powerful wings to stun foes.\r\n</aside>",
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"name": "Dragonfly",
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"rarity": "common",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 98 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDragonflies hunt with a combination of agile power and deadly speed. In their early life stages these insects are entirely aquatic predators, but …\r\n</summary>",
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"summary": "Dragonflies hunt with a combination of agile power and deadly speed. In their early life stages these insects are entirely aquatic predators, but …",
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"summary_markdown": "Dragonflies hunt with a combination of agile power and deadly speed. In their early life stages these insects are entirely aquatic predators, but …",
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"text": " Dragonfly Source Bestiary 2 pg. 98 2.0 Dragonflies hunt with a combination of agile power and deadly speed. In their early life stages these insects are entirely aquatic predators, but they take to the air once they’ve molted. Most live around bodies of water suitable for spawning, but giant dragonflies have been known to fly many miles when on the hunt. Though their gossamer wings and colorful bodies are beautiful at first glance, an unwary adventurer lured in by the display runs a very real risk of becoming lunch. Members Enormous Dragonfly (Creature 9), Giant Dragonfly (Creature 4), Giant Dragonfly Nymph (Creature 3) Dragonfly Species While dragonflies come in many colors, the differences between species sometimes extend beyond aesthetic variation. Giant blue dragonflies are larger toxic versions of the insects with a numbing bite that boggards use to craft poisons. Cave dragonflies are slower but stronger variants that dwell in large cavern systems. The legendary storm dragonflies are truly immense creatures that can use their powerful wings to stun foes. ",
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"id": "creature-family-134",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Fetchling](/MonsterFamilies.aspx?ID=134)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 117 <sup>2.0</sup></row>\n\nThe people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the [Shadow Plane](/Planes.aspx?ID=11). No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow.\n\n Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d’ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance.\n\n Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don’t mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some.\n\n Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions.\r\n\r\n<title level=\"2\">Members</title>\r\n[Fetchling Scout](/Monsters.aspx?ID=669) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Masters of Adaptation</title>\r\n\r\nKayals understand that many Material Plane cultures view them with suspicion or even fear, and take pains to adapt to cultures with which they seek to establish trade. Unfortunately, kayals' mastery at cultural adaptation can often backfire, leading to fears that the so-called “fetchlings” are an invading force that seeks to duplicate and replace those with whom they merely wish to do business.\r\n</aside>",
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||
"name": "Fetchling",
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||
"rarity": "common",
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||
"release_date": "2020-05-27",
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 117 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane . …\r\n</summary>",
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"summary": "The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane . …",
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"summary_markdown": "The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane . …",
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"text": " Fetchling Source Bestiary 2 pg. 117 2.0 The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow. Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d’ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance. Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don’t mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some. Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions. Members Fetchling Scout (Creature 1) Masters of Adaptation Kayals understand that many Material Plane cultures view them with suspicion or even fear, and take pains to adapt to cultures with which they seek to establish trade. Unfortunately, kayals' mastery at cultural adaptation can often backfire, leading to fears that the so-called “fetchlings” are an invading force that seeks to duplicate and replace those with whom they merely wish to do business. ",
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"type": "Creature Family",
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"id": "creature-family-136",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Fly](/MonsterFamilies.aspx?ID=136)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 120 <sup>2.0</sup></row>\n\nGiant flies are pony-sized insects that have massive compound eyes and bodies bristling with short, stiff hairs. Their lairs are notorious for the rotting meat they stockpile to lay their eggs into. Their maggot-dens are also prime breeding grounds for virulent diseases.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Fly](/Monsters.aspx?ID=673) (Creature 1), [Giant Maggot](/Monsters.aspx?ID=672) (Creature 0), [Giant Tsetse Fly](/Monsters.aspx?ID=1611) (Creature 2)",
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||
"name": "Fly",
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||
"rarity": "common",
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||
"release_date": "2020-05-27",
|
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 120 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGiant flies are pony-sized insects that have massive compound eyes and bodies bristling with short, stiff hairs. Their lairs are notorious for the …\r\n</summary>",
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"summary": "Giant flies are pony-sized insects that have massive compound eyes and bodies bristling with short, stiff hairs. Their lairs are notorious for the …",
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"summary_markdown": "Giant flies are pony-sized insects that have massive compound eyes and bodies bristling with short, stiff hairs. Their lairs are notorious for the …",
|
||
"text": " Fly Source Bestiary 2 pg. 120 2.0 Giant flies are pony-sized insects that have massive compound eyes and bodies bristling with short, stiff hairs. Their lairs are notorious for the rotting meat they stockpile to lay their eggs into. Their maggot-dens are also prime breeding grounds for virulent diseases. Members Giant Fly (Creature 1), Giant Maggot (Creature 0), Giant Tsetse Fly (Creature 2)",
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"id": "creature-family-137",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Frog](/MonsterFamilies.aspx?ID=137)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 121 <sup>2.0</sup></row>\n\nFrogs that are poisonous or grow to monstrous size can be a menace to adventurers.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Frog](/Monsters.aspx?ID=675) (Creature 1), [Spear Frog](/Monsters.aspx?ID=674) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Frog Species</title>\r\n\r\nWhile all frogs are amphibious, some frogs spend more of their time out of the water. Even those usually found near lakes and streams are adapted for climbing. You can add variety to frog encounters by replacing a frog's swim Speed with a climb Speed (or even allowing it to have both). Likewise, for frogs that are poisonous or venomous, the specific effects of their toxin can vary by species, with exposure to some frog poison causing a creature to become [clumsy](/Conditions.aspx?ID=3) or [stupefied](/Conditions.aspx?ID=37) instead of [enfeebled](/Conditions.aspx?ID=13).\r\n</aside>",
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"name": "Frog",
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||
"rarity": "common",
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"release_date": "2020-05-27",
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||
"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 121 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFrogs that are poisonous or grow to monstrous size can be a menace to adventurers.\r\n</summary>",
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"summary": "Frogs that are poisonous or grow to monstrous size can be a menace to adventurers.",
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"summary_markdown": "Frogs that are poisonous or grow to monstrous size can be a menace to adventurers.",
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||
"text": " Frog Source Bestiary 2 pg. 121 2.0 Frogs that are poisonous or grow to monstrous size can be a menace to adventurers. Members Giant Frog (Creature 1), Spear Frog (Creature 0) Frog Species While all frogs are amphibious, some frogs spend more of their time out of the water. Even those usually found near lakes and streams are adapted for climbing. You can add variety to frog encounters by replacing a frog's swim Speed with a climb Speed (or even allowing it to have both). Likewise, for frogs that are poisonous or venomous, the specific effects of their toxin can vary by species, with exposure to some frog poison causing a creature to become clumsy or stupefied instead of enfeebled. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Hippocampus](/MonsterFamilies.aspx?ID=138)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 142 <sup>2.0</sup></row>\n\nThe strange beasts known as hippocampi resemble terrestrial horses from head to midbody, but on their legs, they have splayed fins instead of hooves, and in place of horses’ hindquarters, they have powerful tails resembling those of fish. Hippocampi have colorful scales ranging from pearly white to seaweed green, and brilliant ribbed dorsal sails as manes. In the wild oceans, most types of hippocampi tend to congregate in the shallows near the beds of seaweed and kelp forests that provide them with food and shelter from predators. They form huge schools to provide safety in numbers, like land-bound horses form herds.\n\n Hippocampi are highly prized by undersea societies and surface dwellers alike, as they are as easy to train as horses and serve many of the same functions, be that as beasts of burden, war-trained mounts, transportation, or as pets. Though hippocampi are able to wear barding, it hampers them considerably, so most handlers outfit them with the lightest options available. More often they are trained to pull specially designed underwater chariots or sleds. Hippocampi do not to leave the water, as they are clumsy on land, can’t bear riders while flopping about on the ground, and can’t breathe air for long.\n\n Numerous variant species of hippocampi exist, although most of them differ from the common hippocampus only in coloration. Heartier species, such as polar hippocampi, dwell exclusively in arctic waters and are best presented as hippocampi with elite adjustments.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Hippocampus](/Monsters.aspx?ID=697) (Creature 8), [Hippocampus](/Monsters.aspx?ID=696) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Aquatic Cavalry</title>\r\n\r\nProtecting the harbor of Absalom and the shores of Starstone Isle, the elite Wave Riders use combat-trained hippocampi as mounts. The Wave Riders harass enemy ships, defend against aquatic foes, and intercept smugglers.\r\n</aside>",
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"name": "Hippocampus",
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||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 142 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe strange beasts known as hippocampi resemble terrestrial horses from head to midbody, but on their legs, they have splayed fins instead of hooves, …\r\n</summary>",
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"summary": "The strange beasts known as hippocampi resemble terrestrial horses from head to midbody, but on their legs, they have splayed fins instead of hooves, …",
|
||
"summary_markdown": "The strange beasts known as hippocampi resemble terrestrial horses from head to midbody, but on their legs, they have splayed fins instead of hooves, …",
|
||
"text": " Hippocampus Source Bestiary 2 pg. 142 2.0 The strange beasts known as hippocampi resemble terrestrial horses from head to midbody, but on their legs, they have splayed fins instead of hooves, and in place of horses’ hindquarters, they have powerful tails resembling those of fish. Hippocampi have colorful scales ranging from pearly white to seaweed green, and brilliant ribbed dorsal sails as manes. In the wild oceans, most types of hippocampi tend to congregate in the shallows near the beds of seaweed and kelp forests that provide them with food and shelter from predators. They form huge schools to provide safety in numbers, like land-bound horses form herds. Hippocampi are highly prized by undersea societies and surface dwellers alike, as they are as easy to train as horses and serve many of the same functions, be that as beasts of burden, war-trained mounts, transportation, or as pets. Though hippocampi are able to wear barding, it hampers them considerably, so most handlers outfit them with the lightest options available. More often they are trained to pull specially designed underwater chariots or sleds. Hippocampi do not to leave the water, as they are clumsy on land, can’t bear riders while flopping about on the ground, and can’t breathe air for long. Numerous variant species of hippocampi exist, although most of them differ from the common hippocampus only in coloration. Heartier species, such as polar hippocampi, dwell exclusively in arctic waters and are best presented as hippocampi with elite adjustments. Members Giant Hippocampus (Creature 8), Hippocampus (Creature 1) Aquatic Cavalry Protecting the harbor of Absalom and the shores of Starstone Isle, the elite Wave Riders use combat-trained hippocampi as mounts. The Wave Riders harass enemy ships, defend against aquatic foes, and intercept smugglers. ",
|
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"category": "creature-family",
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"creature_family": "Hippopotamus",
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|
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|
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|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Hippopotamus](/MonsterFamilies.aspx?ID=139)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 144 <sup>2.0</sup></row>\n\nHippopotamuses, or hippos for short, are semiaquatic animals that spend most of their time in rivers and lakes, but they also can thrive on land.\r\n\r\n<title level=\"2\">Members</title>\r\n[Behemoth Hippopotamus](/Monsters.aspx?ID=700) (Creature 10), [Hippopotamus](/Monsters.aspx?ID=699) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Hippo Sweat</title>\r\n\r\nA hippopotamus's sweat is an unusual reddish color that can lend them an even more frightening appearance that evokes the visage of a blood-coated monster. This sweat helps to protect the hippopotamus from becoming overheated, but it also bolsters their resistance to all manner of diseases.\r\n</aside>",
|
||
"name": "Hippopotamus",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 144 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHippopotamuses, or hippos for short, are semiaquatic animals that spend most of their time in rivers and lakes, but they also can thrive on land.\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 144"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 144 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Hippopotamuses, or hippos for short, are semiaquatic animals that spend most of their time in rivers and lakes, but they also can thrive on land.",
|
||
"summary_markdown": "Hippopotamuses, or hippos for short, are semiaquatic animals that spend most of their time in rivers and lakes, but they also can thrive on land.",
|
||
"text": " Hippopotamus Source Bestiary 2 pg. 144 2.0 Hippopotamuses, or hippos for short, are semiaquatic animals that spend most of their time in rivers and lakes, but they also can thrive on land. Members Behemoth Hippopotamus (Creature 10), Hippopotamus (Creature 5) Hippo Sweat A hippopotamus's sweat is an unusual reddish color that can lend them an even more frightening appearance that evokes the visage of a blood-coated monster. This sweat helps to protect the hippopotamus from becoming overheated, but it also bolsters their resistance to all manner of diseases. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=139",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Jellyfish",
|
||
"creature_family_markdown": "Jellyfish",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-140",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Jellyfish](/MonsterFamilies.aspx?ID=140)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 152 <sup>2.0</sup></row>\n\nMany varieties of jellyfish drift through the world’s oceans, feeding on fish and other tiny marine creatures. However, deadly species of monstrous jellyfish pose a threat to unwary swimmers and sailors alike. Note that while jellyfish are animals, they also have the mindless trait because they lack a centralized nervous system.\r\n\r\n<title level=\"2\">Members</title>\r\n[Fire Jellyfish Swarm](/Monsters.aspx?ID=706) (Creature 6), [Giant Jellyfish](/Monsters.aspx?ID=707) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Jellyfish Species</title>\r\n\r\nA large number of types of monstrous jellyfish dwell in the worldfs oceans, each with their own unusual specialty in hunting. The immense vampire jellyfish is a blood-drinking monster that often attacks sailors aboard ships. Among the largest are the dreaded whaler jellyfish, colossal creatures that feed on whales or even [krakens](/Monsters.aspx?ID=275).\r\n</aside>",
|
||
"name": "Jellyfish",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 152 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMany varieties of jellyfish drift through the world's oceans, feeding on fish and other tiny marine creatures. However, deadly species of monstrous …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 152"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 152 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Many varieties of jellyfish drift through the world's oceans, feeding on fish and other tiny marine creatures. However, deadly species of monstrous …",
|
||
"summary_markdown": "Many varieties of jellyfish drift through the world's oceans, feeding on fish and other tiny marine creatures. However, deadly species of monstrous …",
|
||
"text": " Jellyfish Source Bestiary 2 pg. 152 2.0 Many varieties of jellyfish drift through the world’s oceans, feeding on fish and other tiny marine creatures. However, deadly species of monstrous jellyfish pose a threat to unwary swimmers and sailors alike. Note that while jellyfish are animals, they also have the mindless trait because they lack a centralized nervous system. Members Fire Jellyfish Swarm (Creature 6), Giant Jellyfish (Creature 7) Jellyfish Species A large number of types of monstrous jellyfish dwell in the worldfs oceans, each with their own unusual specialty in hunting. The immense vampire jellyfish is a blood-drinking monster that often attacks sailors aboard ships. Among the largest are the dreaded whaler jellyfish, colossal creatures that feed on whales or even krakens. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=140",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Leech",
|
||
"creature_family_markdown": "Leech",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-141",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Leech](/MonsterFamilies.aspx?ID=141)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 156 <sup>2.0</sup></row>\n\nThough valued by apothecaries and field medics as methods to reduce swelling or drain blood, leeches are despised by most who encounter them, regardless of the setting.\r\n\r\n<title level=\"2\">Members</title>\r\n[Brood Leech Swarm](/Monsters.aspx?ID=712) (Creature 4), [Giant Leech](/Monsters.aspx?ID=711) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Leech Species</title>\r\n\r\nThe spotted hooktooth leech is often found in areas frequented by trolls, who sometimes wear them as awful decorations, relying on their regeneration to control the bleeding effects. The gigantic elephant leech feeds on immense beasts of the swamplands or jungles, like [elephants](/MonsterFamilies.aspx?ID=125), [froghemoths](/Monsters.aspx?ID=676), and [dinosaurs](/MonsterFamilies.aspx?ID=32), attacking from unexpected range. But it's the relatively small gutleech that provides the most fuel for nightmares, due to its awful habit of feeding on victims from inside.\r\n</aside>",
|
||
"name": "Leech",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 156 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThough valued by apothecaries and field medics as methods to reduce swelling or drain blood, leeches are despised by most who encounter them, …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 156"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 156 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Though valued by apothecaries and field medics as methods to reduce swelling or drain blood, leeches are despised by most who encounter them, …",
|
||
"summary_markdown": "Though valued by apothecaries and field medics as methods to reduce swelling or drain blood, leeches are despised by most who encounter them, …",
|
||
"text": " Leech Source Bestiary 2 pg. 156 2.0 Though valued by apothecaries and field medics as methods to reduce swelling or drain blood, leeches are despised by most who encounter them, regardless of the setting. Members Brood Leech Swarm (Creature 4), Giant Leech (Creature 2) Leech Species The spotted hooktooth leech is often found in areas frequented by trolls, who sometimes wear them as awful decorations, relying on their regeneration to control the bleeding effects. The gigantic elephant leech feeds on immense beasts of the swamplands or jungles, like elephants, froghemoths, and dinosaurs, attacking from unexpected range. But it's the relatively small gutleech that provides the most fuel for nightmares, due to its awful habit of feeding on victims from inside. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=141",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Mosquito",
|
||
"creature_family_markdown": "Mosquito",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-142",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Mosquito](/MonsterFamilies.aspx?ID=142)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 175 <sup>2.0</sup></row>\n\nWhile the common mosquito is a pest capable of spreading deadly diseases, their giant kin and the ravenous clouds of mosquito swarms are even more dangerous.\r\n\r\n<title level=\"2\">Members</title>\r\n[Fen Mosquito Swarm](/Monsters.aspx?ID=732) (Creature 3), [Giant Mosquito](/Monsters.aspx?ID=733) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Malaria Strains</title>\r\n\r\nThis pernicious disease is often associated with mosquitoes. The most common version of [malaria](/Diseases.aspx?ID=5) is presented in the _Pathfinder Gamemastery Guide_, and while the variants inflicted by mosquito swarms and giant mosquitoes are deadlier, they don't have the chance to recur after 1d4 months. Pyrexic malaria also causes weakness and fevers, while septic malaria causes painful and infected lesions to form on the body. Regardless of the strain you contract, you can't reduce your sickened condition while you are affected with malaria.\r\n</aside>",
|
||
"name": "Mosquito",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 175 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile the common mosquito is a pest capable of spreading deadly diseases, their giant kin and the ravenous clouds of mosquito swarms are even more …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 175"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 175 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "While the common mosquito is a pest capable of spreading deadly diseases, their giant kin and the ravenous clouds of mosquito swarms are even more …",
|
||
"summary_markdown": "While the common mosquito is a pest capable of spreading deadly diseases, their giant kin and the ravenous clouds of mosquito swarms are even more …",
|
||
"text": " Mosquito Source Bestiary 2 pg. 175 2.0 While the common mosquito is a pest capable of spreading deadly diseases, their giant kin and the ravenous clouds of mosquito swarms are even more dangerous. Members Fen Mosquito Swarm (Creature 3), Giant Mosquito (Creature 6) Malaria Strains This pernicious disease is often associated with mosquitoes. The most common version of malaria is presented in the Pathfinder Gamemastery Guide , and while the variants inflicted by mosquito swarms and giant mosquitoes are deadlier, they don't have the chance to recur after 1d4 months. Pyrexic malaria also causes weakness and fevers, while septic malaria causes painful and infected lesions to form on the body. Regardless of the strain you contract, you can't reduce your sickened condition while you are affected with malaria. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=142",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Octopus",
|
||
"creature_family_markdown": "Octopus",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-143",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Octopus](/MonsterFamilies.aspx?ID=143)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 187 <sup>2.0</sup></row>\n\nThese cunning marine animals live in a variety of ocean habitats.\r\n\r\n<title level=\"2\">Members</title>\r\n[Blue-Ringed Octopus](/Monsters.aspx?ID=744) (Creature 0), [Giant Octopus](/Monsters.aspx?ID=315) (Creature 8), [Reef Octopus](/Monsters.aspx?ID=745) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Octopus Species</title>\r\n\r\nThe octopuses presented here are smaller versions of the much larger giant octopus, but other species exist as well. The brightly colored seafire octopus occupies a predatory niche somewhere between the reef octopus and giant octopus—its bite injects a venom that causes a painful rash and nausea. The immense grisly octopus is among the largest of its kind. It can swallow humans whole and can squirt particularly sticky crimson ink to incapacitate prey.\r\n</aside>",
|
||
"name": "Octopus",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 187 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese cunning marine animals live in a variety of ocean habitats.\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 187"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 187 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "These cunning marine animals live in a variety of ocean habitats.",
|
||
"summary_markdown": "These cunning marine animals live in a variety of ocean habitats.",
|
||
"text": " Octopus Source Bestiary 2 pg. 187 2.0 These cunning marine animals live in a variety of ocean habitats. Members Blue-Ringed Octopus (Creature 0), Giant Octopus (Creature 8), Reef Octopus (Creature 1) Octopus Species The octopuses presented here are smaller versions of the much larger giant octopus, but other species exist as well. The brightly colored seafire octopus occupies a predatory niche somewhere between the reef octopus and giant octopus—its bite injects a venom that causes a painful rash and nausea. The immense grisly octopus is among the largest of its kind. It can swallow humans whole and can squirt particularly sticky crimson ink to incapacitate prey. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=143",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Oni",
|
||
"creature_family_markdown": "Oni",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-144",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Oni](/MonsterFamilies.aspx?ID=144)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 188 <sup>2.0</sup></row>\n\nNot all divine creations are meant to live as mortals. Some spirits are created as guardians instead, tasked as protectors of elements of nature that cannot protect themselves. When these spirits accept their divine place in the metacosmos and take on such charges, they become [kami](/MonsterFamilies.aspx?ID=243). But some of these spirits are willful, obstinate, or simply rotten, railing against such demands from the gods and becoming bodiless and unable to interact with the world they can torturously still observe. Others receive such punishment simply for failing at their duty, and their despair at their condition twists them like those that began with a seed of darkness. When these spirits look upon mortal lives and become overcome with envy of the flesh and pleasure that humanoids can revel in, they form surrogate bodies of their own and become monsters known collectively as oni.\n\n When an oni manifests, they always do so in a form that parodies a specific humanoid ancestry closely associated with the oni's obsessions and envies. Giants' over-the-top personalities and sizes are likely the reason why these humanoids are the most common incarnations chosen by oni; such oni are known collectively as yai oni. Yet there exist oni associated with almost every kind of humanoid. Most oni are capable of supernaturally disguising themselves as their associated humanoid type and use this ability to infiltrate societies and seize control from within. Once established, oni typically reveal their true form and revel in dominating those they view as lesser beings fit only to serve their whims.\n\n Oni are nothing if not vain. They typically choose comely or striking appearances in their humanoid disguises—forms that are completely at odds with the ugliness of their true natures. An oni's true form is indicative of their innermost desires and always has features such as oversized teeth that verge into tusks, sharp claws, unusually bright skin colors, or a third eye in the forehead. Oni have desires as varied as those of any being, though by their nature these desires are almost always for hedonistic or destructive experiences of the flesh, typically food, pleasure, or violence.\r\n\r\n<title level=\"2\">Members</title>\r\n[Fire Yai](/Monsters.aspx?ID=748) (Creature 14), [Ice Yai](/Monsters.aspx?ID=747) (Creature 13), [Onidoshi](/Monsters.aspx?ID=746) (Creature 8), [Shadow Yai](/Monsters.aspx?ID=1404) (Creature 16), [Taiga Yai](/Monsters.aspx?ID=1405) (Creature 15), [Water Yai](/Monsters.aspx?ID=749) (Creature 17)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Oni Daimyo</title>\r\n\r\nOni daimyo are quasi-deities with isolated mortal domains. The most powerful is Inma, the Empress of the World, but Akuma the Horned King, Murona the Dark Mother, and Nataka the Red King are also worshipped.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Oni Origins</title>\r\n\r\nThe first oni originated in the nation of Minkai on the continent of Tian Xia. Whether due to prevalent local [kami](/MonsterFamilies.aspx?ID=243)— particularly in the mist-shrouded Forest of Spirits—or its peoples' faiths, Minkai is a hotbed of oni activity.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Oni Shapechangers</title>\r\n\r\nOni humanoid forms are limited to one specific appearance. An [ogre mage](/Monsters.aspx?ID=746) can assume only one specific [ogre](/MonsterFamilies.aspx?ID=78) form, while an [ice yai](/Monsters.aspx?ID=747) can appear only as one specific [frost giant](/Monsters.aspx?ID=222). Some oni have greater control over their shapeshifting power and can assume the form of any humanoid creature, and these oni tend to be the most dangerous.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Oni</title>\r\n\r\nDifferent oni exist for nearly every humanoid ancestry. Kuwa oni mask their golden skin and four-fingered claws in human form, while ja oni hide as [hobgoblins](/MonsterFamilies.aspx?ID=61). Other yai include wind yai (who take their form from [cloud giants](/Monsters.aspx?ID=224)) and the immensely powerful void yai (who form from other yai and ascend to rule over [rune giants](/Monsters.aspx?ID=226)).\r\n</aside>",
|
||
"name": "Oni",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 188 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNot all divine creations are meant to live as mortals. Some spirits are created as guardians instead, tasked as protectors of elements of nature that …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 188"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 188 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Not all divine creations are meant to live as mortals. Some spirits are created as guardians instead, tasked as protectors of elements of nature that …",
|
||
"summary_markdown": "Not all divine creations are meant to live as mortals. Some spirits are created as guardians instead, tasked as protectors of elements of nature that …",
|
||
"text": " Oni Source Bestiary 2 pg. 188 2.0 Not all divine creations are meant to live as mortals. Some spirits are created as guardians instead, tasked as protectors of elements of nature that cannot protect themselves. When these spirits accept their divine place in the metacosmos and take on such charges, they become kami. But some of these spirits are willful, obstinate, or simply rotten, railing against such demands from the gods and becoming bodiless and unable to interact with the world they can torturously still observe. Others receive such punishment simply for failing at their duty, and their despair at their condition twists them like those that began with a seed of darkness. When these spirits look upon mortal lives and become overcome with envy of the flesh and pleasure that humanoids can revel in, they form surrogate bodies of their own and become monsters known collectively as oni. When an oni manifests, they always do so in a form that parodies a specific humanoid ancestry closely associated with the oni's obsessions and envies. Giants' over-the-top personalities and sizes are likely the reason why these humanoids are the most common incarnations chosen by oni; such oni are known collectively as yai oni. Yet there exist oni associated with almost every kind of humanoid. Most oni are capable of supernaturally disguising themselves as their associated humanoid type and use this ability to infiltrate societies and seize control from within. Once established, oni typically reveal their true form and revel in dominating those they view as lesser beings fit only to serve their whims. Oni are nothing if not vain. They typically choose comely or striking appearances in their humanoid disguises—forms that are completely at odds with the ugliness of their true natures. An oni's true form is indicative of their innermost desires and always has features such as oversized teeth that verge into tusks, sharp claws, unusually bright skin colors, or a third eye in the forehead. Oni have desires as varied as those of any being, though by their nature these desires are almost always for hedonistic or destructive experiences of the flesh, typically food, pleasure, or violence. Members Fire Yai (Creature 14), Ice Yai (Creature 13), Onidoshi (Creature 8), Shadow Yai (Creature 16), Taiga Yai (Creature 15), Water Yai (Creature 17) Oni Daimyo Oni daimyo are quasi-deities with isolated mortal domains. The most powerful is Inma, the Empress of the World, but Akuma the Horned King, Murona the Dark Mother, and Nataka the Red King are also worshipped. Oni Origins The first oni originated in the nation of Minkai on the continent of Tian Xia. Whether due to prevalent local kami— particularly in the mist-shrouded Forest of Spirits—or its peoples' faiths, Minkai is a hotbed of oni activity. Oni Shapechangers Oni humanoid forms are limited to one specific appearance. An ogre mage can assume only one specific ogre form, while an ice yai can appear only as one specific frost giant. Some oni have greater control over their shapeshifting power and can assume the form of any humanoid creature, and these oni tend to be the most dangerous. Other Oni Different oni exist for nearly every humanoid ancestry. Kuwa oni mask their golden skin and four-fingered claws in human form, while ja oni hide as hobgoblins. Other yai include wind yai (who take their form from cloud giants) and the immensely powerful void yai (who form from other yai and ascend to rule over rune giants). ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=144",
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"weakness": {}
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Geniekin",
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||
"creature_family_markdown": "Geniekin",
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"id": "creature-family-145",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Geniekin](/MonsterFamilies.aspx?ID=145)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 200 <sup>2.0</sup></row>\n\nGeniekin are mortals whose ancestry has become entangled with that of [genies](/MonsterFamilies.aspx?ID=50), causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ifrit Pyrochemist](/Monsters.aspx?ID=759) (Creature 1), [Oread Guard](/Monsters.aspx?ID=760) (Creature 1), [Suli Dune Dancer](/Monsters.aspx?ID=761) (Creature 1), [Sylph Sneak](/Monsters.aspx?ID=762) (Creature 1), [Undine Hydromancer](/Monsters.aspx?ID=763) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Common Terminology</title>\r\n\r\nThe term geniekin came into common parlance mostly thanks to tales from Casmaron and, in particular, the Padishah Empire of Kelesh. Many of these folk stories, songs, and other common tales include great figures who have genie parentage. The prominence and legacy of these stories, along with the fact that the most common geniekin are those with genie ancestors, have cemented “geniekin” as a common term for any individual who manifests elemental traits. This is true even when genies are not part of a person's lineage, such as individuals descended from elementals or sorcerers with the elemental bloodline. Scholars have pushed to use the more accurate descriptor of “elemental scion,” but the term has yet to permeate the common lexicon.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Elemental Permutations</title>\r\n\r\nWhile other planar scions have lineages that reflect the specific fiends, celestials, or monitors from which their families descend, geniekin lineages are better described as permutations of elemental expression. Elements sometimes manifest in unique and unusual ways within a line of geniekin, regardless of the elemental they descend from. These permutations and their lineages are as follows. \n\n**Air**: [fumesoul](/Feats.aspx?ID=2591) (miasma sylph), [smokesoul](/Feats.aspx?ID=2592) (haze sylph), [stormsoul](/Feats.aspx?ID=2593) (lightning sylph) \n\n**Earth**: [dustsoul](/Feats.aspx?ID=2565) (soil oread), [gemsoul](/Feats.aspx?ID=2567) (crystal oread), [miresoul](/Feats.aspx?ID=2568) (mud oread) \n\n**Fire**: [brightsoul](/Feats.aspx?ID=2551) (radiant ifrit), [cindersoul](/Feats.aspx?ID=2552) (ash ifrit), [lavasoul](/Feats.aspx?ID=2555) (magma ifrit) \n\n**Water**: [brinesoul](/Feats.aspx?ID=2606) (saltwater undine), [mistsoul](/Feats.aspx?ID=2607) (vapor undine), [rimesoul](/Feats.aspx?ID=2608) (frost undine)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Geniekin on Golarion</title>\r\n\r\nWhile most geniekin planar scions live on their genie parent's ancestral plane, rare fonts of elemental power or genie activity sometimes give rise to geniekin on Golarion. By far, geniekin are most commonly found in Katapesh, as genies are more prevalent there than other regions due to the influence of genie binders.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Geniekin Parentage</title>\r\n\r\nPlanar scions from the elemental planes are known as geniekin because they are overwhelmingly born from couplings between mortals and genies: [ifrits](/Monsters.aspx?ID=759) are born of [efreeti](/Monsters.aspx?ID=214), [oreads](/Monsters.aspx?ID=760) of [shaitans](/Monsters.aspx?ID=213), [sulis](/Monsters.aspx?ID=761) of [jann](/Monsters.aspx?ID=211), [sylphs](/Monsters.aspx?ID=762) of [djinn](/Monsters.aspx?ID=212), and [undines](/Monsters.aspx?ID=763) of [marids](/Monsters.aspx?ID=215). Despite this distinguished ancestry, geniekin do not display most of their parents' exceptional talents, such as their ability to grant wishes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Planar Scions</title>\r\n\r\nTwo other planar scions are the entropy-infused ganzi and their polar opposites, the orderly aphorites, scions of chaos and law respectively.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Planar Scion</title>\r\n\r\n**Related Families**",
|
||
"name": "Geniekin",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 200 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGeniekin are mortals whose ancestry has become entangled with that of genies , causing them to exhibit elemental powers drawn from the Elemental …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 2"
|
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],
|
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|
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"Bestiary 2 pg. 200"
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 200 <sup>2.0</sup></row>",
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"speed": {},
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"summary": "Geniekin are mortals whose ancestry has become entangled with that of genies , causing them to exhibit elemental powers drawn from the Elemental …",
|
||
"summary_markdown": "Geniekin are mortals whose ancestry has become entangled with that of genies , causing them to exhibit elemental powers drawn from the Elemental …",
|
||
"text": " Geniekin Source Bestiary 2 pg. 200 2.0 Geniekin are mortals whose ancestry has become entangled with that of genies, causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment. Members Ifrit Pyrochemist (Creature 1), Oread Guard (Creature 1), Suli Dune Dancer (Creature 1), Sylph Sneak (Creature 1), Undine Hydromancer (Creature 1) Common Terminology The term geniekin came into common parlance mostly thanks to tales from Casmaron and, in particular, the Padishah Empire of Kelesh. Many of these folk stories, songs, and other common tales include great figures who have genie parentage. The prominence and legacy of these stories, along with the fact that the most common geniekin are those with genie ancestors, have cemented “geniekin” as a common term for any individual who manifests elemental traits. This is true even when genies are not part of a person's lineage, such as individuals descended from elementals or sorcerers with the elemental bloodline. Scholars have pushed to use the more accurate descriptor of “elemental scion,” but the term has yet to permeate the common lexicon. Elemental Permutations While other planar scions have lineages that reflect the specific fiends, celestials, or monitors from which their families descend, geniekin lineages are better described as permutations of elemental expression. Elements sometimes manifest in unique and unusual ways within a line of geniekin, regardless of the elemental they descend from. These permutations and their lineages are as follows. Air : fumesoul (miasma sylph), smokesoul (haze sylph), stormsoul (lightning sylph) Earth : dustsoul (soil oread), gemsoul (crystal oread), miresoul (mud oread) Fire : brightsoul (radiant ifrit), cindersoul (ash ifrit), lavasoul (magma ifrit) Water : brinesoul (saltwater undine), mistsoul (vapor undine), rimesoul (frost undine) Geniekin on Golarion While most geniekin planar scions live on their genie parent's ancestral plane, rare fonts of elemental power or genie activity sometimes give rise to geniekin on Golarion. By far, geniekin are most commonly found in Katapesh, as genies are more prevalent there than other regions due to the influence of genie binders. Geniekin Parentage Planar scions from the elemental planes are known as geniekin because they are overwhelmingly born from couplings between mortals and genies: ifrits are born of efreeti, oreads of shaitans, sulis of jann, sylphs of djinn, and undines of marids. Despite this distinguished ancestry, geniekin do not display most of their parents' exceptional talents, such as their ability to grant wishes. Other Planar Scions Two other planar scions are the entropy-infused ganzi and their polar opposites, the orderly aphorites, scions of chaos and law respectively. Planar Scion Related Families ",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=145",
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"weakness": {}
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Qlippoth",
|
||
"creature_family_markdown": "Qlippoth",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-146",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Qlippoth](/MonsterFamilies.aspx?ID=146)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 212 <sup>2.0</sup></row>\n\nLong before the creatures known as [demons](/MonsterFamilies.aspx?ID=28) came to be the dominant force in the Abyss, qlippoth ruled the Outer Rifts. These inimical creatures are a form of primordial and alien evil that predates mortal life, and most immortal life as well. Since the rise of mortal sin and the associated expansion of demonic life through the Abyss, qlippoth have been driven to the deepest reaches of the Abyss, and they seethe with rancor at the loss of their realms. Yet rather than directly oppose demons, qlippoth instead turn to the source—mortal sin—and wage an endless war to eradicate all creatures capable of sinful acts so that the demonic tide might be turned back.\r\n\r\n<title level=\"2\">Members</title>\r\n[Augnagar](/Monsters.aspx?ID=776) (Creature 14), [Chernobue](/Monsters.aspx?ID=775) (Creature 12), [Cythnigot](/Monsters.aspx?ID=772) (Creature 1), [Nyogoth](/Monsters.aspx?ID=774) (Creature 10), [Shoggti](/Monsters.aspx?ID=773) (Creature 7), [Thulgant](/Monsters.aspx?ID=777) (Creature 18)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Qlippoth</title>\r\n\r\nThe qlippoth presented here are but a small fraction of the squirming awfulness that lurks in the deeper rifts of the [Abyss](/Planes.aspx?ID=13). Other types of qlippoth include multi-armed, crab-like gongorinans, which use living creatures as incubators; shapeshifting utukku, which infiltrate and undermine religions; death-spawned behimirons, which slay the living to reproduce; and the living siege engines known as catabolignes. Yet most frightening of all is the immense iathavos, a monster so abhorrent that even the Abyss cannot bear to allow more than one to exist at any one time.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Qlippoth and Demons</title>\r\n\r\nQlippoth ruled the [Abyss](/Planes.aspx?ID=13) for eons and still see themselves as its rightful rulers. When the Abyss first began to spawn [demons](/MonsterFamilies.aspx?ID=28) from the souls of sinful humanoids, the realm was plunged into a brutal war spanning untold millennia, in which qlippoth, though more powerful and established, were slowly but surely driven back by the endless demonic hordes who spawned far more quickly than qlippoth could ever hope to match. Today, qlippoth have been driven to the deepest, darkest corners of the Abyss where they cling tightly to the crumbling remains of their territory.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Qlippoth and Mortals</title>\r\n\r\nAs qlippoth lost territory to their [demonic](/MonsterFamilies.aspx?ID=28) rivals, they realized that the only way to stem the tide of demonic forces was to starve them of the sinful souls that the [Abyss](/Planes.aspx?ID=13) uses to spawn new demons. While qlippoth have no concept of how they might go about preventing sin by changing the way mortals act, they do understand that exterminating mortal life would solve the problem as well.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Qlippoth Lords</title>\r\n\r\nThe most powerful qlippoth are quasi-deities themselves, ancient entities only rarely worshipped by non-qlippoth. Of these monstrous divinities, the Polymorph Plague, Yamasoth, is the most well-known. Others include Chavazvug the Crawling Inferno, Isph-Aun-Vuln the Feaster Within, and Thuskchoon the Everglutton.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Qlippoth Realms</title>\r\n\r\nAlthough it is widely accepted that qlippoth have lost incalculable territory in the [Abyss](/Planes.aspx?ID=13) to [demonkind](/MonsterFamilies.aspx?ID=28), these fiends still control vast regions in the deepest reaches of that plane. Some sages suggest the troubling possibility that perhaps qlippoth still hold more territory of the Abyss than demons do, but because demons are more concerned with mortal life, we simply interact with the layers they control more often. For all we know, these dour sages postulate, the Abyss teems with endless swarms of qlippoth that have yet to make their move against mortal life.\r\n</aside>",
|
||
"name": "Qlippoth",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 212 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLong before the creatures known as demons came to be the dominant force in the Abyss, qlippoth ruled the Outer Rifts. These inimical creatures are …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 2"
|
||
],
|
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"source_raw": [
|
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"Bestiary 2 pg. 212"
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],
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 212 <sup>2.0</sup></row>",
|
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"speed": {},
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"summary": "Long before the creatures known as demons came to be the dominant force in the Abyss, qlippoth ruled the Outer Rifts. These inimical creatures are …",
|
||
"summary_markdown": "Long before the creatures known as demons came to be the dominant force in the Abyss, qlippoth ruled the Outer Rifts. These inimical creatures are …",
|
||
"text": " Qlippoth Source Bestiary 2 pg. 212 2.0 Long before the creatures known as demons came to be the dominant force in the Abyss, qlippoth ruled the Outer Rifts. These inimical creatures are a form of primordial and alien evil that predates mortal life, and most immortal life as well. Since the rise of mortal sin and the associated expansion of demonic life through the Abyss, qlippoth have been driven to the deepest reaches of the Abyss, and they seethe with rancor at the loss of their realms. Yet rather than directly oppose demons, qlippoth instead turn to the source—mortal sin—and wage an endless war to eradicate all creatures capable of sinful acts so that the demonic tide might be turned back. Members Augnagar (Creature 14), Chernobue (Creature 12), Cythnigot (Creature 1), Nyogoth (Creature 10), Shoggti (Creature 7), Thulgant (Creature 18) Other Qlippoth The qlippoth presented here are but a small fraction of the squirming awfulness that lurks in the deeper rifts of the Abyss. Other types of qlippoth include multi-armed, crab-like gongorinans, which use living creatures as incubators; shapeshifting utukku, which infiltrate and undermine religions; death-spawned behimirons, which slay the living to reproduce; and the living siege engines known as catabolignes. Yet most frightening of all is the immense iathavos, a monster so abhorrent that even the Abyss cannot bear to allow more than one to exist at any one time. Qlippoth and Demons Qlippoth ruled the Abyss for eons and still see themselves as its rightful rulers. When the Abyss first began to spawn demons from the souls of sinful humanoids, the realm was plunged into a brutal war spanning untold millennia, in which qlippoth, though more powerful and established, were slowly but surely driven back by the endless demonic hordes who spawned far more quickly than qlippoth could ever hope to match. Today, qlippoth have been driven to the deepest, darkest corners of the Abyss where they cling tightly to the crumbling remains of their territory. Qlippoth and Mortals As qlippoth lost territory to their demonic rivals, they realized that the only way to stem the tide of demonic forces was to starve them of the sinful souls that the Abyss uses to spawn new demons. While qlippoth have no concept of how they might go about preventing sin by changing the way mortals act, they do understand that exterminating mortal life would solve the problem as well. Qlippoth Lords The most powerful qlippoth are quasi-deities themselves, ancient entities only rarely worshipped by non-qlippoth. Of these monstrous divinities, the Polymorph Plague, Yamasoth, is the most well-known. Others include Chavazvug the Crawling Inferno, Isph-Aun-Vuln the Feaster Within, and Thuskchoon the Everglutton. Qlippoth Realms Although it is widely accepted that qlippoth have lost incalculable territory in the Abyss to demonkind, these fiends still control vast regions in the deepest reaches of that plane. Some sages suggest the troubling possibility that perhaps qlippoth still hold more territory of the Abyss than demons do, but because demons are more concerned with mortal life, we simply interact with the layers they control more often. For all we know, these dour sages postulate, the Abyss teems with endless swarms of qlippoth that have yet to make their move against mortal life. ",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=146",
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"weakness": {}
|
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Raven",
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"creature_family_markdown": "Raven",
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"exclude_from_search": false,
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"id": "creature-family-147",
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||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Raven](/MonsterFamilies.aspx?ID=147)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 221 <sup>2.0</sup></row>\n\nFew birds are as cunning and social as the raven.\r\n\r\n<title level=\"2\">Members</title>\r\n[Raven](/Monsters.aspx?ID=781) (Creature -1), [Raven Swarm](/Monsters.aspx?ID=782) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Raven Traders</title>\r\n\r\nGiven enough time to develop the relationship and establish what you want, it is possible to engage a raven in a sort of trade. Placing a small, shiny object where the raven can take it might entice it to grab the prize and fly off, returning 3d6 minutes later with something from its own stash. Convincing a raven to trade requires a DC 20 [Nature](/Skills.aspx?ID=10) check to [Command an Animal](/Actions.aspx?ID=58) and, of course, a raven who has the inclination to trade with you in the first place.\r\n</aside>",
|
||
"name": "Raven",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 221 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFew birds are as cunning and social as the raven.\r\n</summary>",
|
||
"source": [
|
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"Bestiary 2"
|
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],
|
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"source_raw": [
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 221 <sup>2.0</sup></row>",
|
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"speed": {},
|
||
"summary": "Few birds are as cunning and social as the raven.",
|
||
"summary_markdown": "Few birds are as cunning and social as the raven.",
|
||
"text": " Raven Source Bestiary 2 pg. 221 2.0 Few birds are as cunning and social as the raven. Members Raven (Creature -1), Raven Swarm (Creature 3) Raven Traders Given enough time to develop the relationship and establish what you want, it is possible to engage a raven in a sort of trade. Placing a small, shiny object where the raven can take it might entice it to grab the prize and fly off, returning 3d6 minutes later with something from its own stash. Convincing a raven to trade requires a DC 20 Nature check to Command an Animal and, of course, a raven who has the inclination to trade with you in the first place. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=147",
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"weakness": {}
|
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{
|
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"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Ravener",
|
||
"creature_family_markdown": "Ravener",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-148",
|
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"image": [
|
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"/Images/Monsters/Ravener.png"
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Ravener](/MonsterFamilies.aspx?ID=148)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 222 <sup>2.0</sup></row>\n\nThough their lifespans can measure in millennia, all dragons must eventually perish. While many do so on the blades or under the spells of dragonslayers, some manage to outlast their enemies and must, in time, face the truth that awaits all living creatures at the end of their natural lifespan. As with many other creatures, some dragons respond to such looming reminders of their own mortality poorly, and the particularly prideful or wrathful of their kind often lash out in anger when confronted by this grim truth. Peace and acceptance may find some dragons, but the most stubborn of their ilk (and invariably the most wicked) may pursue a different answer to the problem. These dragons seek out sinister rites that can transform them into undead creatures known as raveners.\n\n A ravener’s flesh is stripped away as part of the transformation, leaving only their skeleton. What they lose in flesh, however, the dragon gains in soul-rending power, as their raw spiritual energy forms a protective barrier around their skeleton, keeping it intact and allowing flight with now-skeletal wings. This new existence is not so easy to maintain as other forms of undeath, however, and the ravener must feed regularly on the souls of living creatures to power their profane metabolism. This hunger is much greater than that of a living dragon, so raveners are forced to relocate regularly, traveling to fresh hunting grounds each time they strip their current home of prey. A ravener may depopulate whole regions at a time in order to sate their endless hunger for souls, lest they lose much of their power and become a ravener husk.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ravener](/Monsters.aspx?ID=783) (Creature 21), [Ravener Husk](/Monsters.aspx?ID=784) (Creature 14)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Ravener Lairs</title>\r\n\r\nCunning and paranoid, raveners prefer to make their lairs in places hostile to mortal life: atop peaks so high that living creatures struggle to breathe the rarefied air, submerged beneath pools of magma in the caldera of an active volcano, and so on. Some raveners even go so far as to deliberately fill their entire lair with lethally poisonous gases, and raveners that are capable of advanced spellcasting often seal their lairs completely, accessing them exclusively by spells such as [_teleport_](/Spells.aspx?ID=338) or [_gaseous form_](/Spells.aspx?ID=129). Of course, raveners must feed on the living to persist, so they never locate their lairs so far from sources of life that they'll starve.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Ravener Minions</title>\r\n\r\nRaveners view most undead creatures with little more respect than they have for living creatures, but they often make use of them as servants. They prefer incorporeal undead such as [ghosts](/MonsterFamilies.aspx?ID=51), [specters](/Monsters.aspx?ID=812), and [wraiths](/MonsterFamilies.aspx?ID=164) over such crude and simple minions as [skeletons](/MonsterFamilies.aspx?ID=92) and [zombies](/MonsterFamilies.aspx?ID=103).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Ravener Patrons</title>\r\n\r\nWhile most dragons are too prideful to turn to anyone, even the gods, for help, a few who seek to become raveners are so desperate to stave off death that they might turn to powerful patrons for aid, such as demon lords, evil deities, or powerful necromancers, offering service in exchange for their transformation.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Ravener Spellcasters</title>\r\n\r\nInstead of gaining the vicious criticals ability, a ravener spellcaster gains additional spellcasting prowess. When creating your own ravener spellcaster, give it the spellcasting ability of a spellcaster roughly 2 levels higher than a normal spellcasting dragon of its kind. This typically means that if the original dragon had two spells prepared of its highest level, you should add one more spell of that level and then two spells of the next highest level, while if it had three spells prepared of its highest level, you would add three spells of the next highest level (if applicable, add only a single 10th-level spell). Either way, increase its cantrip level by 1.\n\n If the ravener is unusually young, you might be able to use spells from the relevant spellcasting dragon sidebar, but for a typical ancient dragon, consider the following spells to fill in the new slots, depending on which level of spells you need. \n<ul><li>**10th** [_wish_](/Spells.aspx?ID=377)</li><li>**9th** [_power word kill_](/Spells.aspx?ID=227), [_telepathic demand_](/Spells.aspx?ID=336), [_weird_](/Spells.aspx?ID=375)</li><li>**8th** [_disappearance_](/Spells.aspx?ID=73), [_maze_](/Spells.aspx?ID=187), [_mind blank_](/Spells.aspx?ID=192)</li><li>**7th** [_contingency_](/Spells.aspx?ID=49), [_energy aegis_](/Spells.aspx?ID=100), [_spell turning_](/Spells.aspx?ID=297)</li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Ravener Treasure</title>\r\n\r\nBecause they change lairs more often than living dragons, raveners prefer treasure that is compact and easily transported. Instead of sprawling mountains of coins, they tend to prefer precious gems, art objects, and especially magic items, particularly magic items they are capable of using.\r\n</aside>\n\n<title level=\"2\">Creating a Ravener</title>\r\n\r\nAny evil dragon of at least level 13 can become a ravener, although it is exceedingly rare for a dragon younger than an ancient true dragon (such as a chromatic, primal, or metallic dragon) to do so. Typically, the dragon must perform a rare ritual called [_ravenous reanimation_](/Rituals.aspx?ID=26), but this requirement can be waived if the prospective ravener has the aid of a powerful patron. In certain unique conditions, such as the intervention of a vile god of undeath, a dragon can transform into a ravener after death without the use of this rite at all. A ravener is a powerful creature that is likely to have a major impact on your game, so you might want to create each one as a custom monster. If you don't have time, you can also create a ravener via the following steps. Increase the dragon's level by 2 and change their statistics as follows. \n<ul><li>They gain the undead trait and the Necril language. </li><li>Increase their AC, attack bonuses, DCs, saving throws, and skill modifiers by 2. </li><li>They gain weakness to good damage and more HP (see below). </li><li>The ravener's melee strikes deal an additional 2d6 negative damage, and their damaging Breath Weapon deals an additional 4d6 persistent negative damage.</li></ul> \n\n## Ravener\n<row gap=\"tiny\">\n<table> <tr><td>**Starting Level**</td><td>**HP Increase**</td><td>**Weakness**</td></tr> <tr><td>13-20</td><td>50</td><td>15</td></tr> <tr><td>21 or greater</td><td>90</td><td>20</td></tr> </table></row> \n\n### Ravener Abilities \n A ravener gains the following abilities. \n\n[**Darkvision**](/MonsterAbilities.aspx?ID=12) \n\n**Soulsense** A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like [celestials](/Traits.aspx?ID=23) and [fiends](/Traits.aspx?ID=70), appear brighter to this sense. \n\n**[Negative Healing](/MonsterAbilities.aspx?ID=42)** \n\n**Immunities** death effects, disease, paralyzed, poison, unconscious \n\n**Cowering Fear** ([aura](/Traits.aspx?ID=206), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) A ravener's [frightful presence](/MonsterAbilities.aspx?ID=17) causes creatures to cower in fear as well. As long as a creature is at least [frightened 2](/Conditions.aspx?ID=19) or more as a result of the ravener's frightful presence, it is also [immobilized](/Conditions.aspx?ID=24) from the fear. \n\n**Soul Ward** An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward's Hit Points can be restored only via specific ravener abilities such as Consume Soul, ravenous breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed. If the ravener's soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk. \n\n**Consume Soul** <actions string=\"Free Action\" /> ([death](/Traits.aspx?ID=40), [divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** A living creature within 30 feet of the ravener dies; **Effect** The ravener tears the creature's soul from its body with their maw and gulps it down. The dying creature must attempt a DC 44 Fortitude save.\n\n**Critical Success** The creature is unaffected.<br />\n**Success** The ravener tears off a small chunk of the creature’s soul. If the victim is restored to life, they are [drained 1](/Conditions.aspx?ID=10) in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature’s level.<br />\n**Failure** As success, but the creature’s soul is ravaged. The creature is drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature’s level.<br />\n**Critical Failure** As failure, but the ravener devours the entire soul. The victim can’t be restored to life as long as the ravener exists except via a 10th-level effect such as [_miracle_](/Spells.aspx?ID=196) or [_wish_](/Spells.aspx?ID=377), and the ravener adds a number of Hit Points to their soul ward equal to twice the creature’s level.\n\n**Discorporate** <actions string=\"Free Action\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward; **Effect** The ravener draws deeply into their soul ward, discorporating their body into soul energy in order to escape. They take 50 damage to their soul ward and their physical body vanishes, reappearing 1d4 hours later in a random location within 1 mile from the location where they used Discorporate. \n\n**Ravenous Breath** A ravener's Breath Weapon is infused with negative energy and strips life essence from the victims. Any creature that fails its save against the ravener's Breath Weapon is drained 1 (or drained 2 on a critical failure). If at least one creature is drained by the ravener's Breath Weapon, the ravener's soul ward gains 5 Hit Points. \n\n**Vicious Criticals** The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a Fortitude save or gain the [drained 1](/Conditions.aspx?ID=10) condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points.",
|
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"name": "Ravener",
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"rarity": "common",
|
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"release_date": "2020-05-27",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 222 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThough their lifespans can measure in millennia, all dragons must eventually perish. While many do so on the blades or under the spells of …\r\n</summary>",
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"summary": "Though their lifespans can measure in millennia, all dragons must eventually perish. While many do so on the blades or under the spells of …",
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"summary_markdown": "Though their lifespans can measure in millennia, all dragons must eventually perish. While many do so on the blades or under the spells of …",
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"text": " Ravener Source Bestiary 2 pg. 222 2.0 Though their lifespans can measure in millennia, all dragons must eventually perish. While many do so on the blades or under the spells of dragonslayers, some manage to outlast their enemies and must, in time, face the truth that awaits all living creatures at the end of their natural lifespan. As with many other creatures, some dragons respond to such looming reminders of their own mortality poorly, and the particularly prideful or wrathful of their kind often lash out in anger when confronted by this grim truth. Peace and acceptance may find some dragons, but the most stubborn of their ilk (and invariably the most wicked) may pursue a different answer to the problem. These dragons seek out sinister rites that can transform them into undead creatures known as raveners. A ravener’s flesh is stripped away as part of the transformation, leaving only their skeleton. What they lose in flesh, however, the dragon gains in soul-rending power, as their raw spiritual energy forms a protective barrier around their skeleton, keeping it intact and allowing flight with now-skeletal wings. This new existence is not so easy to maintain as other forms of undeath, however, and the ravener must feed regularly on the souls of living creatures to power their profane metabolism. This hunger is much greater than that of a living dragon, so raveners are forced to relocate regularly, traveling to fresh hunting grounds each time they strip their current home of prey. A ravener may depopulate whole regions at a time in order to sate their endless hunger for souls, lest they lose much of their power and become a ravener husk. Members Ravener (Creature 21), Ravener Husk (Creature 14) Ravener Lairs Cunning and paranoid, raveners prefer to make their lairs in places hostile to mortal life: atop peaks so high that living creatures struggle to breathe the rarefied air, submerged beneath pools of magma in the caldera of an active volcano, and so on. Some raveners even go so far as to deliberately fill their entire lair with lethally poisonous gases, and raveners that are capable of advanced spellcasting often seal their lairs completely, accessing them exclusively by spells such as teleport or gaseous form . Of course, raveners must feed on the living to persist, so they never locate their lairs so far from sources of life that they'll starve. Ravener Minions Raveners view most undead creatures with little more respect than they have for living creatures, but they often make use of them as servants. They prefer incorporeal undead such as ghosts, specters, and wraiths over such crude and simple minions as skeletons and zombies. Ravener Patrons While most dragons are too prideful to turn to anyone, even the gods, for help, a few who seek to become raveners are so desperate to stave off death that they might turn to powerful patrons for aid, such as demon lords, evil deities, or powerful necromancers, offering service in exchange for their transformation. Ravener Spellcasters Instead of gaining the vicious criticals ability, a ravener spellcaster gains additional spellcasting prowess. When creating your own ravener spellcaster, give it the spellcasting ability of a spellcaster roughly 2 levels higher than a normal spellcasting dragon of its kind. This typically means that if the original dragon had two spells prepared of its highest level, you should add one more spell of that level and then two spells of the next highest level, while if it had three spells prepared of its highest level, you would add three spells of the next highest level (if applicable, add only a single 10th-level spell). Either way, increase its cantrip level by 1. If the ravener is unusually young, you might be able to use spells from the relevant spellcasting dragon sidebar, but for a typical ancient dragon, consider the following spells to fill in the new slots, depending on which level of spells you need. 10th wish 9th power word kill , telepathic demand , weird 8th disappearance , maze , mind blank 7th contingency , energy aegis , spell turning Ravener Treasure Because they change lairs more often than living dragons, raveners prefer treasure that is compact and easily transported. Instead of sprawling mountains of coins, they tend to prefer precious gems, art objects, and especially magic items, particularly magic items they are capable of using. Creating a Ravener Any evil dragon of at least level 13 can become a ravener, although it is exceedingly rare for a dragon younger than an ancient true dragon (such as a chromatic, primal, or metallic dragon) to do so. Typically, the dragon must perform a rare ritual called ravenous reanimation , but this requirement can be waived if the prospective ravener has the aid of a powerful patron. In certain unique conditions, such as the intervention of a vile god of undeath, a dragon can transform into a ravener after death without the use of this rite at all. A ravener is a powerful creature that is likely to have a major impact on your game, so you might want to create each one as a custom monster. If you don't have time, you can also create a ravener via the following steps. Increase the dragon's level by 2 and change their statistics as follows. They gain the undead trait and the Necril language. Increase their AC, attack bonuses, DCs, saving throws, and skill modifiers by 2. They gain weakness to good damage and more HP (see below). The ravener's melee strikes deal an additional 2d6 negative damage, and their damaging Breath Weapon deals an additional 4d6 persistent negative damage. ## Ravener Starting Level HP Increase Weakness 13-20 50 15 21 or greater 90 20 ### Ravener Abilities A ravener gains the following abilities. Darkvision Soulsense A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like celestials and fiends, appear brighter to this sense. Negative Healing Immunities death effects, disease, paralyzed, poison, unconscious Cowering Fear (aura, emotion, fear, mental) A ravener's frightful presence causes creatures to cower in fear as well. As long as a creature is at least frightened 2 or more as a result of the ravener's frightful presence, it is also immobilized from the fear. Soul Ward An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward's Hit Points can be restored only via specific ravener abilities such as Consume Soul, ravenous breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed. If the ravener's soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk. Consume Soul Free Action (death, divine, necromancy) Trigger A living creature within 30 feet of the ravener dies; Effect The ravener tears the creature's soul from its body with their maw and gulps it down. The dying creature must attempt a DC 44 Fortitude save. Critical Success The creature is unaffected. Success The ravener tears off a small chunk of the creature’s soul. If the victim is restored to life, they are drained 1 in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature’s level. Failure As success, but the creature’s soul is ravaged. The creature is drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature’s level. Critical Failure As failure, but the ravener devours the entire soul. The victim can’t be restored to life as long as the ravener exists except via a 10th-level effect such as miracle or wish , and the ravener adds a number of Hit Points to their soul ward equal to twice the creature’s level. Discorporate Free Action (divine, necromancy) Trigger The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward; Effect The ravener draws deeply into their soul ward, discorporating their body into soul energy in order to escape. They take 50 damage to their soul ward and their physical body vanishes, reappearing 1d4 hours later in a random location within 1 mile from the location where they used Discorporate. Ravenous Breath A ravener's Breath Weapon is infused with negative energy and strips life essence from the victims. Any creature that fails its save against the ravener's Breath Weapon is drained 1 (or drained 2 on a critical failure). If at least one creature is drained by the ravener's Breath Weapon, the ravener's soul ward gains 5 Hit Points. Vicious Criticals The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a Fortitude save or gain the drained 1 condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points.",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=148",
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"weakness": {}
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Ray",
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"creature_family_markdown": "Ray",
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"exclude_from_search": false,
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"id": "creature-family-149",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Ray](/MonsterFamilies.aspx?ID=149)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 226 <sup>2.0</sup></row>\n\nRays are an unusual type of fish with wide, sail-like fins and long tails, giving them an almost kite-like shape as they swim gracefully through the water. All rays have a rudimentary form of electrolocation, allowing them to detect the faint electrical charges that emanate naturally from nearby living creatures, a sense akin to scent in its accuracy.\r\n\r\n<title level=\"2\">Members</title>\r\n[Manta Ray](/Monsters.aspx?ID=786) (Creature 1), [Stingray](/Monsters.aspx?ID=785) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Rays</title>\r\n\r\nStingrays and manta rays are among the most common species of these fish, but others dwell in more remote areas. The dangerous blood ray is an ambush predator that dwells in murky swamp waters and drains creature's blood after paralyzing them with its sting, while the immense leviathan ray is a deep-ocean predator that has a deadly mouth capable of swallowing small ships whole.\r\n</aside>",
|
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"name": "Ray",
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||
"rarity": "common",
|
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"release_date": "2020-05-27",
|
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"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 226 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nRays are an unusual type of fish with wide, sail-like fins and long tails, giving them an almost kite-like shape as they swim gracefully through the …\r\n</summary>",
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"source": [
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"Bestiary 2"
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],
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"Bestiary 2 pg. 226"
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 226 <sup>2.0</sup></row>",
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"speed": {},
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"summary": "Rays are an unusual type of fish with wide, sail-like fins and long tails, giving them an almost kite-like shape as they swim gracefully through the …",
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||
"summary_markdown": "Rays are an unusual type of fish with wide, sail-like fins and long tails, giving them an almost kite-like shape as they swim gracefully through the …",
|
||
"text": " Ray Source Bestiary 2 pg. 226 2.0 Rays are an unusual type of fish with wide, sail-like fins and long tails, giving them an almost kite-like shape as they swim gracefully through the water. All rays have a rudimentary form of electrolocation, allowing them to detect the faint electrical charges that emanate naturally from nearby living creatures, a sense akin to scent in its accuracy. Members Manta Ray (Creature 1), Stingray (Creature 0) Other Rays Stingrays and manta rays are among the most common species of these fish, but others dwell in more remote areas. The dangerous blood ray is an ambush predator that dwells in murky swamp waters and drains creature's blood after paralyzing them with its sting, while the immense leviathan ray is a deep-ocean predator that has a deadly mouth capable of swallowing small ships whole. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=149",
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"weakness": {}
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},
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Rhinoceros",
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"creature_family_markdown": "Rhinoceros",
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"exclude_from_search": false,
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"id": "creature-family-150",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Rhinoceros](/MonsterFamilies.aspx?ID=150)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 228 <sup>2.0</sup></row>\n\nThis hefty animal is easily recognizable by the distinctive upward-thrusting horn on its snout. Rhinoceroses are herbivorous and, in spite of their hulking size, can run at considerable speed. While rhinos have good hearing and a keen sense of smell, their eyesight is relatively poor.\r\n\r\n<title level=\"2\">Members</title>\r\n[Rhinoceros](/Monsters.aspx?ID=788) (Creature 4), [Woolly Rhinoceros](/Monsters.aspx?ID=789) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Rhinoceros Horns</title>\r\n\r\nWhile some species have only a single horn, many rhinos, including woolly rhinos, have a second, smaller horn on their brow directly behind the larger one. Despite their appearance and durability, rhino horns aren't bone or ivory, but rather are composed of the same substance as hooves and toenails. A rhino's horn continues to grow as it ages, enabling a rhino to slowly regrow a broken horn. While some value rhino horns as trophies, the horns themselves have no intrinsic value.\r\n</aside>",
|
||
"name": "Rhinoceros",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
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"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 228 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis hefty animal is easily recognizable by the distinctive upward-thrusting horn on its snout. Rhinoceroses are herbivorous and, in spite of their …\r\n</summary>",
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"source": [
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"Bestiary 2"
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 228 <sup>2.0</sup></row>",
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"speed": {},
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"summary": "This hefty animal is easily recognizable by the distinctive upward-thrusting horn on its snout. Rhinoceroses are herbivorous and, in spite of their …",
|
||
"summary_markdown": "This hefty animal is easily recognizable by the distinctive upward-thrusting horn on its snout. Rhinoceroses are herbivorous and, in spite of their …",
|
||
"text": " Rhinoceros Source Bestiary 2 pg. 228 2.0 This hefty animal is easily recognizable by the distinctive upward-thrusting horn on its snout. Rhinoceroses are herbivorous and, in spite of their hulking size, can run at considerable speed. While rhinos have good hearing and a keen sense of smell, their eyesight is relatively poor. Members Rhinoceros (Creature 4), Woolly Rhinoceros (Creature 6) Rhinoceros Horns While some species have only a single horn, many rhinos, including woolly rhinos, have a second, smaller horn on their brow directly behind the larger one. Despite their appearance and durability, rhino horns aren't bone or ivory, but rather are composed of the same substance as hooves and toenails. A rhino's horn continues to grow as it ages, enabling a rhino to slowly regrow a broken horn. While some value rhino horns as trophies, the horns themselves have no intrinsic value. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=150",
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"weakness": {}
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{
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"category": "creature-family",
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"creature_family": "Serpentfolk",
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"creature_family_markdown": "Serpentfolk",
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"exclude_from_search": false,
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"id": "creature-family-151",
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||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Serpentfolk](/MonsterFamilies.aspx?ID=151)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 236 <sup>2.0</sup></row>\n\nBefore their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Few serpentfolk survive today; their power is shattered, their god [Ydersius](/Deities.aspx?ID=211) decapitated (although not quite slain). The cunning, intelligence, and magical abilities of serpentfolk have diminished from their ancient heights, and most are born without these boons. Those serpentfolk who retain their ancestry’s legacy of intelligence and magic are known as zyss, and they look down upon their more numerous kindred with a mix of disdain and shame. They see these offshoots as a curse on their kind, resulting from their god’s decapitation and the pandemonium during the fall of their underground empire, and have dubbed them aapoph, meaning “chaos made flesh.”\n\n Today, the central realm of the Darklands retains the old name of the serpentfolk empire that once dominated this region—Sekamina. This name is also the source of the serpentfolk’s Aklo title, sekmin, which they are often called in ancient texts. Sekamina itself retains very little of the serpentfolk’s legacy, its mantle of rule having passed on to others like [drow](/MonsterFamilies.aspx?ID=37), [ghouls](/MonsterFamilies.aspx?ID=52), [gugs](/Monsters.aspx?ID=252), and [deep gnomes](/MonsterFamilies.aspx?ID=27). Yet in remote reaches of this dangerous realm, the ruins of serpentfolk cities still stand. Within, a great many serpentfolk sleep in torpor in secluded vaults, with only a few cells awake to enact their schemes. In addition, a small number of serpentfolk settlements dot Golarion’s surface, most of them in humid, remote jungles, far-flung islands, or caverns close to the surface. It’s rare for such a settlement to number more than a few dozen serpentfolk. They rely primarily on slaves to build their power bases, to defend them, and to perform essentially all the practical functions of their society. This includes providing food, crafting goods, and tending to the serpentfolk’s every need.\n\n Zyss serpentfolk are megalomaniacal geniuses with dreams of returning to their place of dominance, though modern serpentfolk have few means of accomplishing this goal. Many of their plans hinge on resurrecting Ydersius, their decapitated god. His headless body still thrashes about, mindless, in the Darklands, waiting to be reunited with his lost skull. Serpentfolk numbers are so small that reclaiming their dominance seems a distant dream, especially since their reproduction is slow. Though a parent can birth a dozen young at once, the gestation period lasts up to a decade, and the likelihood that even one will be zyss is low. There’s no telling whether a child will be zyss or aapoph, regardless of parentage. A coveted zyss child is just as likely to arise from aapoph parents as from two zyss, and every serpentfolk colony has someone in charge of sorting the young, identifying the earliest signs of intelligence in them.\n\n Though the number of zyss is small in serpentfolk colonies, bringing in more zyss isn’t necessarily desirable. A serpentfolk conclave with just a few zyss is functional, but one with a large number becomes fractious. Cults and societies form, all pursuing their own passions and politics, with scheming and backstabbing running rampant. A powerful priest may be able to bring other zyss to heel, but many zyss question why a priest should be in charge if their god is dead. Zyss thrive on selfish desires for hedonistic pleasure and adulation. They feel no love for others, even their offspring. Thriving on decadence, they crave receiving expensive gifts, gorging themselves on massive meals, and pursing arts such as music, poetry, or sculpture. Even more academic hobbies, like the study of magic or warfare, take an artistic bent, like carefully designing colorful illusions or memorizing epic poems about renowned wars. Each zyss believes themself to have more refined tastes than their peers.\r\n\r\n<title level=\"2\">Members</title>\r\n[Aapoph Serpentfolk](/Monsters.aspx?ID=799) (Creature 3), [Bone Prophet](/Monsters.aspx?ID=801) (Creature 8), [Coil Spy](/Monsters.aspx?ID=800) (Creature 4), [Serpentfolk Granitescale](/Monsters.aspx?ID=1627) (Creature 6), [Serpentfolk Venom Caller](/Monsters.aspx?ID=1628) (Creature 7), [Zyss Serpentfolk](/Monsters.aspx?ID=798) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Evolving Times</title>\r\n\r\nGranitescales are only one type of aapoph variant to arise in surface colonies, but all display intelligence somewhat greater than ordinary aapophs. Zyss serpentfolk are secretly concerned that their grip on their dull-witted aapoph brethren might slip. A cultural shift has begun to emerge in some colonies where the ruling zyss now assure aapophs they're valuable workers with a purpose to fill, rather than subservient chattel. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Magaambyan Victims</title>\r\n\r\nZyss serpentfolk of the Mwangi Expanse have recently taken a keen interest in the activities of the Magaambya and its members throughout the region. Some Magaambyans far from the school have gone missing, often after uncharacteristically absconding with magical lore. While they may have been impersonated by serpentfolk, even more worrying is the possibility that the serpentfolk have discovered an arcane means of regaining their former dominance. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Serpentfolk Magic</title>\r\n\r\nSome serpentfolk might have entirely different innate spells. These alternative spells are typically [illusions](/Traits.aspx?ID=92), [enchantments](/Traits.aspx?ID=61), or [divinations](/Traits.aspx?ID=47) like [_dream message_](/Spells.aspx?ID=90), [_enthrall_](/Spells.aspx?ID=104), [_glibness_](/Spells.aspx?ID=135), [_invisibility_](/Spells.aspx?ID=164), [_mindlink_](/Spells.aspx?ID=195), [_mind probe_](/Spells.aspx?ID=193), [_mind reading_](/Spells.aspx?ID=194), [_mislead_](/Spells.aspx?ID=199), [_phantom pain_](/Spells.aspx?ID=220), or [_zealous conviction_](/Spells.aspx?ID=378). [Aapoph serpentfolk](/Monsters.aspx?ID=799) lack innate spells.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">the Headless King</title>\r\n\r\n[Ydersius](/Deities.aspx?ID=211) was defeated by an Azlanti heroine named Savith in the era before Earthfall, and now the so-called Headless King's body prowls aimlessly in the Darklands. That the decapitated god's clerics still gain power from worship points to Ydersius's tenacity and continued existence, after a fashion. Those who seek to recover his skull and return it to his body hope that doing so will restore both him and the sekmin civilization to their full power.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">What Falls Will Rise</title>\r\n\r\nThe war between the humans of ancient Azlant and the serpentfolk of Sekamina waged on for years. The serpentfolk's defeat threw their society into chaos and undermined their conviction that they would continue to rule simply because they had done so for eons. For millennia, serpentfolk have remained in hiding in their underground fortresses, but many feel it is time to rise again!\r\n</aside>",
|
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"name": "Serpentfolk",
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"rarity": "common",
|
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"release_date": "2020-05-27",
|
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 236 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBefore their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Few serpentfolk …\r\n</summary>",
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"speed": {},
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"summary": "Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Few serpentfolk …",
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"summary_markdown": "Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Few serpentfolk …",
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"text": " Serpentfolk Source Bestiary 2 pg. 236 2.0 Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Few serpentfolk survive today; their power is shattered, their god Ydersius decapitated (although not quite slain). The cunning, intelligence, and magical abilities of serpentfolk have diminished from their ancient heights, and most are born without these boons. Those serpentfolk who retain their ancestry’s legacy of intelligence and magic are known as zyss, and they look down upon their more numerous kindred with a mix of disdain and shame. They see these offshoots as a curse on their kind, resulting from their god’s decapitation and the pandemonium during the fall of their underground empire, and have dubbed them aapoph, meaning “chaos made flesh.” Today, the central realm of the Darklands retains the old name of the serpentfolk empire that once dominated this region—Sekamina. This name is also the source of the serpentfolk’s Aklo title, sekmin, which they are often called in ancient texts. Sekamina itself retains very little of the serpentfolk’s legacy, its mantle of rule having passed on to others like drow, ghouls, gugs, and deep gnomes. Yet in remote reaches of this dangerous realm, the ruins of serpentfolk cities still stand. Within, a great many serpentfolk sleep in torpor in secluded vaults, with only a few cells awake to enact their schemes. In addition, a small number of serpentfolk settlements dot Golarion’s surface, most of them in humid, remote jungles, far-flung islands, or caverns close to the surface. It’s rare for such a settlement to number more than a few dozen serpentfolk. They rely primarily on slaves to build their power bases, to defend them, and to perform essentially all the practical functions of their society. This includes providing food, crafting goods, and tending to the serpentfolk’s every need. Zyss serpentfolk are megalomaniacal geniuses with dreams of returning to their place of dominance, though modern serpentfolk have few means of accomplishing this goal. Many of their plans hinge on resurrecting Ydersius, their decapitated god. His headless body still thrashes about, mindless, in the Darklands, waiting to be reunited with his lost skull. Serpentfolk numbers are so small that reclaiming their dominance seems a distant dream, especially since their reproduction is slow. Though a parent can birth a dozen young at once, the gestation period lasts up to a decade, and the likelihood that even one will be zyss is low. There’s no telling whether a child will be zyss or aapoph, regardless of parentage. A coveted zyss child is just as likely to arise from aapoph parents as from two zyss, and every serpentfolk colony has someone in charge of sorting the young, identifying the earliest signs of intelligence in them. Though the number of zyss is small in serpentfolk colonies, bringing in more zyss isn’t necessarily desirable. A serpentfolk conclave with just a few zyss is functional, but one with a large number becomes fractious. Cults and societies form, all pursuing their own passions and politics, with scheming and backstabbing running rampant. A powerful priest may be able to bring other zyss to heel, but many zyss question why a priest should be in charge if their god is dead. Zyss thrive on selfish desires for hedonistic pleasure and adulation. They feel no love for others, even their offspring. Thriving on decadence, they crave receiving expensive gifts, gorging themselves on massive meals, and pursing arts such as music, poetry, or sculpture. Even more academic hobbies, like the study of magic or warfare, take an artistic bent, like carefully designing colorful illusions or memorizing epic poems about renowned wars. Each zyss believes themself to have more refined tastes than their peers. Members Aapoph Serpentfolk (Creature 3), Bone Prophet (Creature 8), Coil Spy (Creature 4), Serpentfolk Granitescale (Creature 6), Serpentfolk Venom Caller (Creature 7), Zyss Serpentfolk (Creature 2) Evolving Times Granitescales are only one type of aapoph variant to arise in surface colonies, but all display intelligence somewhat greater than ordinary aapophs. Zyss serpentfolk are secretly concerned that their grip on their dull-witted aapoph brethren might slip. A cultural shift has begun to emerge in some colonies where the ruling zyss now assure aapophs they're valuable workers with a purpose to fill, rather than subservient chattel. Magaambyan Victims Zyss serpentfolk of the Mwangi Expanse have recently taken a keen interest in the activities of the Magaambya and its members throughout the region. Some Magaambyans far from the school have gone missing, often after uncharacteristically absconding with magical lore. While they may have been impersonated by serpentfolk, even more worrying is the possibility that the serpentfolk have discovered an arcane means of regaining their former dominance. Serpentfolk Magic Some serpentfolk might have entirely different innate spells. These alternative spells are typically illusions, enchantments, or divinations like dream message , enthrall , glibness , invisibility , mindlink , mind probe , mind reading , mislead , phantom pain , or zealous conviction . Aapoph serpentfolk lack innate spells. the Headless King Ydersius was defeated by an Azlanti heroine named Savith in the era before Earthfall, and now the so-called Headless King's body prowls aimlessly in the Darklands. That the decapitated god's clerics still gain power from worship points to Ydersius's tenacity and continued existence, after a fashion. Those who seek to recover his skull and return it to his body hope that doing so will restore both him and the sekmin civilization to their full power. What Falls Will Rise The war between the humans of ancient Azlant and the serpentfolk of Sekamina waged on for years. The serpentfolk's defeat threw their society into chaos and undermined their conviction that they would continue to rule simply because they had done so for eons. For millennia, serpentfolk have remained in hiding in their underground fortresses, but many feel it is time to rise again! ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=151",
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"weakness": {}
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},
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{
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"category": "creature-family",
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"creature_family": "Sportlebore",
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"creature_family_markdown": "Sportlebore",
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"exclude_from_search": false,
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"id": "creature-family-153",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Sportlebore](/MonsterFamilies.aspx?ID=153)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 251 <sup>2.0</sup></row>\n\nThe bane of hungry adventurers the world over, sportlebores are nefarious vermin that resemble delicious snacks. When positioned near trail rations such as fruit or jerky, a sportlebore can flawlessly imitate these foodstuffs by flexing, contorting, and color-shifting its abdomen, then folding its thorax, head, and legs into hiding under its delicious-looking body. Once consumed, the sportlebore reproduces into a hungry swarm that is regurgitated by the now ailing eater, ravenously attacking any creatures it thinks it can consume.\r\n\r\n<title level=\"2\">Members</title>\r\n[Sportlebore Swarm](/Monsters.aspx?ID=816) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Sportlebores</title>\r\n\r\nWhile the creature presented here is the most common of its type, the sportlebore is in fact an entire family of insects that specialize in mimicking everyday objects. Other varieties of sportlebore include the spindly, wood-devouring wartlebore; the corpse-eating sportlegore; and the sportleglug, which is so small it can burrow into leather wineskins and drink their contents without the bag spilling a drop. Like the sportlebore, most of these vermin aren't too dangerous as individuals but can turn into a real problem if their numbers are left unchecked.\r\n</aside>",
|
||
"name": "Sportlebore",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 251 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe bane of hungry adventurers the world over, sportlebores are nefarious vermin that resemble delicious snacks. When positioned near trail rations …\r\n</summary>",
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"source": [
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 251 <sup>2.0</sup></row>",
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"summary": "The bane of hungry adventurers the world over, sportlebores are nefarious vermin that resemble delicious snacks. When positioned near trail rations …",
|
||
"summary_markdown": "The bane of hungry adventurers the world over, sportlebores are nefarious vermin that resemble delicious snacks. When positioned near trail rations …",
|
||
"text": " Sportlebore Source Bestiary 2 pg. 251 2.0 The bane of hungry adventurers the world over, sportlebores are nefarious vermin that resemble delicious snacks. When positioned near trail rations such as fruit or jerky, a sportlebore can flawlessly imitate these foodstuffs by flexing, contorting, and color-shifting its abdomen, then folding its thorax, head, and legs into hiding under its delicious-looking body. Once consumed, the sportlebore reproduces into a hungry swarm that is regurgitated by the now ailing eater, ravenously attacking any creatures it thinks it can consume. Members Sportlebore Swarm (Creature 7) Other Sportlebores While the creature presented here is the most common of its type, the sportlebore is in fact an entire family of insects that specialize in mimicking everyday objects. Other varieties of sportlebore include the spindly, wood-devouring wartlebore; the corpse-eating sportlegore; and the sportleglug, which is so small it can burrow into leather wineskins and drink their contents without the bag spilling a drop. Like the sportlebore, most of these vermin aren't too dangerous as individuals but can turn into a real problem if their numbers are left unchecked. ",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=153",
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"weakness": {}
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Spriggan",
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"creature_family_markdown": "Spriggan",
|
||
"exclude_from_search": false,
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"id": "creature-family-154",
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"image": [
|
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"/Images/Monsters/Spriggan.png"
|
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],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Spriggan](/MonsterFamilies.aspx?ID=154)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 252 <sup>2.0</sup></row>\n\nWhen the [gnomes](/Ancestries.aspx?ID=3) first emigrated from the First World so many eons ago, some found the Material Plane so strange and terrifying that they lost their sense of joy. Seeing only the threat of the new world and none of its wonders, these gnomes grimly resolved to survive no matter what the cost. Their innate magic responded to this goal by twisting them in mind and body over the course of many generations, eventually transforming them into the creatures known today as spriggans.\n\n Love, happiness, and beauty have no meaning for nearly all spriggans, for their minds have long since abandoned the capacity to understand and enjoy such positivity in the world. Violence, malice, and distortion have expanded in spriggan society to fill the aching voids left behind by their ancient expunging of positivity. Today, the best a spriggan can manage in place of positive emotions is a muted satisfaction when they make another creature suffer.\n\n Spriggans resemble muted, hairless gnomes with oversized, pointed ears and an alien, feral appearance. Many of them are gaunt and haggard. Skin tones vary across all different shades of blue, from a pale sky color to a deep midnight. Unlike their more cheerful and optimistic kin, spriggans do not become afflicted by the bleaching, a fact that many of their kind smugly hold up as proof that their ancestors’ choice to abandon joy was the right one.\n\n While spriggans can specialize in a wide range of skills, one feature they all share is the capacity to transform into lumbering, hulking incarnations of their normally small frames. By drawing upon the void left behind in their souls, they reflect the anger and cruelty in their minds and physically transform into giant versions of themselves akin to [ogres](/MonsterFamilies.aspx?ID=78) in stature; however, this rage-induced change takes a toll on their bodies. The longer a spriggan remains in giant form, the more pain and agony they have waiting for them when, inevitably, they revert to their true size. Yet this promise of pain does not deter a spriggan from using their power to grow in size, for it’s only when they assume gargantuan proportions that they can truly feel joy and satisfaction. That spriggans feel these emotions only when they are bullying smaller creatures, fighting enemies (or even allies), or inflicting pain on victims speaks to the depths of their corruption.\r\n\r\n<title level=\"2\">Members</title>\r\n[Spriggan Bully](/Monsters.aspx?ID=817) (Creature 3), [Spriggan Warlord](/Monsters.aspx?ID=818) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Redeemed Spriggans</title>\r\n\r\nA spriggan's nature is rooted deeply in its inability to feel joy and pleasure, and as such, non-evil spriggans are rare. Yet they are not unheard of. A spriggan who manages to turn back on their inherent nature loses their ability to assume enormous size, and always becomes a hated (if not feared) exile from their clan. Such a spriggan never fully transforms into a [gnome](/Ancestries.aspx?ID=3), but those who embrace redemption often discover strange new powers waiting for them to master, such as the ability to draw upon the [First World](/Planes.aspx?ID=10) to heal themselves and allies, or the power to transform into actual [fey](/Traits.aspx?ID=69) creatures for a short period of time.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Spriggan Distractions</title>\r\n\r\nAs a culture, most spriggans live for battle and constantly patrol their territories in hopes of encountering trespassers to capture and victimize. Even so, spriggans sometimes need to relax. Since they lack the capacity for pleasure, games, art, and similar leisure activities are lost on them. Instead, they fill their idle time training for combat, watching others fight to the death, crafting weapons, or plotting against their kin for personal gain.\r\n</aside>",
|
||
"name": "Spriggan",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 252 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen the gnomes first emigrated from the First World so many eons ago, some found the Material Plane so strange and terrifying that they lost their …\r\n</summary>",
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"source": [
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"Bestiary 2"
|
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"Bestiary 2 pg. 252"
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 252 <sup>2.0</sup></row>",
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"speed": {},
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"summary": "When the gnomes first emigrated from the First World so many eons ago, some found the Material Plane so strange and terrifying that they lost their …",
|
||
"summary_markdown": "When the gnomes first emigrated from the First World so many eons ago, some found the Material Plane so strange and terrifying that they lost their …",
|
||
"text": " Spriggan Source Bestiary 2 pg. 252 2.0 When the gnomes first emigrated from the First World so many eons ago, some found the Material Plane so strange and terrifying that they lost their sense of joy. Seeing only the threat of the new world and none of its wonders, these gnomes grimly resolved to survive no matter what the cost. Their innate magic responded to this goal by twisting them in mind and body over the course of many generations, eventually transforming them into the creatures known today as spriggans. Love, happiness, and beauty have no meaning for nearly all spriggans, for their minds have long since abandoned the capacity to understand and enjoy such positivity in the world. Violence, malice, and distortion have expanded in spriggan society to fill the aching voids left behind by their ancient expunging of positivity. Today, the best a spriggan can manage in place of positive emotions is a muted satisfaction when they make another creature suffer. Spriggans resemble muted, hairless gnomes with oversized, pointed ears and an alien, feral appearance. Many of them are gaunt and haggard. Skin tones vary across all different shades of blue, from a pale sky color to a deep midnight. Unlike their more cheerful and optimistic kin, spriggans do not become afflicted by the bleaching, a fact that many of their kind smugly hold up as proof that their ancestors’ choice to abandon joy was the right one. While spriggans can specialize in a wide range of skills, one feature they all share is the capacity to transform into lumbering, hulking incarnations of their normally small frames. By drawing upon the void left behind in their souls, they reflect the anger and cruelty in their minds and physically transform into giant versions of themselves akin to ogres in stature; however, this rage-induced change takes a toll on their bodies. The longer a spriggan remains in giant form, the more pain and agony they have waiting for them when, inevitably, they revert to their true size. Yet this promise of pain does not deter a spriggan from using their power to grow in size, for it’s only when they assume gargantuan proportions that they can truly feel joy and satisfaction. That spriggans feel these emotions only when they are bullying smaller creatures, fighting enemies (or even allies), or inflicting pain on victims speaks to the depths of their corruption. Members Spriggan Bully (Creature 3), Spriggan Warlord (Creature 7) Redeemed Spriggans A spriggan's nature is rooted deeply in its inability to feel joy and pleasure, and as such, non-evil spriggans are rare. Yet they are not unheard of. A spriggan who manages to turn back on their inherent nature loses their ability to assume enormous size, and always becomes a hated (if not feared) exile from their clan. Such a spriggan never fully transforms into a gnome, but those who embrace redemption often discover strange new powers waiting for them to master, such as the ability to draw upon the First World to heal themselves and allies, or the power to transform into actual fey creatures for a short period of time. Spriggan Distractions As a culture, most spriggans live for battle and constantly patrol their territories in hopes of encountering trespassers to capture and victimize. Even so, spriggans sometimes need to relax. Since they lack the capacity for pleasure, games, art, and similar leisure activities are lost on them. Instead, they fill their idle time training for combat, watching others fight to the death, crafting weapons, or plotting against their kin for personal gain. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=154",
|
||
"weakness": {}
|
||
},
|
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{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Squid",
|
||
"creature_family_markdown": "Squid",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-155",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Squid](/MonsterFamilies.aspx?ID=155)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 254 <sup>2.0</sup></row>\n\nThe unusual shape of these swift, voracious predators has prompted many a nautical tale.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Squid](/Monsters.aspx?ID=820) (Creature 9), [Vampire Squid](/Monsters.aspx?ID=819) (Creature 0)",
|
||
"name": "Squid",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 254 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe unusual shape of these swift, voracious predators has prompted many a nautical tale.\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 254"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 254 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "The unusual shape of these swift, voracious predators has prompted many a nautical tale.",
|
||
"summary_markdown": "The unusual shape of these swift, voracious predators has prompted many a nautical tale.",
|
||
"text": " Squid Source Bestiary 2 pg. 254 2.0 The unusual shape of these swift, voracious predators has prompted many a nautical tale. Members Giant Squid (Creature 9), Vampire Squid (Creature 0)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=155",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Tick",
|
||
"creature_family_markdown": "Tick",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-156",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Tick](/MonsterFamilies.aspx?ID=156)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 260 <sup>2.0</sup></row>\n\nThese blood-sucking parasites are common vectors for disease and other infections. Ticks infest all parts of the world, save for the most remote and frigid locales, and have evolved to feed on just about every kind of creature.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Tick](/Monsters.aspx?ID=826) (Creature 1), [Tick Swarm](/Monsters.aspx?ID=827) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Tick Diseases</title>\r\n\r\nGiant ticks and tick swarms can potentially inflict diseases other than tick fever. Potential diseases that a tick could spread include [blinding sickness](/Diseases.aspx?ID=10), [bubonic plague](/Diseases.aspx?ID=6), [malaria](/Diseases.aspx?ID=5), or [scarlet fever](/Diseases.aspx?ID=2). The saving throw DC should be adjusted to DC 17 (for giant ticks) or DC 27 (for tick swarms).\r\n</aside>",
|
||
"name": "Tick",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 260 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese blood-sucking parasites are common vectors for disease and other infections. Ticks infest all parts of the world, save for the most remote and …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 260"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 260 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "These blood-sucking parasites are common vectors for disease and other infections. Ticks infest all parts of the world, save for the most remote and …",
|
||
"summary_markdown": "These blood-sucking parasites are common vectors for disease and other infections. Ticks infest all parts of the world, save for the most remote and …",
|
||
"text": " Tick Source Bestiary 2 pg. 260 2.0 These blood-sucking parasites are common vectors for disease and other infections. Ticks infest all parts of the world, save for the most remote and frigid locales, and have evolved to feed on just about every kind of creature. Members Giant Tick (Creature 1), Tick Swarm (Creature 9) Tick Diseases Giant ticks and tick swarms can potentially inflict diseases other than tick fever. Potential diseases that a tick could spread include blinding sickness, bubonic plague, malaria, or scarlet fever. The saving throw DC should be adjusted to DC 17 (for giant ticks) or DC 27 (for tick swarms). ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=156",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Turtle",
|
||
"creature_family_markdown": "Turtle",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-157",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Turtle](/MonsterFamilies.aspx?ID=157)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 269 <sup>2.0</sup></row>\n\nThese generally mild-mannered and docile creatures prefer to be left alone, but the ill-tempered snapping turtle is a notably violent exception to this rule.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Snapping Turtle](/Monsters.aspx?ID=837) (Creature 9), [Snapping Turtle](/Monsters.aspx?ID=836) (Creature -1)",
|
||
"name": "Turtle",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 269 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese generally mild-mannered and docile creatures prefer to be left alone, but the ill-tempered snapping turtle is a notably violent exception to …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 269"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 269 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "These generally mild-mannered and docile creatures prefer to be left alone, but the ill-tempered snapping turtle is a notably violent exception to …",
|
||
"summary_markdown": "These generally mild-mannered and docile creatures prefer to be left alone, but the ill-tempered snapping turtle is a notably violent exception to …",
|
||
"text": " Turtle Source Bestiary 2 pg. 269 2.0 These generally mild-mannered and docile creatures prefer to be left alone, but the ill-tempered snapping turtle is a notably violent exception to this rule. Members Giant Snapping Turtle (Creature 9), Snapping Turtle (Creature -1)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=157",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Urdefhan",
|
||
"creature_family_markdown": "Urdefhan",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-158",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Urdefhan](/MonsterFamilies.aspx?ID=158)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 272 <sup>2.0</sup></row>\n\nThe violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious First Horsemen of the Apocalypse to serve as agents of the end times within the Material Plane. Urdefhans continue to honor their creators by worshipping the wretched beings who rule over the plane of [Abaddon](/Planes.aspx?ID=12), and like their fiendish lieges, urdefhans exist for one reason and one reason alone: to kill.\n\n While urdefhans are humanoid and dwell together in large groups, this is where their similarities to surface ancestries end. Their visages are horrific, with transparent skin and musculature displaying their glistening entrails, gleaming bones, and perhaps worst of all, their baleful red eyes. This, combined with their gaping maws full of sharp fangs, works to create the false impression that these beings are some sort of vampiric undead, not creatures of living flesh and blood. When an urdefhan’s life comes to an end, their flesh quickly curdles and then bursts in a wave of awful corruption that spreads to the flesh of other creatures in the area. The typical urdefhan views their eventual demise as a disappointment, for once they’re dead, their chances to kill will finally come to an end.\n\n Urdefhans’ primary concern is death and how to inflict it in the goriest, most painful, and widespread ways. Beyond this ethos of violence, urdefhans concern themselves only tangentially with matters such as formal modes of warfare or aspects of their damnable religion. When an urdefhan is not actively engaged in violence, their giddy cruelty is tempered only by a sense of self-preservation that ensures they survive long enough to spread the “blessings” of their [daemonic](/MonsterFamilies.aspx?ID=26) patrons. They pass the time between wars inventing new weapons, developing new diseases, and researching awful new magic, all in preparation for the next inevitable conflict.\r\n\r\n<title level=\"2\">Members</title>\r\n[Urdefhan Blood Mage](/Monsters.aspx?ID=1390) (Creature 8), [Urdefhan Death Scout](/Monsters.aspx?ID=1388) (Creature 6), [Urdefhan Dominator](/Monsters.aspx?ID=879) (Creature 14), [Urdefhan High Tormentor](/Monsters.aspx?ID=877) (Creature 10), [Urdefhan Hunter](/Monsters.aspx?ID=878) (Creature 12), [Urdefhan Lasher](/Monsters.aspx?ID=1389) (Creature 7), [Urdefhan Tormentor](/Monsters.aspx?ID=841) (Creature 5), [Urdefhan Warrior](/Monsters.aspx?ID=840) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Alternate Urdefhan Mounts</title>\r\n\r\nUrdefhans use [skavelings](/Monsters.aspx?ID=803) as mounts most of the time, but they aren't picky, using any beast that can be broken and trained. [Giant lizards](/MonsterFamilies.aspx?ID=70), [pterosaurs](/MonsterFamilies.aspx?ID=84), and even Darklands-dwelling [manticores](/Monsters.aspx?ID=294) all serve as urdefhan mounts, on occasion.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Minos-Pashat</title>\r\n\r\nThe first urdefhans were unleashed into the depths of Golarion's Darklands in the vault of Minos- Pashat, a nation-sized cavern riddled with maze-like tangles of stalactites, stalagmites, and fissures.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Rhoka Swords</title>\r\n\r\nThe [rhoka sword](/Weapons.aspx?ID=120) is the preferred weapon of urdefhan soldiers, though all urdefhans know how to wield these instruments of war. These uncommon advanced weapons cost 4 gp, deal 1d8 slashing damage, have 2 Bulk, and require 1 hand to use. Rhoka swords are in the sword group and have the [deadly d8](/Traits.aspx?ID=174) and [two-hand 1d10](/Traits.aspx?ID=198) traits.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Shauth Weapons</title>\r\n\r\n[Shauth blades](/Weapons.aspx?ID=157) and [shauth lashes](/Weapons.aspx?ID=159) are made from the teeth of fallen urdefhans. Collecting these teeth is difficult, as a slain urdefhan dissolves into a foul-smelling gas almost immediately. However, their bones are somewhat more durable.\r\n</aside>",
|
||
"name": "Urdefhan",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 272 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 272"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 272 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "The violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious …",
|
||
"summary_markdown": "The violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious …",
|
||
"text": " Urdefhan Source Bestiary 2 pg. 272 2.0 The violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious First Horsemen of the Apocalypse to serve as agents of the end times within the Material Plane. Urdefhans continue to honor their creators by worshipping the wretched beings who rule over the plane of Abaddon, and like their fiendish lieges, urdefhans exist for one reason and one reason alone: to kill. While urdefhans are humanoid and dwell together in large groups, this is where their similarities to surface ancestries end. Their visages are horrific, with transparent skin and musculature displaying their glistening entrails, gleaming bones, and perhaps worst of all, their baleful red eyes. This, combined with their gaping maws full of sharp fangs, works to create the false impression that these beings are some sort of vampiric undead, not creatures of living flesh and blood. When an urdefhan’s life comes to an end, their flesh quickly curdles and then bursts in a wave of awful corruption that spreads to the flesh of other creatures in the area. The typical urdefhan views their eventual demise as a disappointment, for once they’re dead, their chances to kill will finally come to an end. Urdefhans’ primary concern is death and how to inflict it in the goriest, most painful, and widespread ways. Beyond this ethos of violence, urdefhans concern themselves only tangentially with matters such as formal modes of warfare or aspects of their damnable religion. When an urdefhan is not actively engaged in violence, their giddy cruelty is tempered only by a sense of self-preservation that ensures they survive long enough to spread the “blessings” of their daemonic patrons. They pass the time between wars inventing new weapons, developing new diseases, and researching awful new magic, all in preparation for the next inevitable conflict. Members Urdefhan Blood Mage (Creature 8), Urdefhan Death Scout (Creature 6), Urdefhan Dominator (Creature 14), Urdefhan High Tormentor (Creature 10), Urdefhan Hunter (Creature 12), Urdefhan Lasher (Creature 7), Urdefhan Tormentor (Creature 5), Urdefhan Warrior (Creature 3) Alternate Urdefhan Mounts Urdefhans use skavelings as mounts most of the time, but they aren't picky, using any beast that can be broken and trained. Giant lizards, pterosaurs, and even Darklands-dwelling manticores all serve as urdefhan mounts, on occasion. Minos-Pashat The first urdefhans were unleashed into the depths of Golarion's Darklands in the vault of Minos- Pashat, a nation-sized cavern riddled with maze-like tangles of stalactites, stalagmites, and fissures. Rhoka Swords The rhoka sword is the preferred weapon of urdefhan soldiers, though all urdefhans know how to wield these instruments of war. These uncommon advanced weapons cost 4 gp, deal 1d8 slashing damage, have 2 Bulk, and require 1 hand to use. Rhoka swords are in the sword group and have the deadly d8 and two-hand 1d10 traits. Shauth Weapons Shauth blades and shauth lashes are made from the teeth of fallen urdefhans. Collecting these teeth is difficult, as a slain urdefhan dissolves into a foul-smelling gas almost immediately. However, their bones are somewhat more durable. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=158",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Vampire, Vrykolakas",
|
||
"creature_family_markdown": "Vampire, Vrykolakas",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-159",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Vampire, Vrykolakas](/MonsterFamilies.aspx?ID=159)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 275 <sup>2.0</sup></row>\n\nWicked and vengeful souls denied even the most basic burial rites can rise again as vrykolakas, blood-drinking and plague-bearing reanimated corpses. They spread suffering and death among all who cross their paths, punishing all who remind them of those who failed to properly lay their bodies and souls to rest.\r\n\r\n<title level=\"2\">Members</title>\r\n[Vrykolakas Ancient](/Monsters.aspx?ID=844) (Creature 13), [Vrykolakas Master](/Monsters.aspx?ID=843) (Creature 10), [Vrykolakas Spawn](/Monsters.aspx?ID=842) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building A Vrykolakas</title>\r\n\r\nLike [vampires](/MonsterFamilies.aspx?ID=97) vrykolakas can infect victims with their twisted form of vampirism, transforming practically any living monster into one of these undead horrors. You can build a new vrykolakas from the ground up using the standard monster creation rules, which were used to create the vrykolakas spawn, vrykolakas master, and vrykolakas ancient, or you can use the guidelines presented under Creating a Vrykolakas to turn an existing creature (even a player character!) into a vrykolakas, adjusting the monster as you see fit. In either case, specific vrykolakas abilities like negative healing, Feral Corruption, and Drink Blood work the same.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Debased and Distorted</title>\r\n\r\nVrykolakas are corrupted bestial versions of their appearance in life, and are emaciated and pockmarked with disease. Their spines are bent in a perpetual hunch. While some vrykolakas can cloak themselves in a semblance of living flesh, their fragmented memories often cannot accurately recreate their former appearance or persona. They may not recognize former family and friends (and vice versa), but those they do remember are marked as their favored victims.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mythological Origins</title>\r\n\r\nThe vrykolakas (pronounced “vree-KO-la-kahss”) is an undead creature from Greek folklore. These revenants appear as humans come back after death to complete some task left undone before they can peacefully rest. Many are vengeful and murderous, but some are simply attempting to return to their former lives, like a shoemaker rising from the grave to mend his children's shoes, carry water, and chop firewood. The Pathfinder version of this creature is more associated with a feral form of vampire.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Vrykolakas Habits</title>\r\n\r\nMost vrykolakas have curious affectations, such as a compulsion to knock on a door before entering or calling out the name of the person within. If the person answers, the vrykolakas then tries to hunt and slay them within 3 days. Others have an affinity for specific types of animals, always preferring to charm or possess them, or have an aversion to others. Unlike a [moroi vampire](/MonsterFamilies.aspx?ID=97), however, for a vrykolakas these habits are merely sadistic games or personal preferences, not mystical compulsions.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Vampire</title>\r\n\r\n**Related Families**\r\n[Vampire](/MonsterFamilies.aspx?ID=97), [Vampire, Jiang-Shi](/MonsterFamilies.aspx?ID=286), [Vampire, Nosferatu](/MonsterFamilies.aspx?ID=273), [Vampire, Strigoi](/MonsterFamilies.aspx?ID=314), [Vampire, Vetalarana](/MonsterFamilies.aspx?ID=311)\r\n\r\n<title level=\"2\">Creating a Vrykolakas</title>\r\n\r\nYou can turn an existing living creature into a vrykolakas using the following steps. Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>It gains the [undead](/Traits.aspx?ID=160) and [vampire](/Traits.aspx?ID=242) traits, and it becomes evil. </li><li>Increase AC, attack modifiers, DCs, saving throws, and skill modifiers by 1. </li><li>Increase Speed by 10 feet or to 40 feet, whichever results in a higher Speed. </li><li>Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead.</li></ul> \n\n<title level=\"3\" right=\"\">Basic Vrykolakas Abilities</title> If the base creature becoming a vrykolakas has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as [human](/Traits.aspx?ID=90) and [humanoid](/Traits.aspx?ID=91). You might also need to adjust abilities that conflict with the vrykolakas' theme. All vrykolakas gain the following abilities. \n\n**[Darkvision](/MonsterAbilities.aspx?ID=12)** \n\n**Swift Tracker** The vrykolakas moves at full Speed while [Tracking](/Actions.aspx?ID=66). \n\n**[Negative Healing](/MonsterAbilities.aspx?ID=42)** \n\n**Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sleep](/Traits.aspx?ID=145) \n\n**Feral Corruption** <actions string=\"Free Action\" /> ([curse](/Traits.aspx?ID=38), [divine](/Traits.aspx?ID=48), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [possession](/Traits.aspx?ID=129)) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an [animal](/Traits.aspx?ID=9) is within 100 feet; **Effect** Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (use a high DC for the vrykolakas's level from the [Spell DC and Spell Attack Roll table](/Rules.aspx?ID=1020)). On a failure, the animal is possessed. This has the effects of the [_possession_](/Spells.aspx?ID=225) spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be [counteracted](/Rules.aspx?ID=371) with magic (though [_remove curse_](/Spells.aspx?ID=250) works against it normally).\n\n If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.\n\n A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound below) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is [paralyzed](/Conditions.aspx?ID=28), and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains. \n\n**Vrykolakas Vulnerabilities** Vrykolakas all have the following vulnerabilities. \n<ul><li>**Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is paralyzed and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal. </li><li>**Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.</li></ul>**Climb Speed** A vrykolakas gains a climb Speed equal to one-half its land Speed. \n\n**Claws** If the base creature had hands, it gains an unarmed claw Strike that deals slashing damage and has the [agile](/Traits.aspx?ID=170) trait. Use the moderate damage for the creature's level on the [Strike Damage](/Rules.aspx?ID=1018) table. \n\n**Fangs** The teeth of the vrykolakas grow long, sharp, and deadly, granting it a fangs Strike: an unarmed attack that deals piercing damage and enables the use of its Drink Blood ability. Use the high damage for the creature's level on the Strike Damage table. \n\n**Drink Blood** <actions string=\"Single Action\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Requirements** The vrykolakas' last action was a successful fangs Strike; **Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an [Athletics](/Skills.aspx?ID=3) check against the creature's Fortitude DC. On a success, the creature becomes [drained 1](/Conditions.aspx?ID=10), and the vrykolakas regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.\n\n The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 [Medicine](/Skills.aspx?ID=9) check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. \n\n**[Rend](/MonsterAbilities.aspx?ID=30)** <actions string=\"Single Action\" /> The vrykolakas gains the Rend action with its claws.\n\n \n\n<title level=\"3\" right=\"\">Vrykolakas Master Abilities</title> Particularly powerful vrykolakas can create spawn from the bodies of their victims and gain additional abilities, as detailed below. Creatures of 9th level or higher can become a vrykolakas master, while those of 12th level or higher who have survived for centuries might become a vrykolakas ancient. \n\n**Children of the Night** ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including [rat swarms](/Monsters.aspx?ID=347), [warg](/Monsters.aspx?ID=402), [werewolves](/Monsters.aspx?ID=411), and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can't communicate back. \n\n**Pestilential Aura** ([aura](/Traits.aspx?ID=202), [divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) 5 feet. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to [bubonic plague](/Diseases.aspx?ID=6). \n\n**Divine Innate Spells** The vrykolakas master can cast [_vampiric touch_](/Spells.aspx?ID=354) (heightened to half its level rounded up) and 3rd-level [fear](/Deities.aspx?ID=110) three times per day each as divine innate spells. It uses a high DC for its level. \n\n**Bubonic Plague** ([disease](/Traits.aspx?ID=46)) **Saving Throw** Fortitude (use a high DC for the vrykolakas's level); **Onset** 1 day; **Stage 1** [fatigued](/Conditions.aspx?ID=15) (1 day); **Stage 2** [enfeebled 2](/Conditions.aspx?ID=13) and fatigued (1 day); Stage 3 enfeebled 3, fatigued, and takes 1d6 [persistent bleed damage](/Conditions.aspx?ID=29) every 1d20 minutes (1 day) \n\n**Change Shape** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32), [divine](/Traits.aspx?ID=48), [polymorph](/Traits.aspx?ID=127), [transmutation](/Traits.aspx?ID=157)) A vrykolakas master can transform into a form resembling the body it had in life, with the effects of [_humanoid form_](/Spells.aspx?ID=153) but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to [Deception](/Skills.aspx?ID=5) checks to [Impersonate](/Actions.aspx?ID=46) in this form. \n\n**Create Spawn** ([divine](/Traits.aspx?ID=48), [downtime](/Traits.aspx?ID=49), [necromancy](/Traits.aspx?ID=117)) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a [vrykolakas spawn](/Monsters.aspx?ID=842) by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally [friendly](/Conditions.aspx?ID=18) to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation. **Dominate Animal** <actions string=\"Single Action\" /> ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106)) The vrykolakas can cast [_dominate_](/Spells.aspx?ID=87) at will as a divine innate spell that affects only animals. The save DC is a high DC for the vrykolakas's level, and a creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a –4 circumstance penalty to saving throws against the vrykolakas's Feral Possession. \n\n**Drink Blood** As a typical vrykolakas, but the creature is drained 2 instead of 1.",
|
||
"name": "Vampire, Vrykolakas",
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"rarity": "common",
|
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"release_date": "2020-05-27",
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 275 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWicked and vengeful souls denied even the most basic burial rites can rise again as vrykolakas, blood-drinking and plague-bearing reanimated corpses. …\r\n</summary>",
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"source": [
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"Bestiary 2"
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 275 <sup>2.0</sup></row>",
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"speed": {},
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"summary": "Wicked and vengeful souls denied even the most basic burial rites can rise again as vrykolakas, blood-drinking and plague-bearing reanimated corpses. …",
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"summary_markdown": "Wicked and vengeful souls denied even the most basic burial rites can rise again as vrykolakas, blood-drinking and plague-bearing reanimated corpses. …",
|
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"text": " Vampire, Vrykolakas Source Bestiary 2 pg. 275 2.0 Wicked and vengeful souls denied even the most basic burial rites can rise again as vrykolakas, blood-drinking and plague-bearing reanimated corpses. They spread suffering and death among all who cross their paths, punishing all who remind them of those who failed to properly lay their bodies and souls to rest. Members Vrykolakas Ancient (Creature 13), Vrykolakas Master (Creature 10), Vrykolakas Spawn (Creature 6) Building A Vrykolakas Like vampires vrykolakas can infect victims with their twisted form of vampirism, transforming practically any living monster into one of these undead horrors. You can build a new vrykolakas from the ground up using the standard monster creation rules, which were used to create the vrykolakas spawn, vrykolakas master, and vrykolakas ancient, or you can use the guidelines presented under Creating a Vrykolakas to turn an existing creature (even a player character!) into a vrykolakas, adjusting the monster as you see fit. In either case, specific vrykolakas abilities like negative healing, Feral Corruption, and Drink Blood work the same. Debased and Distorted Vrykolakas are corrupted bestial versions of their appearance in life, and are emaciated and pockmarked with disease. Their spines are bent in a perpetual hunch. While some vrykolakas can cloak themselves in a semblance of living flesh, their fragmented memories often cannot accurately recreate their former appearance or persona. They may not recognize former family and friends (and vice versa), but those they do remember are marked as their favored victims. Mythological Origins The vrykolakas (pronounced “vree-KO-la-kahss”) is an undead creature from Greek folklore. These revenants appear as humans come back after death to complete some task left undone before they can peacefully rest. Many are vengeful and murderous, but some are simply attempting to return to their former lives, like a shoemaker rising from the grave to mend his children's shoes, carry water, and chop firewood. The Pathfinder version of this creature is more associated with a feral form of vampire. Vrykolakas Habits Most vrykolakas have curious affectations, such as a compulsion to knock on a door before entering or calling out the name of the person within. If the person answers, the vrykolakas then tries to hunt and slay them within 3 days. Others have an affinity for specific types of animals, always preferring to charm or possess them, or have an aversion to others. Unlike a moroi vampire, however, for a vrykolakas these habits are merely sadistic games or personal preferences, not mystical compulsions. Vampire Related Families Vampire, Vampire, Jiang-Shi, Vampire, Nosferatu, Vampire, Strigoi, Vampire, Vetalarana Creating a Vrykolakas You can turn an existing living creature into a vrykolakas using the following steps. Increase the creature's level by 1 and change its statistics as follows. It gains the undead and vampire traits, and it becomes evil. Increase AC, attack modifiers, DCs, saving throws, and skill modifiers by 1. Increase Speed by 10 feet or to 40 feet, whichever results in a higher Speed. Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead. Basic Vrykolakas Abilities If the base creature becoming a vrykolakas has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the vrykolakas' theme. All vrykolakas gain the following abilities. Darkvision Swift Tracker The vrykolakas moves at full Speed while Tracking. Negative Healing Immunities death effects, disease, paralyzed, poison, sleep Feral Corruption Free Action (curse, divine, incapacitation, mental, necromancy, possession) Trigger The vrykolakas is reduced to 0 Hit Points, and an animal is within 100 feet; Effect Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (use a high DC for the vrykolakas's level from the Spell DC and Spell Attack Roll table). On a failure, the animal is possessed. This has the effects of the possession spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound below) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is paralyzed, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains. Vrykolakas Vulnerabilities Vrykolakas all have the following vulnerabilities. Burial Site Bound A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is paralyzed and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal. Vulnerable to Decapitation A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas. Climb Speed A vrykolakas gains a climb Speed equal to one-half its land Speed. Claws If the base creature had hands, it gains an unarmed claw Strike that deals slashing damage and has the agile trait. Use the moderate damage for the creature's level on the Strike Damage table. Fangs The teeth of the vrykolakas grow long, sharp, and deadly, granting it a fangs Strike: an unarmed attack that deals piercing damage and enables the use of its Drink Blood ability. Use the high damage for the creature's level on the Strike Damage table. Drink Blood Single Action (divine, necromancy) Requirements The vrykolakas' last action was a successful fangs Strike; Effect The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 1, and the vrykolakas regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. Rend Single Action The vrykolakas gains the Rend action with its claws. Vrykolakas Master Abilities Particularly powerful vrykolakas can create spawn from the bodies of their victims and gain additional abilities, as detailed below. Creatures of 9th level or higher can become a vrykolakas master, while those of 12th level or higher who have survived for centuries might become a vrykolakas ancient. Children of the Night (divine, enchantment, mental) The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including rat swarms, warg, werewolves, and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can't communicate back. Pestilential Aura (aura, divine, necromancy) 5 feet. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to bubonic plague. Divine Innate Spells The vrykolakas master can cast vampiric touch (heightened to half its level rounded up) and 3rd-level fear three times per day each as divine innate spells. It uses a high DC for its level. Bubonic Plague (disease) Saving Throw Fortitude (use a high DC for the vrykolakas's level); Onset 1 day; Stage 1 fatigued (1 day); Stage 2 enfeebled 2 and fatigued (1 day); Stage 3 enfeebled 3, fatigued, and takes 1d6 persistent bleed damage every 1d20 minutes (1 day) Change Shape Single Action (concentrate, divine, polymorph, transmutation) A vrykolakas master can transform into a form resembling the body it had in life, with the effects of humanoid form but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form. Create Spawn (divine, downtime, necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a vrykolakas spawn by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation. Dominate Animal Single Action (divine, enchantment, incapacitation, mental) The vrykolakas can cast dominate at will as a divine innate spell that affects only animals. The save DC is a high DC for the vrykolakas's level, and a creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a –4 circumstance penalty to saving throws against the vrykolakas's Feral Possession. Drink Blood As a typical vrykolakas, but the creature is drained 2 instead of 1.",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=159",
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"weakness": {}
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},
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"category": "creature-family",
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"creature_family": "Wolverine",
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"creature_family_markdown": "Wolverine",
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"id": "creature-family-160",
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"image": [
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Wolverine](/MonsterFamilies.aspx?ID=160)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 295 <sup>2.0</sup></row>\n\nFew creatures in the natural world can compare in ferocity to an angry wolverine.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Wolverine](/Monsters.aspx?ID=863) (Creature 4), [Wolverine](/Monsters.aspx?ID=862) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Territorial Beasts</title>\r\n\r\nWolverines are territorial animals and fiercely defend their kills, even from larger predators or when they're outnumbered. They claim wide swaths of forests or frozen tundra as their territory, marking it with a pungent odor that serves as a warning to those who recognize the smell. Wolverines have voracious appetites and tend to aggressively devour their food with reckless abandon.\r\n</aside>",
|
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"name": "Wolverine",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
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"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 295 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFew creatures in the natural world can compare in ferocity to an angry wolverine.\r\n</summary>",
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"source": [
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"Bestiary 2"
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 295 <sup>2.0</sup></row>",
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"speed": {},
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"summary": "Few creatures in the natural world can compare in ferocity to an angry wolverine.",
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"summary_markdown": "Few creatures in the natural world can compare in ferocity to an angry wolverine.",
|
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"text": " Wolverine Source Bestiary 2 pg. 295 2.0 Few creatures in the natural world can compare in ferocity to an angry wolverine. Members Giant Wolverine (Creature 4), Wolverine (Creature 2) Territorial Beasts Wolverines are territorial animals and fiercely defend their kills, even from larger predators or when they're outnumbered. They claim wide swaths of forests or frozen tundra as their territory, marking it with a pungent odor that serves as a warning to those who recognize the smell. Wolverines have voracious appetites and tend to aggressively devour their food with reckless abandon. ",
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"url": "/MonsterFamilies.aspx?ID=160",
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{
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"category": "creature-family",
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"creature_family": "Worm That Walks",
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"creature_family_markdown": "Worm That Walks",
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"exclude_from_search": false,
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"id": "creature-family-161",
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"image": [
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"/Images/Monsters/WormThatWalks.png"
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Worm That Walks](/MonsterFamilies.aspx?ID=161)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 296 <sup>2.0</sup></row>\n\nWhen a powerful spellcaster with a strong personality, a lust for life, and a remorselessly evil soul dies and is buried in a graveyard infused with eldritch magic, a strange phenomenon can occur. The decaying body fattens and instructs the very worms that feast upon it. These grave worms thrive not only on the consumption of the spellcaster’s dead flesh, but on their corrupt memories and magical power. The spellcaster’s very soul is consumed in this vile process, only to be split apart into fragments that inhabit each of the individual worms. The result is a hideous hive mind of slithering life known as a worm that walks—a mass of worms that clings to the vague shape of the body that granted it this new existence and can use the powers and magic the spellcaster had in life. A worm that walks retains memories of its life as a spellcaster before its death, but it is not undead—it is a hideous new form of undulant life.\r\n\r\n<title level=\"2\">Members</title>\r\n[Worm That Walks Cultist](/Monsters.aspx?ID=864) (Creature 14)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Other Walking Vermin</title>\r\n\r\nWhile worms are the most common type of creature to form the composite body of a worm that walks, other verminous variations are possible. \n<ul><li>**Cockroaches**: A worm that walks made of cockroaches gains a +1 bonus to AC and [light blindness](/MonsterAbilities.aspx?ID=22).</li><li>**Leeches**: A worm that walks made of leeches gains a swim Speed of 25 feet, but its land Speed is 10 feet.</li><li>**Spiders**: A worm that walks made of spiders gains a climb Speed equal to half its land Speed, and half the damage from its Squirming Embrace is poison damage.</li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Worms Redeemed</title>\r\n\r\nIn rare situations, once a spellcaster rises as a worm that walks it might recant its evil ways, given the right influence and enough time. Many of these worms that walk seek self-destruction, not out of abhorrence at their new form but at the realization of the evils they wrought while alive. Others, though, take advantage of their second chance and use their new life to help undo the ruin and horror they might have afflicted upon the world in their prior existence.\r\n</aside>\n\n<title level=\"2\">Creating a Worm That Walks</title>\r\n\r\nYou can turn an existing evil, living, spellcasting creature into a worm that walks using the following steps. Increase the creature’s level by 1 and change its statistics as follows. \n<ul><li>It gains the aberration and swarm traits and usually remains evil. </li><li>Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. </li><li>Reduce its Hit Points by the amount listed on the table (to a minimum of 2 HP per level). </li><li>The worm that walks gains fast healing, resistance to physical damage, and weakness to area damage and splash damage as indicated in the table. These abilities are the reason the worm that walks has fewer HP.</li></ul>\n\n## Worm That Walks\n<row gap=\"tiny\">\n<table> <tr><td>**Starting Level**</td><td>**HP Decrease**</td><td>**Fast Healing, Resistance, and Weakness**</td></tr> <tr><td>4 or less</td><td>-20</td><td>5</td></tr> <tr><td>5-7</td><td>-30</td><td>7</td></tr> <tr><td>8-14</td><td>-40</td><td>10</td></tr> <tr><td>15 or higher</td><td>-60</td><td>15</td></tr> </table>\r\n</row> \n\n### Worm That Walks Abilities\n A worm that walks loses any abilities that came from its previous physical form and any traits that represent its life, such as human and humanoid. It retains any spellcasting abilities it had in life, regardless of their origin, and gains the abilities listed below. You might need to adjust other abilities that conflict with the monster’s new theme as a worm that walks. \n\n**[Darkvision](/MonsterAbilities.aspx?ID=12)** \n\n**[Tremorsense](/MonsterAbilities.aspx?ID=40)** 30 feet (imprecise) \n\n**Immunities** All worms that walk have immunity to disease, paralyzed, poison, precision, and unconscious. They also have the [swarm mind](/MonsterAbilities.aspx?ID=36) ability, which makes them immune to [mental](/Traits.aspx?ID=106) effects that target a specific number of creatures, though they are still subject to mental effects that affect all creatures in an area. \n\n**[All-Around Vision](/MonsterAbilities.aspx?ID=1)** \n\n**Discorporate** When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.\n\n While the exact circumstances and surroundings determine how long the worm that walks’s foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or [splash](/Traits.aspx?ID=150) weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM’s discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks. \n\n**Tendril** Regardless of the creature’s former anatomy, it gains a tendril melee Strike with reach that deals [persistent piercing damage](/Conditions.aspx?ID=29) as it leaves biting worms on the target. If it had any [agile](/Traits.aspx?ID=170) attacks, the damage dealt by its tendril should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its tendril should deal three-quarters of that damage. \n\n**Squirming Embrace** <actions string=\"Single Action\" /> The worm that walks Strides, ending its movement sharing a space with a creature, and deals piercing damage to the creature equal to 1d8 plus an additional 1d8 for every 3 levels the worm that walks has. The creature can attempt a basic Reflex save with a DC of the worm that walks’s spell DC – 2. \n\n**Swarm Shape** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32)) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can’t use attack actions and can’t cast spells, but it can move through areas small enough for its individual worms to fit without having to [Squeeze](/Actions.aspx?ID=31). It can use the same action to coalesce back into its normal form.",
|
||
"name": "Worm That Walks",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 296 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen a powerful spellcaster with a strong personality, a lust for life, and a remorselessly evil soul dies and is buried in a graveyard infused with …\r\n</summary>",
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"summary": "When a powerful spellcaster with a strong personality, a lust for life, and a remorselessly evil soul dies and is buried in a graveyard infused with …",
|
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"summary_markdown": "When a powerful spellcaster with a strong personality, a lust for life, and a remorselessly evil soul dies and is buried in a graveyard infused with …",
|
||
"text": " Worm That Walks Source Bestiary 2 pg. 296 2.0 When a powerful spellcaster with a strong personality, a lust for life, and a remorselessly evil soul dies and is buried in a graveyard infused with eldritch magic, a strange phenomenon can occur. The decaying body fattens and instructs the very worms that feast upon it. These grave worms thrive not only on the consumption of the spellcaster’s dead flesh, but on their corrupt memories and magical power. The spellcaster’s very soul is consumed in this vile process, only to be split apart into fragments that inhabit each of the individual worms. The result is a hideous hive mind of slithering life known as a worm that walks—a mass of worms that clings to the vague shape of the body that granted it this new existence and can use the powers and magic the spellcaster had in life. A worm that walks retains memories of its life as a spellcaster before its death, but it is not undead—it is a hideous new form of undulant life. Members Worm That Walks Cultist (Creature 14) Other Walking Vermin While worms are the most common type of creature to form the composite body of a worm that walks, other verminous variations are possible. Cockroaches : A worm that walks made of cockroaches gains a +1 bonus to AC and light blindness. Leeches : A worm that walks made of leeches gains a swim Speed of 25 feet, but its land Speed is 10 feet. Spiders : A worm that walks made of spiders gains a climb Speed equal to half its land Speed, and half the damage from its Squirming Embrace is poison damage. Worms Redeemed In rare situations, once a spellcaster rises as a worm that walks it might recant its evil ways, given the right influence and enough time. Many of these worms that walk seek self-destruction, not out of abhorrence at their new form but at the realization of the evils they wrought while alive. Others, though, take advantage of their second chance and use their new life to help undo the ruin and horror they might have afflicted upon the world in their prior existence. Creating a Worm That Walks You can turn an existing evil, living, spellcasting creature into a worm that walks using the following steps. Increase the creature’s level by 1 and change its statistics as follows. It gains the aberration and swarm traits and usually remains evil. Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. Reduce its Hit Points by the amount listed on the table (to a minimum of 2 HP per level). The worm that walks gains fast healing, resistance to physical damage, and weakness to area damage and splash damage as indicated in the table. These abilities are the reason the worm that walks has fewer HP. ## Worm That Walks Starting Level HP Decrease Fast Healing, Resistance, and Weakness 4 or less -20 5 5-7 -30 7 8-14 -40 10 15 or higher -60 15 ### Worm That Walks Abilities A worm that walks loses any abilities that came from its previous physical form and any traits that represent its life, such as human and humanoid. It retains any spellcasting abilities it had in life, regardless of their origin, and gains the abilities listed below. You might need to adjust other abilities that conflict with the monster’s new theme as a worm that walks. Darkvision Tremorsense 30 feet (imprecise) Immunities All worms that walk have immunity to disease, paralyzed, poison, precision, and unconscious. They also have the swarm mind ability, which makes them immune to mental effects that target a specific number of creatures, though they are still subject to mental effects that affect all creatures in an area. All-Around Vision Discorporate When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days. While the exact circumstances and surroundings determine how long the worm that walks’s foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM’s discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks. Tendril Regardless of the creature’s former anatomy, it gains a tendril melee Strike with reach that deals persistent piercing damage as it leaves biting worms on the target. If it had any agile attacks, the damage dealt by its tendril should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its tendril should deal three-quarters of that damage. Squirming Embrace Single Action The worm that walks Strides, ending its movement sharing a space with a creature, and deals piercing damage to the creature equal to 1d8 plus an additional 1d8 for every 3 levels the worm that walks has. The creature can attempt a basic Reflex save with a DC of the worm that walks’s spell DC – 2. Swarm Shape Single Action (concentrate) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can’t use attack actions and can’t cast spells, but it can move through areas small enough for its individual worms to fit without having to Squeeze. It can use the same action to coalesce back into its normal form.",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=161",
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"weakness": {}
|
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},
|
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{
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"category": "creature-family",
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"creature_family": "Yellow Musk Creeper",
|
||
"creature_family_markdown": "Yellow Musk Creeper",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-162",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Yellow Musk Creeper](/MonsterFamilies.aspx?ID=162)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 300 <sup>2.0</sup></row>\n\n_This entry did not have a separate description for the family._\r\n\r\n<title level=\"2\">Members</title>\r\n[Yellow Musk Brute](/Monsters.aspx?ID=869) (Creature 2), [Yellow Musk Creeper](/Monsters.aspx?ID=867) (Creature 2), [Yellow Musk Thrall](/Monsters.aspx?ID=868) (Creature -1)",
|
||
"name": "Yellow Musk Creeper",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 300 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n This entry did not have a separate description for the family .\r\n</summary>",
|
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"source": [
|
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"Bestiary 2"
|
||
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"Bestiary 2 pg. 300"
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"source_category": "Rulebooks",
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|
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"speed": {},
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"summary": " This entry did not have a separate description for the family .",
|
||
"summary_markdown": " This entry did not have a separate description for the family .",
|
||
"text": " Yellow Musk Creeper Source Bestiary 2 pg. 300 2.0 This entry did not have a separate description for the family. Members Yellow Musk Brute (Creature 2), Yellow Musk Creeper (Creature 2), Yellow Musk Thrall (Creature -1)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=162",
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"weakness": {}
|
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Wight",
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"creature_family_markdown": "Wight",
|
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"exclude_from_search": false,
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"id": "creature-family-163",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Wight](/MonsterFamilies.aspx?ID=163)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 332</row>\n\nWights are undead humanoids that, much like [wraiths](/MonsterFamilies.aspx?ID=164), 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.\n\n As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living—those individuals who remind them of the shackles of mortality and whom they feel compelled to “free” to the state of undeath.\n\n A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.\n\n Durable and sustained as they are by negative energy, wights can last in harsh environments without decaying the way some lesser undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cairn Wight](/Monsters.aspx?ID=859) (Creature 4), [Hunter Wight](/Monsters.aspx?ID=1915) (Creature 7), [Prowler Wight](/Monsters.aspx?ID=1916) (Creature 9), [Wight](/Monsters.aspx?ID=413) (Creature 3), [Wight Commander](/Monsters.aspx?ID=1917) (Creature 12)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_6_Geb.png\">Wights And Weaponry</title>\r\n\r\nFor the rank-and-file wight, only the scrape of blackened fingernails steals the essence of life. Many stronger wights bind to armaments, either through the ritual that raised them or a sentimental attachment to a weapon they wielded. Not only are these weapons more versatile, but deploying them can surprise foes accustomed to the limits of average wights.\r\n</aside>",
|
||
"name": "Wight",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 332</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWights are undead humanoids that, much like wraiths , can drain the life from living creatures with but a touch. They arise as a result of …\r\n</summary>",
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|
||
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|
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|
||
"speed": {},
|
||
"summary": "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 …",
|
||
"summary_markdown": "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 …",
|
||
"text": " Wight Source Bestiary pg. 332 Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased. As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living—those individuals who remind them of the shackles of mortality and whom they feel compelled to “free” to the state of undeath. A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own. Durable and sustained as they are by negative energy, wights can last in harsh environments without decaying the way some lesser undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest. Members Cairn Wight (Creature 4), Hunter Wight (Creature 7), Prowler Wight (Creature 9), Wight (Creature 3), Wight Commander (Creature 12) Wights And Weaponry For the rank-and-file wight, only the scrape of blackened fingernails steals the essence of life. Many stronger wights bind to armaments, either through the ritual that raised them or a sentimental attachment to a weapon they wielded. Not only are these weapons more versatile, but deploying them can surprise foes accustomed to the limits of average wights. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=163",
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"weakness": {}
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Wraith",
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"creature_family_markdown": "Wraith",
|
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"exclude_from_search": false,
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"id": "creature-family-164",
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Wraith](/MonsterFamilies.aspx?ID=164)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 335</row>\n\nWraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reflect 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.\n\n Wraiths weigh nothing and are unharmed by most physical attacks. They haunt any place where they can feed on the living, though their vulnerability to sunlight confines them to the shadowy places of the world—places where they can blend in seamlessly with their dark surroundings before silently engulfing their prey.\n\n Wraiths may form packs with others of their kind in places where death and mayhem are commonplace—countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish cultic rituals. In these places, the living do well to tread with [sunrods](/Equipment.aspx?ID=137) and powerful clerics in tow. Ruins, sewers, and abandoned buildings provide sanctuary for wraiths during the day, as the creatures hunt exclusively at night or in dark places. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways and avoid open areas.\n\n As they're formed purely of anti-life from the [Negative Energy Plane](/Planes.aspx?ID=2), wraiths pervade that unholy realm. Within nations and civilizations ruled by the undead, wraiths have places of power as assassins and spies. They're among the ruling class in Geb, but have greater numbers in Ustalav, where packs of wraiths roam graveyards and misty trails, consuming the populations of entire villages. In other parts of the world, wraiths tend not to wander and limit their activity to smaller environs, typically just the site of their chosen haunting and its immediate surroundings.\r\n\r\n<title level=\"2\">Members</title>\r\n[Aiudara Wraith](/Monsters.aspx?ID=488) (Creature 18), [Dread Wraith](/Monsters.aspx?ID=865) (Creature 9), [Smog Wraith](/Monsters.aspx?ID=1984) (Creature 9), [Wraith](/Monsters.aspx?ID=417) (Creature 6)",
|
||
"name": "Wraith",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 335</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reflect their hatred …\r\n</summary>",
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"summary": "Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reflect their hatred …",
|
||
"summary_markdown": "Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reflect their hatred …",
|
||
"text": " Wraith Source Bestiary pg. 335 Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reflect their hatred for the living, and shadowy claws are weapon enough to steal the vitality from their enemies. A wraith may be created by foul necromancy, but more often they are the result of a hermitic murderer or mutilator who even in death could not give up their wicked ways. Further complicating the matter is the fact that wraiths multiply by consuming and transforming the living into more of their foul kind—meaning a handful of wraiths left unchecked can easily turn into a horde of darkness. Wraiths weigh nothing and are unharmed by most physical attacks. They haunt any place where they can feed on the living, though their vulnerability to sunlight confines them to the shadowy places of the world—places where they can blend in seamlessly with their dark surroundings before silently engulfing their prey. Wraiths may form packs with others of their kind in places where death and mayhem are commonplace—countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish cultic rituals. In these places, the living do well to tread with sunrods and powerful clerics in tow. Ruins, sewers, and abandoned buildings provide sanctuary for wraiths during the day, as the creatures hunt exclusively at night or in dark places. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways and avoid open areas. As they're formed purely of anti-life from the Negative Energy Plane, wraiths pervade that unholy realm. Within nations and civilizations ruled by the undead, wraiths have places of power as assassins and spies. They're among the ruling class in Geb, but have greater numbers in Ustalav, where packs of wraiths roam graveyards and misty trails, consuming the populations of entire villages. In other parts of the world, wraiths tend not to wander and limit their activity to smaller environs, typically just the site of their chosen haunting and its immediate surroundings. Members Aiudara Wraith (Creature 18), Dread Wraith (Creature 9), Smog Wraith (Creature 9), Wraith (Creature 6)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=164",
|
||
"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Dragon, Black",
|
||
"creature_family_markdown": "Dragon, Black",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-165",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Black](/MonsterFamilies.aspx?ID=165)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 104</row>\n\nMurderous 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.\n\n 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.\n\n 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.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Black Dragon](/Monsters.aspx?ID=128) (Creature 11), [Ancient Black Dragon](/Monsters.aspx?ID=129) (Creature 16), [Young Black Dragon](/Monsters.aspx?ID=127) (Creature 7)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Chromatic</title>\r\n\r\n**Related Families**\r\n[Dragon, Blue](/MonsterFamilies.aspx?ID=166), [Dragon, Green](/MonsterFamilies.aspx?ID=167), [Dragon, Red](/MonsterFamilies.aspx?ID=168), [Dragon, White](/MonsterFamilies.aspx?ID=169)",
|
||
"name": "Dragon, Black",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 104</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMurderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their …\r\n</summary>",
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 104</row>",
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"speed": {},
|
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"summary": "Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their …",
|
||
"summary_markdown": "Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their …",
|
||
"text": " Dragon, Black Source Bestiary pg. 104 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. Members Adult Black Dragon (Creature 11), Ancient Black Dragon (Creature 16), Young Black Dragon (Creature 7) Dragon, Chromatic Related Families Dragon, Blue, Dragon, Green, Dragon, Red, Dragon, White",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=165",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Blue](/MonsterFamilies.aspx?ID=166)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 106</row>\n\nBlue 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.\n\n Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.\n\n Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.\n\n The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Blue Dragon](/Monsters.aspx?ID=131) (Creature 13), [Ancient Blue Dragon](/Monsters.aspx?ID=132) (Creature 18), [Young Blue Dragon](/Monsters.aspx?ID=130) (Creature 9)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Chromatic</title>\r\n\r\n**Related Families**\r\n[Dragon, Black](/MonsterFamilies.aspx?ID=165), [Dragon, Green](/MonsterFamilies.aspx?ID=167), [Dragon, Red](/MonsterFamilies.aspx?ID=168), [Dragon, White](/MonsterFamilies.aspx?ID=169)",
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"name": "Dragon, Blue",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 106</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBlue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal.\r\n</summary>",
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"summary": "Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal.",
|
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"text": " Dragon, Blue Source Bestiary pg. 106 Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins. Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency. Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs. The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels. Members Adult Blue Dragon (Creature 13), Ancient Blue Dragon (Creature 18), Young Blue Dragon (Creature 9) Dragon, Chromatic Related Families Dragon, Black, Dragon, Green, Dragon, Red, Dragon, White",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Green](/MonsterFamilies.aspx?ID=167)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 109</row>\n\nGreen 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.\n\n Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.\n\n Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.\n\n Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Green Dragon](/Monsters.aspx?ID=134) (Creature 12), [Ancient Green Dragon](/Monsters.aspx?ID=135) (Creature 17), [Young Green Dragon](/Monsters.aspx?ID=133) (Creature 8)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Chromatic</title>\r\n\r\n**Related Families**\r\n[Dragon, Black](/MonsterFamilies.aspx?ID=165), [Dragon, Blue](/MonsterFamilies.aspx?ID=166), [Dragon, Red](/MonsterFamilies.aspx?ID=168), [Dragon, White](/MonsterFamilies.aspx?ID=169)",
|
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"name": "Dragon, Green",
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"rarity": "common",
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 109</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGreen dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to …\r\n</summary>",
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"summary": "Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to …",
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"text": " Dragon, Green Source Bestiary pg. 109 Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools—and the threshold for what they consider foolish is very low. Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs. Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information. Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures. Members Adult Green Dragon (Creature 12), Ancient Green Dragon (Creature 17), Young Green Dragon (Creature 8) Dragon, Chromatic Related Families Dragon, Black, Dragon, Blue, Dragon, Red, Dragon, White",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=167",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Red](/MonsterFamilies.aspx?ID=168)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 111</row>\n\nThe 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 flame, this is no haughty boast in their eyes—only unquestioned fact.\n\n Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.\n\n Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance.\n\n As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Red Dragon](/Monsters.aspx?ID=137) (Creature 14), [Ancient Red Dragon](/Monsters.aspx?ID=138) (Creature 19), [Young Red Dragon](/Monsters.aspx?ID=136) (Creature 10)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Chromatic</title>\r\n\r\n**Related Families**\r\n[Dragon, Black](/MonsterFamilies.aspx?ID=165), [Dragon, Blue](/MonsterFamilies.aspx?ID=166), [Dragon, Green](/MonsterFamilies.aspx?ID=167), [Dragon, White](/MonsterFamilies.aspx?ID=169)",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 111</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by …\r\n</summary>",
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"summary": "The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by …",
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"text": " Dragon, Red Source Bestiary pg. 111 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 flame, this is no haughty boast in their eyes—only unquestioned fact. Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security. Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance. As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together. Members Adult Red Dragon (Creature 14), Ancient Red Dragon (Creature 19), Young Red Dragon (Creature 10) Dragon, Chromatic Related Families Dragon, Black, Dragon, Blue, Dragon, Green, Dragon, White",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, White](/MonsterFamilies.aspx?ID=169)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 113</row>\n\nThe 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.\n\n Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult White Dragon](/Monsters.aspx?ID=140) (Creature 10), [Ancient White Dragon](/Monsters.aspx?ID=141) (Creature 15), [Young White Dragon](/Monsters.aspx?ID=139) (Creature 6)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Chromatic</title>\r\n\r\n**Related Families**\r\n[Dragon, Black](/MonsterFamilies.aspx?ID=165), [Dragon, Blue](/MonsterFamilies.aspx?ID=166), [Dragon, Green](/MonsterFamilies.aspx?ID=167), [Dragon, Red](/MonsterFamilies.aspx?ID=168)",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 113</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. …\r\n</summary>",
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"summary": "The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. …",
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"text": " Dragon, White Source Bestiary pg. 113 The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous—in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking—and when the attack comes, it's bloody and relentless. Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years. Members Adult White Dragon (Creature 10), Ancient White Dragon (Creature 15), Young White Dragon (Creature 6) Dragon, Chromatic Related Families Dragon, Black, Dragon, Blue, Dragon, Green, Dragon, Red",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Brass](/MonsterFamilies.aspx?ID=170)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 117</row>\n\nBrass 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.\n\n These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.\n\n Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.\n\n Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Brass Dragon](/Monsters.aspx?ID=143) (Creature 11), [Ancient Brass Dragon](/Monsters.aspx?ID=144) (Creature 16), [Young Brass Dragon](/Monsters.aspx?ID=142) (Creature 7)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Metallic</title>\r\n\r\n**Related Families**\r\n[Dragon, Bronze](/MonsterFamilies.aspx?ID=171), [Dragon, Copper](/MonsterFamilies.aspx?ID=172), [Dragon, Gold](/MonsterFamilies.aspx?ID=173), [Dragon, Silver](/MonsterFamilies.aspx?ID=174)",
|
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"name": "Dragon, Brass",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 117</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBrass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized …\r\n</summary>",
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"summary": "Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized …",
|
||
"summary_markdown": "Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized …",
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||
"text": " Dragon, Brass Source Bestiary pg. 117 Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality. These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for. Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers. Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements. Members Adult Brass Dragon (Creature 11), Ancient Brass Dragon (Creature 16), Young Brass Dragon (Creature 7) Dragon, Metallic Related Families Dragon, Bronze, Dragon, Copper, Dragon, Gold, Dragon, Silver",
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"type": "Creature Family",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Bronze](/MonsterFamilies.aspx?ID=171)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 119</row>\n\nBronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.\n\n Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.\n\n While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Bronze Dragon](/Monsters.aspx?ID=146) (Creature 13), [Ancient Bronze Dragon](/Monsters.aspx?ID=147) (Creature 18), [Young Bronze Dragon](/Monsters.aspx?ID=145) (Creature 9)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Metallic</title>\r\n\r\n**Related Families**\r\n[Dragon, Brass](/MonsterFamilies.aspx?ID=170), [Dragon, Copper](/MonsterFamilies.aspx?ID=172), [Dragon, Gold](/MonsterFamilies.aspx?ID=173), [Dragon, Silver](/MonsterFamilies.aspx?ID=174)",
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"name": "Dragon, Bronze",
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"rarity": "common",
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"release_date": "2019-08-01",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 119</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally …\r\n</summary>",
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"summary": "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 …",
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"summary_markdown": "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 …",
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"text": " Dragon, Bronze Source Bestiary pg. 119 Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion. Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves. While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell. Members Adult Bronze Dragon (Creature 13), Ancient Bronze Dragon (Creature 18), Young Bronze Dragon (Creature 9) Dragon, Metallic Related Families Dragon, Brass, Dragon, Copper, Dragon, Gold, Dragon, Silver",
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"id": "creature-family-172",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Copper](/MonsterFamilies.aspx?ID=172)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 121</row>\n\nCapricious 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.\n\n Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of [Cayden Cailean](/Deities.aspx?ID=4) is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.\n\n A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Copper Dragon](/Monsters.aspx?ID=149) (Creature 12), [Ancient Copper Dragon](/Monsters.aspx?ID=150) (Creature 17), [Young Copper Dragon](/Monsters.aspx?ID=148) (Creature 8)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Metallic</title>\r\n\r\n**Related Families**\r\n[Dragon, Brass](/MonsterFamilies.aspx?ID=170), [Dragon, Bronze](/MonsterFamilies.aspx?ID=171), [Dragon, Gold](/MonsterFamilies.aspx?ID=173), [Dragon, Silver](/MonsterFamilies.aspx?ID=174)",
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"name": "Dragon, Copper",
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"rarity": "common",
|
||
"release_date": "2019-08-01",
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 121</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCapricious 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 …\r\n</summary>",
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"summary": "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 …",
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"summary_markdown": "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 …",
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||
"text": " Dragon, Copper Source Bestiary pg. 121 Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger. Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset. A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter. Members Adult Copper Dragon (Creature 12), Ancient Copper Dragon (Creature 17), Young Copper Dragon (Creature 8) Dragon, Metallic Related Families Dragon, Brass, Dragon, Bronze, Dragon, Gold, Dragon, Silver",
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"type": "Creature Family",
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"id": "creature-family-173",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Gold](/MonsterFamilies.aspx?ID=173)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 123</row>\n\nGold 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.\n\n When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.\n\n A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.\n\n Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Gold Dragon](/Monsters.aspx?ID=152) (Creature 15), [Ancient Gold Dragon](/Monsters.aspx?ID=153) (Creature 20), [Young Gold Dragon](/Monsters.aspx?ID=151) (Creature 11)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Metallic</title>\r\n\r\n**Related Families**\r\n[Dragon, Brass](/MonsterFamilies.aspx?ID=170), [Dragon, Bronze](/MonsterFamilies.aspx?ID=171), [Dragon, Copper](/MonsterFamilies.aspx?ID=172), [Dragon, Silver](/MonsterFamilies.aspx?ID=174)",
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"name": "Dragon, Gold",
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"rarity": "common",
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||
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 123</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of …\r\n</summary>",
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"summary": "Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of …",
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"summary_markdown": "Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of …",
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"text": " Dragon, Gold Source Bestiary pg. 123 Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course. When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters. A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation. Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards. Members Adult Gold Dragon (Creature 15), Ancient Gold Dragon (Creature 20), Young Gold Dragon (Creature 11) Dragon, Metallic Related Families Dragon, Brass, Dragon, Bronze, Dragon, Copper, Dragon, Silver",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Silver](/MonsterFamilies.aspx?ID=174)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 125</row>\n\nSilver 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.\n\n Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.\n\n Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.\n\n Many silver dragons are also drawn to religious endeavors, venerating deities such as [Iomedae](/Deities.aspx?ID=9), [Sarenrae](/Deities.aspx?ID=16), and other deities concerned with justice, virtue, and redemption.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Silver Dragon](/Monsters.aspx?ID=155) (Creature 14), [Ancient Silver Dragon](/Monsters.aspx?ID=156) (Creature 19), [Young Silver Dragon](/Monsters.aspx?ID=154) (Creature 10)\n\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Metallic</title>\r\n\r\n**Related Families**\r\n[Dragon, Brass](/MonsterFamilies.aspx?ID=170), [Dragon, Bronze](/MonsterFamilies.aspx?ID=171), [Dragon, Copper](/MonsterFamilies.aspx?ID=172), [Dragon, Gold](/MonsterFamilies.aspx?ID=173)",
|
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"name": "Dragon, Silver",
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|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 125</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSilver 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 …\r\n</summary>",
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"summary": "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 …",
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"summary_markdown": "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 …",
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"text": " Dragon, Silver Source Bestiary pg. 125 Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil. Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior. Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable. Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption. Members Adult Silver Dragon (Creature 14), Ancient Silver Dragon (Creature 19), Young Silver Dragon (Creature 10) Dragon, Metallic Related Families Dragon, Brass, Dragon, Bronze, Dragon, Copper, Dragon, Gold",
|
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|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Brine](/MonsterFamilies.aspx?ID=175)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 86 <sup>2.0</sup></row>\n\nBrine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.\n\n Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.\n\n Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Brine Dragon](/Monsters.aspx?ID=622) (Creature 12), [Ancient Brine Dragon](/Monsters.aspx?ID=623) (Creature 17), [Young Brine Dragon](/Monsters.aspx?ID=621) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Brine Dragon Spellcasters</title>\r\n\r\nBrine dragon spellcasters tend to cast the following spells.<br /> \n\n<title level=\"2\" right=\"\">Young</title> **Primal Prepared Spells** DC 26, attack +20; **3rd** [_haste_](/Spells.aspx?ID=147), [_lightning bolt_](/Spells.aspx?ID=172), [_slow_](/Spells.aspx?ID=289); **2nd** [_animal messenger_](/Spells.aspx?ID=11), [_humanoid form_](/Spells.aspx?ID=153), [_water breathing_](/Spells.aspx?ID=370); **1st** [_create water_](/Spells.aspx?ID=53), [_grease_](/Spells.aspx?ID=140), [_negate aroma_](/Spells.aspx?ID=206); **Cantrips (3rd)** [_acid splash_](/Spells.aspx?ID=3), [_detect magic_](/Spells.aspx?ID=66), [_prestidigitation_](/Spells.aspx?ID=229), [_sigil_](/Spells.aspx?ID=286), [_stabilize_](/Spells.aspx?ID=307) \n\n<title level=\"2\" right=\"\">Adult</title> **Primal Prepared Spells** DC 33, attack +26; as young brine dragon, plus **5th** [_cone of cold_](/Spells.aspx?ID=47), [_control water_](/Spells.aspx?ID=51), [_mariner's curse_](/Spells.aspx?ID=184); **4th** [_freedom of movement_](/Spells.aspx?ID=128), [_hallucinatory terrain_](/Spells.aspx?ID=145), [_solid fog_](/Spells.aspx?ID=290); **Cantrips (5th)** [_acid splash_](/Spells.aspx?ID=3), [_detect magic_](/Spells.aspx?ID=66), [_prestidigitation_](/Spells.aspx?ID=229), [_sigil_](/Spells.aspx?ID=286), [_stabilize_](/Spells.aspx?ID=307) \n\n<title level=\"2\" right=\"\">Ancient</title> **Primal Prepared Spells** DC 38, attack +33; as adult brine dragon, plus **8th** [_dispel magic_](/Spells.aspx?ID=78), [_horrid wilting_](/Spells.aspx?ID=152); **7th** [_energy aegis_](/Spells.aspx?ID=100), [_plane shift_](/Spells.aspx?ID=222), [_regenerate_](/Spells.aspx?ID=248); **6th** [_baleful polymorph_](/Spells.aspx?ID=17), [_slow_](/Spells.aspx?ID=289), [_true seeing_](/Spells.aspx?ID=344); **Cantrips (8th)** [_acid splash_](/Spells.aspx?ID=3), [_detect magic_](/Spells.aspx?ID=66), [_prestidigitation_](/Spells.aspx?ID=229), [_sigil_](/Spells.aspx?ID=286), [_stabilize_](/Spells.aspx?ID=307)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Rezlarabren</title>\r\n\r\nA series of underwater caverns on Thoska Isle in the Ironbound Archipelago serves as Rezlarabren's lair. There she rules a tribe of ulat-kini who labor as miners. Her relationship with the Linnorm Kings is complex, and whether she views them as allies or enemies depends on her mood.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Primal</title>\r\n\r\n**Related Families**\r\n[Dragon, Cloud](/MonsterFamilies.aspx?ID=176), [Dragon, Crystal](/MonsterFamilies.aspx?ID=177), [Dragon, Magma](/MonsterFamilies.aspx?ID=178), [Dragon, Umbral](/MonsterFamilies.aspx?ID=179)",
|
||
"name": "Dragon, Brine",
|
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"rarity": "common",
|
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"release_date": "2020-05-27",
|
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 86 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBrine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care …\r\n</summary>",
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"summary": "Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care …",
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"summary_markdown": "Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care …",
|
||
"text": " Dragon, Brine Source Bestiary 2 pg. 86 2.0 Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin. Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community. Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships. Members Adult Brine Dragon (Creature 12), Ancient Brine Dragon (Creature 17), Young Brine Dragon (Creature 8) Brine Dragon Spellcasters Brine dragon spellcasters tend to cast the following spells. Young Primal Prepared Spells DC 26, attack +20; 3rd haste , lightning bolt , slow ; 2nd animal messenger , humanoid form , water breathing ; 1st create water , grease , negate aroma ; Cantrips (3rd) acid splash , detect magic , prestidigitation , sigil , stabilize Adult Primal Prepared Spells DC 33, attack +26; as young brine dragon, plus 5th cone of cold , control water , mariner's curse ; 4th freedom of movement , hallucinatory terrain , solid fog ; Cantrips (5th) acid splash , detect magic , prestidigitation , sigil , stabilize Ancient Primal Prepared Spells DC 38, attack +33; as adult brine dragon, plus 8th dispel magic , horrid wilting ; 7th energy aegis , plane shift , regenerate ; 6th baleful polymorph , slow , true seeing ; Cantrips (8th) acid splash , detect magic , prestidigitation , sigil , stabilize Rezlarabren A series of underwater caverns on Thoska Isle in the Ironbound Archipelago serves as Rezlarabren's lair. There she rules a tribe of ulat-kini who labor as miners. Her relationship with the Linnorm Kings is complex, and whether she views them as allies or enemies depends on her mood. Dragon, Primal Related Families Dragon, Cloud, Dragon, Crystal, Dragon, Magma, Dragon, Umbral",
|
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"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=175",
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"weakness": {}
|
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|
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"category": "creature-family",
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"creature_family": "Dragon, Cloud",
|
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"creature_family_markdown": "Dragon, Cloud",
|
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"exclude_from_search": false,
|
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"id": "creature-family-176",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Cloud](/MonsterFamilies.aspx?ID=176)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 88 <sup>2.0</sup></row>\n\nAt heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.\n\n A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw—they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.\n\n Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Cloud Dragon](/Monsters.aspx?ID=625) (Creature 14), [Ancient Cloud Dragon](/Monsters.aspx?ID=626) (Creature 19), [Young Cloud Dragon](/Monsters.aspx?ID=624) (Creature 10)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Cloud Dragon Spellcasters</title>\r\n\r\nCloud dragon spellcasters tend to cast the following spells. \n\n<title level=\"2\" right=\"\">Young</title> **Primal Prepared Spells** DC 29, attack +23; **4th** [_freedom of movement_](/Spells.aspx?ID=128), [_hallucinatory terrain_](/Spells.aspx?ID=145), [_speak with plants_](/Spells.aspx?ID=294); **3rd** [_earthbind_](/Spells.aspx?ID=94), [_haste_](/Spells.aspx?ID=147), [_stinking cloud_](/Spells.aspx?ID=309); **2nd** [_animal messenger_](/Spells.aspx?ID=11), [_faerie fire_](/Spells.aspx?ID=107), [_speak with animals_](/Spells.aspx?ID=293); **1st** [_feather fall_](/Spells.aspx?ID=111), [_negate aroma_](/Spells.aspx?ID=206), [_shocking grasp_](/Spells.aspx?ID=283); **Cantrips (4th)** [_dancing lights_](/Spells.aspx?ID=58), [_detect magic_](/Spells.aspx?ID=66), [_electric arc_](/Spells.aspx?ID=97), [_prestidigitation_](/Spells.aspx?ID=229), [_read aura_](/Spells.aspx?ID=246) \n\n<title level=\"2\" right=\"\">Adult</title> **Primal Prepared Spells** DC 34, attack +29; as young cloud dragon, plus **6th** [_heal_](/Spells.aspx?ID=148), [_slow_](/Spells.aspx?ID=289), [_true seeing_](/Spells.aspx?ID=344); **5th** [_banishment_](/Spells.aspx?ID=19), [_death ward_](/Spells.aspx?ID=64), [_passwall_](/Spells.aspx?ID=216); **Cantrips (6th)** [_dancing lights_](/Spells.aspx?ID=58), [_detect magic_](/Spells.aspx?ID=66), [_electric arc_](/Spells.aspx?ID=97), [_prestidigitation_](/Spells.aspx?ID=229), [_read aura_](/Spells.aspx?ID=246) \n\n<title level=\"2\" right=\"\">Ancient</title> **Primal Prepared Spells** DC 41, attack +36; as adult cloud dragon, plus **9th** [_heal_](/Spells.aspx?ID=148), [_storm of vengeance_](/Spells.aspx?ID=313); **8th** [_dispel magic_](/Spells.aspx?ID=78), [_moment of renewal_](/Spells.aspx?ID=201), [_punishing winds_](/Spells.aspx?ID=240); **7th** [_energy aegis_](/Spells.aspx?ID=100), [_plane shift_](/Spells.aspx?ID=222), [_unfettered pack_](/Spells.aspx?ID=350); **Cantrips (9th)** [_dancing lights_](/Spells.aspx?ID=58), [_detect magic_](/Spells.aspx?ID=66), [_electric arc_](/Spells.aspx?ID=97), [_prestidigitation_](/Spells.aspx?ID=229), [_read aura_](/Spells.aspx?ID=246)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Zanembis</title>\r\n\r\nWhile most cloud dragons prefer solitude and avoid confrontations, Zanembis is an excellent example of how failed dragonslaying attempts can create problems. Previously content to dwell atop Angel Peak in the Mindspin Mountains, this cloud dragon has grown vengeful and violent in the wake of unexpected and unjustified attacks on his lair.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Primal</title>\r\n\r\n**Related Families**\r\n[Dragon, Brine](/MonsterFamilies.aspx?ID=175), [Dragon, Crystal](/MonsterFamilies.aspx?ID=177), [Dragon, Magma](/MonsterFamilies.aspx?ID=178), [Dragon, Umbral](/MonsterFamilies.aspx?ID=179)",
|
||
"name": "Dragon, Cloud",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 88 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAt heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud …\r\n</summary>",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 88 <sup>2.0</sup></row>",
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"speed": {},
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"summary": "At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud …",
|
||
"summary_markdown": "At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud …",
|
||
"text": " Dragon, Cloud Source Bestiary 2 pg. 88 2.0 At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly. A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw—they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's. Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard. Members Adult Cloud Dragon (Creature 14), Ancient Cloud Dragon (Creature 19), Young Cloud Dragon (Creature 10) Cloud Dragon Spellcasters Cloud dragon spellcasters tend to cast the following spells. Young Primal Prepared Spells DC 29, attack +23; 4th freedom of movement , hallucinatory terrain , speak with plants ; 3rd earthbind , haste , stinking cloud ; 2nd animal messenger , faerie fire , speak with animals ; 1st feather fall , negate aroma , shocking grasp ; Cantrips (4th) dancing lights , detect magic , electric arc , prestidigitation , read aura Adult Primal Prepared Spells DC 34, attack +29; as young cloud dragon, plus 6th heal , slow , true seeing ; 5th banishment , death ward , passwall ; Cantrips (6th) dancing lights , detect magic , electric arc , prestidigitation , read aura Ancient Primal Prepared Spells DC 41, attack +36; as adult cloud dragon, plus 9th heal , storm of vengeance ; 8th dispel magic , moment of renewal , punishing winds ; 7th energy aegis , plane shift , unfettered pack ; Cantrips (9th) dancing lights , detect magic , electric arc , prestidigitation , read aura Zanembis While most cloud dragons prefer solitude and avoid confrontations, Zanembis is an excellent example of how failed dragonslaying attempts can create problems. Previously content to dwell atop Angel Peak in the Mindspin Mountains, this cloud dragon has grown vengeful and violent in the wake of unexpected and unjustified attacks on his lair. Dragon, Primal Related Families Dragon, Brine, Dragon, Crystal, Dragon, Magma, Dragon, Umbral",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=176",
|
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"weakness": {}
|
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"creature_family": "Dragon, Crystal",
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"id": "creature-family-177",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Crystal](/MonsterFamilies.aspx?ID=177)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 91 <sup>2.0</sup></row>\n\nGood-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.\n\n Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.\n\n Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Crystal Dragon](/Monsters.aspx?ID=628) (Creature 11), [Ancient Crystal Dragon](/Monsters.aspx?ID=629) (Creature 16), [Young Crystal Dragon](/Monsters.aspx?ID=627) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Crystal Dragon Spellcasters</title>\r\n\r\nCrystal dragon spellcasters tend to cast the following spells. \n\n<title level=\"2\" right=\"\">Young</title> **Primal Prepared Spells** DC 25, attack +18; **3rd** [_earthbind_](/Spells.aspx?ID=94), [_meld into stone_](/Spells.aspx?ID=188); **2nd** [_faerie fire_](/Spells.aspx?ID=107), [_glitterdust_](/Spells.aspx?ID=136), [_shatter_](/Spells.aspx?ID=279); **1st** [_grease_](/Spells.aspx?ID=140), [_mending_](/Spells.aspx?ID=189), [_pass without trace_](/Spells.aspx?ID=215); **Cantrips (3rd)** [_acid splash_](/Spells.aspx?ID=3), [_detect magic_](/Spells.aspx?ID=66), [_light_](/Spells.aspx?ID=171), [_prestidigitation_](/Spells.aspx?ID=229), [_telekinetic projectile_](/Spells.aspx?ID=334) \n\n<title level=\"2\" right=\"\">Adult</title> **Primal Prepared Spells** DC 30, attack +24; as young crystal dragon, plus **5th** [_cloak of colors_](/Spells.aspx?ID=41), [_wall of stone_](/Spells.aspx?ID=365); **4th** [_hallucinatory terrain_](/Spells.aspx?ID=145), [_shape stone_](/Spells.aspx?ID=276), [_stoneskin_](/Spells.aspx?ID=312); **3rd** [_haste_](/Spells.aspx?ID=147); **Cantrips (5th)** [_dancing lights_](/Spells.aspx?ID=58), [_detect magic_](/Spells.aspx?ID=66), [_light_](/Spells.aspx?ID=171), [_prestidigitation_](/Spells.aspx?ID=229), [_telekinetic projectile_](/Spells.aspx?ID=334) \n\n<title level=\"2\" right=\"\">Ancient</title> **Primal Prepared Spells** DC 37, attack +32; as adult crystal dragon, plus **7th** [_energy aegis_](/Spells.aspx?ID=100), [_spell turning_](/Spells.aspx?ID=297), [_volcanic eruption_](/Spells.aspx?ID=360); **6th** [_flesh to stone_](/Spells.aspx?ID=123), [_stone tell_](/Spells.aspx?ID=310), [_true seeing_](/Spells.aspx?ID=344); **5th** [_chromatic wall_](/Spells.aspx?ID=37); **Cantrips (7th)** [_dancing lights_](/Spells.aspx?ID=58), [_detect magic_](/Spells.aspx?ID=66), [_light_](/Spells.aspx?ID=171), [_prestidigitation_](/Spells.aspx?ID=229), [_telekinetic projectile_](/Spells.aspx?ID=334)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Shardizhad</title>\r\n\r\nStill a relatively young crystal dragon, Shardizhad has already made a name for herself in the city of Wati in Osirion. She has taken on a somewhat unusual role as a shopkeeper in that city's necropolis, where she's eager to trade magic items she's collected for more gems and valuable stones.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Primal</title>\r\n\r\n**Related Families**\r\n[Dragon, Brine](/MonsterFamilies.aspx?ID=175), [Dragon, Cloud](/MonsterFamilies.aspx?ID=176), [Dragon, Magma](/MonsterFamilies.aspx?ID=178), [Dragon, Umbral](/MonsterFamilies.aspx?ID=179)",
|
||
"name": "Dragon, Crystal",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 91 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGood-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a …\r\n</summary>",
|
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"source": [
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|
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|
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|
||
"summary": "Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a …",
|
||
"summary_markdown": "Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a …",
|
||
"text": " Dragon, Crystal Source Bestiary 2 pg. 91 2.0 Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions. Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon. Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for). Members Adult Crystal Dragon (Creature 11), Ancient Crystal Dragon (Creature 16), Young Crystal Dragon (Creature 7) Crystal Dragon Spellcasters Crystal dragon spellcasters tend to cast the following spells. Young Primal Prepared Spells DC 25, attack +18; 3rd earthbind , meld into stone ; 2nd faerie fire , glitterdust , shatter ; 1st grease , mending , pass without trace ; Cantrips (3rd) acid splash , detect magic , light , prestidigitation , telekinetic projectile Adult Primal Prepared Spells DC 30, attack +24; as young crystal dragon, plus 5th cloak of colors , wall of stone ; 4th hallucinatory terrain , shape stone , stoneskin ; 3rd haste ; Cantrips (5th) dancing lights , detect magic , light , prestidigitation , telekinetic projectile Ancient Primal Prepared Spells DC 37, attack +32; as adult crystal dragon, plus 7th energy aegis , spell turning , volcanic eruption ; 6th flesh to stone , stone tell , true seeing ; 5th chromatic wall ; Cantrips (7th) dancing lights , detect magic , light , prestidigitation , telekinetic projectile Shardizhad Still a relatively young crystal dragon, Shardizhad has already made a name for herself in the city of Wati in Osirion. She has taken on a somewhat unusual role as a shopkeeper in that city's necropolis, where she's eager to trade magic items she's collected for more gems and valuable stones. Dragon, Primal Related Families Dragon, Brine, Dragon, Cloud, Dragon, Magma, Dragon, Umbral",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=177",
|
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|
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"creature_family": "Dragon, Magma",
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"id": "creature-family-178",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Magma](/MonsterFamilies.aspx?ID=178)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 93 <sup>2.0</sup></row>\n\nMagma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.\n\n Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Magma Dragon](/Monsters.aspx?ID=470) (Creature 13), [Adult Magma Dragon](/Monsters.aspx?ID=632) (Creature 13), [Ancient Magma Dragon](/Monsters.aspx?ID=471) (Creature 18), [Ancient Magma Dragon](/Monsters.aspx?ID=633) (Creature 18), [Young Magma Dragon](/Monsters.aspx?ID=469) (Creature 9), [Young Magma Dragon](/Monsters.aspx?ID=631) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Magma Dragon Spellcasters</title>\r\n\r\nMagma dragon spellcasters tend to cast the following spells. \n\n<title level=\"2\" right=\"\">Young</title> **Primal Prepared Spells** DC 28, attack +20; **4th** [_stoneskin_](/Spells.aspx?ID=312), [_wall of fire_](/Spells.aspx?ID=362); **3rd** [_haste_](/Spells.aspx?ID=147), [_slow_](/Spells.aspx?ID=289), [_stinking cloud_](/Spells.aspx?ID=309); **2nd** [_glitterdust_](/Spells.aspx?ID=136), [_obscuring mist_](/Spells.aspx?ID=210), [_restore senses_](/Spells.aspx?ID=259); **1st** [_air bubble_](/Spells.aspx?ID=5), [_grease_](/Spells.aspx?ID=140), [_pass without trace_](/Spells.aspx?ID=215); **Cantrips (4th)** [_detect magic_](/Spells.aspx?ID=66), [_prestidigitation_](/Spells.aspx?ID=229), [_produce flame_](/Spells.aspx?ID=236), [_read aura_](/Spells.aspx?ID=246), [_tanglefoot_](/Spells.aspx?ID=330) \n\n<title level=\"2\" right=\"\">Adult</title> **Primal Prepared Spells** DC 33, attack +25; as young magma dragon, plus **6th** [_fire seeds_](/Spells.aspx?ID=117), [_true seeing_](/Spells.aspx?ID=344); **5th** [_cloudkill_](/Spells.aspx?ID=42), [_elemental form_](/Spells.aspx?ID=98), [_flame strike_](/Spells.aspx?ID=120); **4th** [_hallucinatory terrain_](/Spells.aspx?ID=145); **Cantrips (6th)** [_detect magic_](/Spells.aspx?ID=66), [_prestidigitation_](/Spells.aspx?ID=229), [_produce flame_](/Spells.aspx?ID=236), [_read aura_](/Spells.aspx?ID=246), [_tanglefoot_](/Spells.aspx?ID=330) \n\n<title level=\"2\" right=\"\">Ancient</title> **Primal Prepared Spells** DC 42, attack +34; as adult magma dragon, plus **8th** [_earthquake_](/Spells.aspx?ID=95), [_horrid wilting_](/Spells.aspx?ID=152), [_power word stun_](/Spells.aspx?ID=228); **7th** [_fiery body_](/Spells.aspx?ID=115), [_plane shift_](/Spells.aspx?ID=222), [_volcanic eruption_](/Spells.aspx?ID=360); **6th** [_flesh to stone_](/Spells.aspx?ID=123); **Cantrips (8th)** [_detect magic_](/Spells.aspx?ID=66), [_prestidigitation_](/Spells.aspx?ID=229), [_produce flame_](/Spells.aspx?ID=236), [_read aura_](/Spells.aspx?ID=246), [_tanglefoot_](/Spells.aspx?ID=330)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Moschabbatt</title>\r\n\r\nThe ancient magma dragon Moschabbatt dwells in a vast chamber hidden within Droskar's Crag, the largest volcano in the Inner Sea region. Rumor holds that the dragon counts at least one legendary dwarven artifact among the priceless treasures of his vast hoard.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Primal</title>\r\n\r\n**Related Families**\r\n[Dragon, Brine](/MonsterFamilies.aspx?ID=175), [Dragon, Cloud](/MonsterFamilies.aspx?ID=176), [Dragon, Crystal](/MonsterFamilies.aspx?ID=177), [Dragon, Umbral](/MonsterFamilies.aspx?ID=179)",
|
||
"name": "Dragon, Magma",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
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|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 93 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure …\r\n</summary>",
|
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"summary": "Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure …",
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"summary_markdown": "Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure …",
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"text": " Dragon, Magma Source Bestiary 2 pg. 93 2.0 Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so. Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core. Members Adult Magma Dragon (Creature 13), Adult Magma Dragon (Creature 13), Ancient Magma Dragon (Creature 18), Ancient Magma Dragon (Creature 18), Young Magma Dragon (Creature 9), Young Magma Dragon (Creature 9) Magma Dragon Spellcasters Magma dragon spellcasters tend to cast the following spells. Young Primal Prepared Spells DC 28, attack +20; 4th stoneskin , wall of fire ; 3rd haste , slow , stinking cloud ; 2nd glitterdust , obscuring mist , restore senses ; 1st air bubble , grease , pass without trace ; Cantrips (4th) detect magic , prestidigitation , produce flame , read aura , tanglefoot Adult Primal Prepared Spells DC 33, attack +25; as young magma dragon, plus 6th fire seeds , true seeing ; 5th cloudkill , elemental form , flame strike ; 4th hallucinatory terrain ; Cantrips (6th) detect magic , prestidigitation , produce flame , read aura , tanglefoot Ancient Primal Prepared Spells DC 42, attack +34; as adult magma dragon, plus 8th earthquake , horrid wilting , power word stun ; 7th fiery body , plane shift , volcanic eruption ; 6th flesh to stone ; Cantrips (8th) detect magic , prestidigitation , produce flame , read aura , tanglefoot Moschabbatt The ancient magma dragon Moschabbatt dwells in a vast chamber hidden within Droskar's Crag, the largest volcano in the Inner Sea region. Rumor holds that the dragon counts at least one legendary dwarven artifact among the priceless treasures of his vast hoard. Dragon, Primal Related Families Dragon, Brine, Dragon, Cloud, Dragon, Crystal, Dragon, Umbral",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=178",
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"id": "creature-family-179",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Umbral](/MonsterFamilies.aspx?ID=179)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 95 <sup>2.0</sup></row>\n\nWhile the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the [Shadow Plane](/Planes.aspx?ID=11). Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.\n\n For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Umbral Dragon](/Monsters.aspx?ID=635) (Creature 15), [Ancient Umbral Dragon](/Monsters.aspx?ID=636) (Creature 20), [Young Umbral Dragon](/Monsters.aspx?ID=634) (Creature 11)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Ugothogo</title>\r\n\r\nDenizens of the Midnight Mountains in the Darklands worship the ancient umbral dragon Ugothogo as a deity.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Umbral Dragon Spellcasters</title>\r\n\r\nUmbral dragon spellcasters tend to cast the following spells. \n\n<title level=\"2\" right=\"\">Young</title> **Primal Prepared Spells** DC 29, attack +24; **4th** [_gaseous form_](/Spells.aspx?ID=129), [_hallucinatory terrain_](/Spells.aspx?ID=145), [_nightmare_](/Spells.aspx?ID=208); **3rd** [_bind undead_](/Spells.aspx?ID=22), [_blindness_](/Spells.aspx?ID=26), [_slow_](/Spells.aspx?ID=289); **2nd** [_death knell_](/Spells.aspx?ID=63), [_gentle repose_](/Spells.aspx?ID=131), [_humanoid form_](/Spells.aspx?ID=153); **1st** [_charm_](/Spells.aspx?ID=34), [_item facade_](/Spells.aspx?ID=166), [_ray of enfeeblement_](/Spells.aspx?ID=244); **Cantrips (4th)** [_chill touch_](/Spells.aspx?ID=35), [_ghost sound_](/Spells.aspx?ID=132), [_ray of frost_](/Spells.aspx?ID=245), [_read aura_](/Spells.aspx?ID=246), [_sigil_](/Spells.aspx?ID=286) \n\n<title level=\"2\" right=\"\">Adult</title> **Primal Prepared Spells** DC 35, attack +30; as young umbral dragon, plus **6th** [_dominate_](/Spells.aspx?ID=87), [_true seeing_](/Spells.aspx?ID=344), [_vampiric exsanguination_](/Spells.aspx?ID=353); **5th** [_black tentacles_](/Spells.aspx?ID=23), [_shadow blast_](/Spells.aspx?ID=273), [_shadow siphon_](/Spells.aspx?ID=274); **Cantrips (6th)** [_chill touch_](/Spells.aspx?ID=35), [_ghost sound_](/Spells.aspx?ID=132), [_ray of frost_](/Spells.aspx?ID=245), [_read aura_](/Spells.aspx?ID=246), [_sigil_](/Spells.aspx?ID=286) \n\n<title level=\"2\" right=\"\">Ancient</title> **Primal Prepared Spells** DC 41, attack +38; as adult umbral dragon, plus **9th** [_disjunction_](/Spells.aspx?ID=77), [_massacre_](/Spells.aspx?ID=186), [_weird_](/Spells.aspx?ID=375); **8th** [_disappearance_](/Spells.aspx?ID=73), [_horrid wilting_](/Spells.aspx?ID=152), [_maze_](/Spells.aspx?ID=187); **7th** [_eclipse burst_](/Spells.aspx?ID=96), [_mask of terror_](/Spells.aspx?ID=185), [_plane shift_](/Spells.aspx?ID=222); **Cantrips (9th)** [_chill touch_](/Spells.aspx?ID=35), [_ghost sound_](/Spells.aspx?ID=132), [_ray of frost_](/Spells.aspx?ID=245), [_read aura_](/Spells.aspx?ID=246), [_sigil_](/Spells.aspx?ID=286)\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Primal</title>\r\n\r\n**Related Families**\r\n[Dragon, Brine](/MonsterFamilies.aspx?ID=175), [Dragon, Cloud](/MonsterFamilies.aspx?ID=176), [Dragon, Crystal](/MonsterFamilies.aspx?ID=177), [Dragon, Magma](/MonsterFamilies.aspx?ID=178)",
|
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|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 95 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the …\r\n</summary>",
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"summary": "While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the …",
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"summary_markdown": "While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the …",
|
||
"text": " Dragon, Umbral Source Bestiary 2 pg. 95 2.0 While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon. For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon. Members Adult Umbral Dragon (Creature 15), Ancient Umbral Dragon (Creature 20), Young Umbral Dragon (Creature 11) Ugothogo Denizens of the Midnight Mountains in the Darklands worship the ancient umbral dragon Ugothogo as a deity. Umbral Dragon Spellcasters Umbral dragon spellcasters tend to cast the following spells. Young Primal Prepared Spells DC 29, attack +24; 4th gaseous form , hallucinatory terrain , nightmare ; 3rd bind undead , blindness , slow ; 2nd death knell , gentle repose , humanoid form ; 1st charm , item facade , ray of enfeeblement ; Cantrips (4th) chill touch , ghost sound , ray of frost , read aura , sigil Adult Primal Prepared Spells DC 35, attack +30; as young umbral dragon, plus 6th dominate , true seeing , vampiric exsanguination ; 5th black tentacles , shadow blast , shadow siphon ; Cantrips (6th) chill touch , ghost sound , ray of frost , read aura , sigil Ancient Primal Prepared Spells DC 41, attack +38; as adult umbral dragon, plus 9th disjunction , massacre , weird ; 8th disappearance , horrid wilting , maze ; 7th eclipse burst , mask of terror , plane shift ; Cantrips (9th) chill touch , ghost sound , ray of frost , read aura , sigil Dragon, Primal Related Families Dragon, Brine, Dragon, Cloud, Dragon, Crystal, Dragon, Magma",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Blightburn Genies](/MonsterFamilies.aspx?ID=180)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 78</row>\n\nBefore the Black Desert became a barren sandscape, cultures with grand magical traditions lived under its soaring roof. These communities eventually left the vault or died out, but the [genies](/MonsterFamilies.aspx?ID=50) they summoned remained and became warped by the region's pervasive blightburn radiation. Now, these “blightburn genies” have bodies with features mirroring those of beasts that dwell in dark places, and their elemental lineages have been irreparably corrupted.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ararda](/Monsters.aspx?ID=874) (Creature 18), [Muurfeli](/Monsters.aspx?ID=873) (Creature 16)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Elemental Fusions</title>\r\n\r\nGenies of the Black Desert do not personify the four elements of the Elemental Planes as they do elsewhere in the cosmos. Rather, blightburn genies combine their innate elemental powers with the features of the desert to summon powerful, perverted versions of natural phenomena such as electric sandstorms or acid rain.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Blightburn Genies</title>\r\n\r\nIn addition to [muurfeli](/Monsters.aspx?ID=873) and [arardas](/Monsters.aspx?ID=874), other blightburn genies can also be found in the Black Desert, including black, doglike [efreet](/Monsters.aspx?ID=214) called suayiks and laanums, amorphous [marid](/Monsters.aspx?ID=215)-like horrors with the heads of powerful sea serpents. Darklands equivalent of [jann](/Monsters.aspx?ID=211) may exist, though they supposedly only appear to the hopelessly lost.\r\n</aside>",
|
||
"name": "Blightburn Genies",
|
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"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 78</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBefore the Black Desert became a barren sandscape, cultures with grand magical traditions lived under its soaring roof. These communities eventually …\r\n</summary>",
|
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"summary_markdown": "Before the Black Desert became a barren sandscape, cultures with grand magical traditions lived under its soaring roof. These communities eventually …",
|
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"text": " Blightburn Genies Source Pathfinder #155: Lord of the Black Sands pg. 78 Before the Black Desert became a barren sandscape, cultures with grand magical traditions lived under its soaring roof. These communities eventually left the vault or died out, but the genies they summoned remained and became warped by the region's pervasive blightburn radiation. Now, these “blightburn genies” have bodies with features mirroring those of beasts that dwell in dark places, and their elemental lineages have been irreparably corrupted. Members Ararda (Creature 18), Muurfeli (Creature 16) Elemental Fusions Genies of the Black Desert do not personify the four elements of the Elemental Planes as they do elsewhere in the cosmos. Rather, blightburn genies combine their innate elemental powers with the features of the desert to summon powerful, perverted versions of natural phenomena such as electric sandstorms or acid rain. Other Blightburn Genies In addition to muurfeli and arardas, other blightburn genies can also be found in the Black Desert, including black, doglike efreet called suayiks and laanums, amorphous marid-like horrors with the heads of powerful sea serpents. Darklands equivalent of jann may exist, though they supposedly only appear to the hopelessly lost. ",
|
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|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Courtiers](/MonsterFamilies.aspx?ID=181)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 206</row>\n\nThough adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.\r\n\r\n<title level=\"2\">Members</title>\r\n[Advisor](/NPCs.aspx?ID=884) (Creature 5), [Noble](/NPCs.aspx?ID=882) (Creature 3), [Palace Guard](/NPCs.aspx?ID=883) (Creature 4), [Spy](/NPCs.aspx?ID=885) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Intriguing Plots</title>\r\n\r\nThe royal court is filled with intrigue! Here are some examples of who might be scheming. \n<ul><li>The monarch's spouse or children</li><li>The royal pet (a druid in disguise)</li><li>The grand vizier</li><li>Visiting ambassadors or nobles</li><li>Palace champion</li><li>Palace doctor</li><li>Kitchen staff</li><li>Court jester</li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Ranks Of Nobility</title>\r\n\r\nSome noble ranks, from highest to lowest: king/queen, grand duke/ grand duchess, duke/duchess, marquess, count/countess, landgrave, viscount/viscountess, baron/baroness, baronet/ baronetess, tribune, lord/ lady, knight\r\n</aside>",
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"name": "Courtiers",
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"rarity": "common",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 206</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThough adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a …\r\n</summary>",
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"summary": "Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a …",
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"summary_markdown": "Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a …",
|
||
"text": " Courtiers Source Gamemastery Guide pg. 206 Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court. Members Advisor (Creature 5), Noble (Creature 3), Palace Guard (Creature 4), Spy (Creature 6) Intriguing Plots The royal court is filled with intrigue! Here are some examples of who might be scheming. The monarch's spouse or children The royal pet (a druid in disguise) The grand vizier Visiting ambassadors or nobles Palace champion Palace doctor Kitchen staff Court jester Ranks Of Nobility Some noble ranks, from highest to lowest: king/queen, grand duke/ grand duchess, duke/duchess, marquess, count/countess, landgrave, viscount/viscountess, baron/baroness, baronet/ baronetess, tribune, lord/ lady, knight ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=181",
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"weakness": {}
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Criminals",
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"creature_family_markdown": "Criminals",
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"exclude_from_search": false,
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"id": "creature-family-182",
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Criminals](/MonsterFamilies.aspx?ID=182)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 208</row>\n\nSome criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.\r\n\r\n<title level=\"2\">Members</title>\r\n[Assassin](/NPCs.aspx?ID=892) (Creature 8), [Bandit](/NPCs.aspx?ID=887) (Creature 2), [Burglar](/NPCs.aspx?ID=890) (Creature 4), [Charlatan](/NPCs.aspx?ID=889) (Creature 3), [Fence](/NPCs.aspx?ID=891) (Creature 5), [Grave Robber](/NPCs.aspx?ID=886) (Creature 1), [Ruffian](/NPCs.aspx?ID=888) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Criminal Scams</title>\r\n\r\nCommon scams criminals run include sending fake collectors for nonexistent charities to seek donations for the diseased and downtrodden; rigged games of chance at local fairs offering worthless prizes, and flashy sideshows concealing the work of pickpockets in the audience; and plants who offer to help travelers find accommodations but lead them to inns with exorbitant prices.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Fantasy Crimes</title>\r\n\r\nWhile many crimes in _Pathfinder_ are similar to crimes in the real world, certain crimes are possible only in a world of magic. These include using magic to win a wager, malicious uses of [curses](/Traits.aspx?ID=38), violating autonomy with [enchantment](/Traits.aspx?ID=61) magic, falsifying [divinations](/Traits.aspx?ID=47), violating privacy with divinations, or trespassing via [teleportation](/Traits.aspx?ID=156).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">More Scams</title>\n\n<ul><li>Fraudsters sell fake alchemical items, medicines, charms, talismans, or other minor magics.</li><li>Unscrupulous moneylenders take advantage of lax business regulations to employ predatory repayment terms.</li><li>Phony fortune-tellers and mediums use cold-reading techniques to lull gullible marks.</li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Protection Money</title>\r\n\r\nCriminal organizations often find it easier to demand protection money from locals than go to the trouble of stealing it. “Protection” includes an implicit assumption that those who pay up are safe from those criminals, and some also promise retribution against other criminals.\r\n</aside>",
|
||
"name": "Criminals",
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||
"rarity": "common",
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"release_date": "2020-02-26",
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 208</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSome criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs …\r\n</summary>",
|
||
"source": [
|
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"Gamemastery Guide"
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||
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"speed": {},
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"summary": "Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs …",
|
||
"summary_markdown": "Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs …",
|
||
"text": " Criminals Source Gamemastery Guide pg. 208 Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures. Members Assassin (Creature 8), Bandit (Creature 2), Burglar (Creature 4), Charlatan (Creature 3), Fence (Creature 5), Grave Robber (Creature 1), Ruffian (Creature 2) Criminal Scams Common scams criminals run include sending fake collectors for nonexistent charities to seek donations for the diseased and downtrodden; rigged games of chance at local fairs offering worthless prizes, and flashy sideshows concealing the work of pickpockets in the audience; and plants who offer to help travelers find accommodations but lead them to inns with exorbitant prices. Fantasy Crimes While many crimes in Pathfinder are similar to crimes in the real world, certain crimes are possible only in a world of magic. These include using magic to win a wager, malicious uses of curses, violating autonomy with enchantment magic, falsifying divinations, violating privacy with divinations, or trespassing via teleportation. More Scams Fraudsters sell fake alchemical items, medicines, charms, talismans, or other minor magics. Unscrupulous moneylenders take advantage of lax business regulations to employ predatory repayment terms. Phony fortune-tellers and mediums use cold-reading techniques to lull gullible marks. Protection Money Criminal organizations often find it easier to demand protection money from locals than go to the trouble of stealing it. “Protection” includes an implicit assumption that those who pay up are safe from those criminals, and some also promise retribution against other criminals. ",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=182",
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Devotees",
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"exclude_from_search": false,
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"id": "creature-family-183",
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||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Devotees](/MonsterFamilies.aspx?ID=183)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 212</row>\n\nReligions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives.\r\n\r\n<title level=\"2\">Members</title>\r\n[Acolyte of Nethys](/NPCs.aspx?ID=893) (Creature 1), [Priest of Pharasma](/NPCs.aspx?ID=896) (Creature 6), [Prophet](/NPCs.aspx?ID=894) (Creature 2), [Zealot of Asmodeus](/NPCs.aspx?ID=895) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Spell Swap Example</title>\r\n\r\nTo make a NE [acolyte](/NPCs.aspx?ID=893) or [priest](/NPCs.aspx?ID=896) of [Urgathoa](/Deities.aspx?ID=19), you can use these spells. **3rd** [_bind undead_](/Spells.aspx?ID=22), [_circle of protection_](/Spells.aspx?ID=38), [_harm_](/Spells.aspx?ID=146) (×3), [_vampiric touch_](/Spells.aspx?ID=354); **2nd** [_dispel magic_](/Spells.aspx?ID=78), [_false life_](/Spells.aspx?ID=108), [_ghoulish cravings_](/Spells.aspx?ID=134); **1st** [_bane_](/Spells.aspx?ID=18), [_fear_](/Spells.aspx?ID=110), [_ray of enfeeblement_](/Spells.aspx?ID=244); **Cantrips** [_chill touch_](/Spells.aspx?ID=35), [_detect magic_](/Spells.aspx?ID=66), [_divine lance_](/Spells.aspx?ID=84), [_guidance_](/Spells.aspx?ID=142), [_shield_](/Spells.aspx?ID=280); **Cleric Domain Spell** [_undeath's blessing_](/Spells.aspx?ID=518)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Swapping Deities</title>\r\n\r\nCustomize an [acolyte](/NPCs.aspx?ID=893) or [priest](/NPCs.aspx?ID=896) by matching their deity's alignment and favored weapon, adding the deity's divine skill at +14 (or +7), and swapping spells. An example appears on the facing page. (An acolyte gains only the 1st-level spells, domain spell, and cantrips, and has two 1st-level [_heal_](/Spells.aspx?ID=148) spells instead of three 3rd-level heal spells.) If you swap [_harm_](/Spells.aspx?ID=146) spells for heal, replace [Healing Hands](/Feats.aspx?ID=267) with the [Selective Energy](/Feats.aspx?ID=283) cleric feat.\r\n</aside>",
|
||
"name": "Devotees",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 212</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nReligions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives.\r\n</summary>",
|
||
"source": [
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||
"Gamemastery Guide"
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||
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 212</row>",
|
||
"speed": {},
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"summary": "Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives.",
|
||
"summary_markdown": "Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives.",
|
||
"text": " Devotees Source Gamemastery Guide pg. 212 Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives. Members Acolyte of Nethys (Creature 1), Priest of Pharasma (Creature 6), Prophet (Creature 2), Zealot of Asmodeus (Creature 4) Spell Swap Example To make a NE acolyte or priest of Urgathoa, you can use these spells. 3rd bind undead , circle of protection , harm (×3), vampiric touch ; 2nd dispel magic , false life , ghoulish cravings ; 1st bane , fear , ray of enfeeblement ; Cantrips chill touch , detect magic , divine lance , guidance , shield ; Cleric Domain Spell undeath's blessing Swapping Deities Customize an acolyte or priest by matching their deity's alignment and favored weapon, adding the deity's divine skill at +14 (or +7), and swapping spells. An example appears on the facing page. (An acolyte gains only the 1st-level spells, domain spell, and cantrips, and has two 1st-level heal spells instead of three 3rd-level heal spells.) If you swap harm spells for heal, replace Healing Hands with the Selective Energy cleric feat. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=183",
|
||
"weakness": {}
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||
},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Downtrodden",
|
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"creature_family_markdown": "Downtrodden",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-184",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Downtrodden](/MonsterFamilies.aspx?ID=184)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 214</row>\n\nUnfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes—due to economic downturn, famine, or war—the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain.\r\n\r\n<title level=\"2\">Members</title>\r\n[Beggar](/NPCs.aspx?ID=897) (Creature -1), [Commoner](/NPCs.aspx?ID=898) (Creature -1), [Prisoner](/NPCs.aspx?ID=900) (Creature 1), [Urchin](/NPCs.aspx?ID=899) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Braving The Mob</title>\r\n\r\nA mob is a [violent crowd](/Rules.aspx?ID=618) that works as greater difficult terrain and hazardous terrain, dealing 1d4 damage for each square entered. A creature can spend a single action to attempt a DC 16 [Intimidation](/Skills.aspx?ID=7) check, clearing the mob from all squares adjacent to them on a success (or all squares within 10 feet on a critical success). This action has the [concentrate](/Traits.aspx?ID=32), [emotion](/Traits.aspx?ID=60), [manipulate](/Traits.aspx?ID=104), and [mental](/Traits.aspx?ID=106) traits.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Word On The Street</title>\r\n\r\nPrivy to all sorts of conversations from passersby, the downtrodden can provide eyes and ears on the street. Finding a reliable contact can give a character a circumstance bonus to checks to [Gather Information](/Actions.aspx?ID=49) if they return to that source. This bonus is usually +1, but could be +2 or +3 if the contact lingers in a market where influential politicians shop, sweeps a noble estate, or the like.\n\n Befriending NPCs in advance can also help the heroes in action scenes. A friendly urchin might show a character a shortcut to catch an escaping enemy, a crowd of fans who frequent a bard's performances might throw rocks to distract someone trying to fight the bard, and so on.\r\n</aside>",
|
||
"name": "Downtrodden",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 214</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nUnfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, …\r\n</summary>",
|
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"source": [
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"Gamemastery Guide"
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||
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"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 214</row>",
|
||
"speed": {},
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"summary": "Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, …",
|
||
"summary_markdown": "Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, …",
|
||
"text": " Downtrodden Source Gamemastery Guide pg. 214 Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes—due to economic downturn, famine, or war—the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain. Members Beggar (Creature -1), Commoner (Creature -1), Prisoner (Creature 1), Urchin (Creature -1) Braving The Mob A mob is a violent crowd that works as greater difficult terrain and hazardous terrain, dealing 1d4 damage for each square entered. A creature can spend a single action to attempt a DC 16 Intimidation check, clearing the mob from all squares adjacent to them on a success (or all squares within 10 feet on a critical success). This action has the concentrate, emotion, manipulate, and mental traits. Word On The Street Privy to all sorts of conversations from passersby, the downtrodden can provide eyes and ears on the street. Finding a reliable contact can give a character a circumstance bonus to checks to Gather Information if they return to that source. This bonus is usually +1, but could be +2 or +3 if the contact lingers in a market where influential politicians shop, sweeps a noble estate, or the like. Befriending NPCs in advance can also help the heroes in action scenes. A friendly urchin might show a character a shortcut to catch an escaping enemy, a crowd of fans who frequent a bard's performances might throw rocks to distract someone trying to fight the bard, and so on. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=184",
|
||
"weakness": {}
|
||
},
|
||
{
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||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Explorers",
|
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"creature_family_markdown": "Explorers",
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"exclude_from_search": false,
|
||
"id": "creature-family-185",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Explorers](/MonsterFamilies.aspx?ID=185)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 216</row>\n\nThe world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land.\r\n\r\n<title level=\"2\">Members</title>\r\n[Chronicler](/NPCs.aspx?ID=902) (Creature 3), [Guide](/NPCs.aspx?ID=903) (Creature 4), [Tomb Raider](/NPCs.aspx?ID=904) (Creature 5), [Torchbearer](/NPCs.aspx?ID=901) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Pathfinder Chronicles</title>\r\n\r\nThe Pathfinder Society's quarterly compilation includes outlandish tales like the following. \n<ul><li>A mount gleams of silver, its inhabitants beings born of metal.</li><li>A hedge maze extends to faraway nations and distant worlds.</li><li>In faraway chasms, the haunted clockwork wails in a thousand voices.</li></ul> \r\n</aside>",
|
||
"name": "Explorers",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 216</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of …\r\n</summary>",
|
||
"source": [
|
||
"Gamemastery Guide"
|
||
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"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 216</row>",
|
||
"speed": {},
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||
"summary": "The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of …",
|
||
"summary_markdown": "The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of …",
|
||
"text": " Explorers Source Gamemastery Guide pg. 216 The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land. Members Chronicler (Creature 3), Guide (Creature 4), Tomb Raider (Creature 5), Torchbearer (Creature 0) Pathfinder Chronicles The Pathfinder Society's quarterly compilation includes outlandish tales like the following. A mount gleams of silver, its inhabitants beings born of metal. A hedge maze extends to faraway nations and distant worlds. In faraway chasms, the haunted clockwork wails in a thousand voices. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=185",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Foresters",
|
||
"creature_family_markdown": "Foresters",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-186",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Foresters](/MonsterFamilies.aspx?ID=186)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 218</row>\n\nFrom the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there.\r\n\r\n<title level=\"2\">Members</title>\r\n[Hunter](/NPCs.aspx?ID=907) (Creature 7), [Poacher](/NPCs.aspx?ID=905) (Creature 2), [Tracker](/NPCs.aspx?ID=906) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Famed Forests</title>\r\n\r\nThe **Verduran Forest** is the largest woodland on the continent of Avistan; the druids and rangers of the Wildwood Lodge earned the forest great autonomy through a thousand-year treaty. The **Forest of Spirits** stretches over a thousand miles of Tian Xia and is the primeval birthplace of the nature spirits known as [kami](/MonsterFamilies.aspx?ID=243). **The Fangwood** in Nirmathas and the Gravelands is home to a secret village of druids, named Crystalhurst, and to one of the most powerful [green dragons](/MonsterFamilies.aspx?ID=167) in the world. The terrible Darkblight devastated the 7,000-year-old fey court that once guarded the wood. The **Fierani Forest** covers the majority of the elven nation of Kyonin and borders Tanglebriar, home to the Fierani rangers' great nemesis, the demon [Treerazer](/Deities.aspx?ID=26).\r\n</aside>",
|
||
"name": "Foresters",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 218</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFrom the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to …\r\n</summary>",
|
||
"source": [
|
||
"Gamemastery Guide"
|
||
],
|
||
"source_raw": [
|
||
"Gamemastery Guide pg. 218"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 218</row>",
|
||
"speed": {},
|
||
"summary": "From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to …",
|
||
"summary_markdown": "From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to …",
|
||
"text": " Foresters Source Gamemastery Guide pg. 218 From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there. Members Hunter (Creature 7), Poacher (Creature 2), Tracker (Creature 3) Famed Forests The Verduran Forest is the largest woodland on the continent of Avistan; the druids and rangers of the Wildwood Lodge earned the forest great autonomy through a thousand-year treaty. The Forest of Spirits stretches over a thousand miles of Tian Xia and is the primeval birthplace of the nature spirits known as kami. The Fangwood in Nirmathas and the Gravelands is home to a secret village of druids, named Crystalhurst, and to one of the most powerful green dragons in the world. The terrible Darkblight devastated the 7,000-year-old fey court that once guarded the wood. The Fierani Forest covers the majority of the elven nation of Kyonin and borders Tanglebriar, home to the Fierani rangers' great nemesis, the demon Treerazer. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=186",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Healers",
|
||
"creature_family_markdown": "Healers",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-187",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Healers](/MonsterFamilies.aspx?ID=187)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 220</row>\n\nThe world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.\r\n\r\n<title level=\"2\">Members</title>\r\n[Apothecary](/NPCs.aspx?ID=908) (Creature -1), [Physician](/NPCs.aspx?ID=909) (Creature -1), [Plague Doctor](/NPCs.aspx?ID=911) (Creature 5), [Surgeon](/NPCs.aspx?ID=910) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Ailments</title>\r\n\r\nCommon diseases are located [here](/diseases). These can be treated by most healers, though they may have longer-term physiological impacts. For unusual conditions, like [ghoul fever](/Monsters.aspx?ID=218) or [mummy rot](/Monsters.aspx?ID=304), you might impose penalties on a normal healer attempting to remedy them.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Medical Service Prices</title>\r\n\r\nThe [physician](/NPCs.aspx?ID=909) and [surgeon](/NPCs.aspx?ID=910) are masters of [Medicine](/Skills.aspx?ID=9); the [apothecary](/NPCs.aspx?ID=908) and [plague doctor](/NPCs.aspx?ID=911) are experts. Plague doctors charge five times this rate, and surgeons 10 times. \n\n**Identify Affliction**: 1 sp. <br />[**Treat Wounds**](/Actions.aspx?ID=57): 2 sp. <br />[**Treat Disease**](/Actions.aspx?ID=55): 1 gp. <br />**[First Aid](/Actions.aspx?ID=54) or [Treating a Poison](/Actions.aspx?ID=56)**: 1 sp.\r\n</aside>",
|
||
"name": "Healers",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 220</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.\r\n</summary>",
|
||
"source": [
|
||
"Gamemastery Guide"
|
||
],
|
||
"source_raw": [
|
||
"Gamemastery Guide pg. 220"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 220</row>",
|
||
"speed": {},
|
||
"summary": "The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.",
|
||
"summary_markdown": "The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.",
|
||
"text": " Healers Source Gamemastery Guide pg. 220 The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others. Members Apothecary (Creature -1), Physician (Creature -1), Plague Doctor (Creature 5), Surgeon (Creature 2) Ailments Common diseases are located here. These can be treated by most healers, though they may have longer-term physiological impacts. For unusual conditions, like ghoul fever or mummy rot, you might impose penalties on a normal healer attempting to remedy them. Medical Service Prices The physician and surgeon are masters of Medicine; the apothecary and plague doctor are experts. Plague doctors charge five times this rate, and surgeons 10 times. Identify Affliction : 1 sp. Treat Wounds : 2 sp. Treat Disease : 1 gp. First Aid or Treating a Poison : 1 sp. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=187",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Laborers",
|
||
"creature_family_markdown": "Laborers",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-188",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Laborers](/MonsterFamilies.aspx?ID=188)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 222</row>\n\nEvery day, laborers perform backbreaking physical work.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dockhand](/NPCs.aspx?ID=913) (Creature 0), [Farmer](/NPCs.aspx?ID=914) (Creature 0), [Gravedigger](/NPCs.aspx?ID=916) (Creature 1), [Miner](/NPCs.aspx?ID=915) (Creature 0), [Servant](/NPCs.aspx?ID=912) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Forced Labor</title>\r\n\r\nMany creatures and societies still practice forced labor, whether through full enslavement or indebted labor to pay a society for their crimes. The [dockhand](/NPCs.aspx?ID=913), [farmer](/NPCs.aspx?ID=914), [miner](/NPCs.aspx?ID=915), and [servant](/NPCs.aspx?ID=912) could also be forced laborers. Forced laborers could become allies or at least informants to PCs who free them.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Laborer Games</title>\r\n\r\nLaborers tend to play games when the work is slow or while on break. Common games include Gremlin Row, which involves rolling dice and trying to match them, as well as Fishing with Fire, in which players try to get all the cards of one type from a deck without losing all of their own cards and getting “burned.”\r\n</aside>",
|
||
"name": "Laborers",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 222</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEvery day, laborers perform backbreaking physical work.\r\n</summary>",
|
||
"source": [
|
||
"Gamemastery Guide"
|
||
],
|
||
"source_raw": [
|
||
"Gamemastery Guide pg. 222"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 222</row>",
|
||
"speed": {},
|
||
"summary": "Every day, laborers perform backbreaking physical work.",
|
||
"summary_markdown": "Every day, laborers perform backbreaking physical work.",
|
||
"text": " Laborers Source Gamemastery Guide pg. 222 Every day, laborers perform backbreaking physical work. Members Dockhand (Creature 0), Farmer (Creature 0), Gravedigger (Creature 1), Miner (Creature 0), Servant (Creature -1) Forced Labor Many creatures and societies still practice forced labor, whether through full enslavement or indebted labor to pay a society for their crimes. The dockhand, farmer, miner, and servant could also be forced laborers. Forced laborers could become allies or at least informants to PCs who free them. Laborer Games Laborers tend to play games when the work is slow or while on break. Common games include Gremlin Row, which involves rolling dice and trying to match them, as well as Fishing with Fire, in which players try to get all the cards of one type from a deck without losing all of their own cards and getting “burned.” ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=188",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Magistrates",
|
||
"creature_family_markdown": "Magistrates",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-189",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Magistrates](/MonsterFamilies.aspx?ID=189)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 224</row>\n\nMagistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo.\r\n\r\n<title level=\"2\">Members</title>\r\n[Harbormaster](/NPCs.aspx?ID=919) (Creature 3), [Judge](/NPCs.aspx?ID=917) (Creature -1), [Tax Collector](/NPCs.aspx?ID=918) (Creature -1), [Warden](/NPCs.aspx?ID=920) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">At Your Service</title>\r\n\r\nMagistrates can conscript others into service in a variety of positions. \n\n**[Harbormaster](/NPCs.aspx?ID=919)**: [Bosun](/NPCs.aspx?ID=953), [dockhand](/NPCs.aspx?ID=913), [guard](/NPCs.aspx?ID=933), [ship captain](/NPCs.aspx?ID=954). <br />**[Judge](/NPCs.aspx?ID=917)**: [Captain of the guard](/NPCs.aspx?ID=937), [executioner](/NPCs.aspx?ID=938), [guard](/NPCs.aspx?ID=933), [jailer](/NPCs.aspx?ID=935) <br />**[Tax Collector](/NPCs.aspx?ID=918)**: [Captain of the guard](/NPCs.aspx?ID=937), [guard](/NPCs.aspx?ID=933), [jailer](/NPCs.aspx?ID=935), [watch officer](/NPCs.aspx?ID=936)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Delaying Tactics</title>\r\n\r\nA magistrate can weaponize the bureaucracy. A [judge](/NPCs.aspx?ID=917) might enforce an archaic law generally ignored yet still on the books. A [tax collector](/NPCs.aspx?ID=918) could ask for the seal of a lord who is out of the region. The [harbormaster](/NPCs.aspx?ID=919) could require all fees in local coin, fully aware money changers won't be open for days.\r\n</aside>",
|
||
"name": "Magistrates",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 224</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo.\r\n</summary>",
|
||
"source": [
|
||
"Gamemastery Guide"
|
||
],
|
||
"source_raw": [
|
||
"Gamemastery Guide pg. 224"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 224</row>",
|
||
"speed": {},
|
||
"summary": "Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo.",
|
||
"summary_markdown": "Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo.",
|
||
"text": " Magistrates Source Gamemastery Guide pg. 224 Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo. Members Harbormaster (Creature 3), Judge (Creature -1), Tax Collector (Creature -1), Warden (Creature 6) At Your Service Magistrates can conscript others into service in a variety of positions. Harbormaster : Bosun, dockhand, guard, ship captain. Judge : Captain of the guard, executioner, guard, jailer Tax Collector : Captain of the guard, guard, jailer, watch officer Delaying Tactics A magistrate can weaponize the bureaucracy. A judge might enforce an archaic law generally ignored yet still on the books. A tax collector could ask for the seal of a lord who is out of the region. The harbormaster could require all fees in local coin, fully aware money changers won't be open for days. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=189",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Mercenaries",
|
||
"creature_family_markdown": "Mercenaries",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-190",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Mercenaries](/MonsterFamilies.aspx?ID=190)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 226</row>\n\nA broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bodyguard](/NPCs.aspx?ID=921) (Creature 1), [Bounty Hunter](/NPCs.aspx?ID=923) (Creature 4), [Mage for Hire](/NPCs.aspx?ID=922) (Creature 3), [Monster Hunter](/NPCs.aspx?ID=924) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Bribing Mercenaries</title>\r\n\r\nUnless a mercenary prides themself on their name or reputation, the PCs might be able to bribe them to switch sides, or at least stand aside. You can estimate a bribe by taking roughly 5% of the Party Currency value from the row corresponding to the NPC's level on [Table 10–9](/Rules.aspx?ID=581).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mercenary Banter</title>\r\n\r\nHere's some parlance commonly used by mercenaries. \n\n**Crackster**: Someone adept at breaking locks or safes. <br />**Diving**: Theft or smuggling below ground, often through tunnels. <br />**Foxing**: To play at being asleep, usually for an ambush. <br />**Medic**: A healer. <br />**Ram**: A hard-hitting warrior. <br />**Slinger**: A spellcaster. <br />**Sway of Coin**: Swearing allegiance to whoever pays the most. <br />**Waterline**: A mercenary troupe's money: “Take time in town while the waterline's high, everyone.” <br />**Whisperstep**: Anyone who can move stealthily.\r\n</aside>",
|
||
"name": "Mercenaries",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 226</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with …\r\n</summary>",
|
||
"source": [
|
||
"Gamemastery Guide"
|
||
],
|
||
"source_raw": [
|
||
"Gamemastery Guide pg. 226"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 226</row>",
|
||
"speed": {},
|
||
"summary": "A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with …",
|
||
"summary_markdown": "A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with …",
|
||
"text": " Mercenaries Source Gamemastery Guide pg. 226 A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it. Members Bodyguard (Creature 1), Bounty Hunter (Creature 4), Mage for Hire (Creature 3), Monster Hunter (Creature 6) Bribing Mercenaries Unless a mercenary prides themself on their name or reputation, the PCs might be able to bribe them to switch sides, or at least stand aside. You can estimate a bribe by taking roughly 5% of the Party Currency value from the row corresponding to the NPC's level on Table 10–9. Mercenary Banter Here's some parlance commonly used by mercenaries. Crackster : Someone adept at breaking locks or safes. Diving : Theft or smuggling below ground, often through tunnels. Foxing : To play at being asleep, usually for an ambush. Medic : A healer. Ram : A hard-hitting warrior. Slinger : A spellcaster. Sway of Coin : Swearing allegiance to whoever pays the most. Waterline : A mercenary troupe's money: “Take time in town while the waterline's high, everyone.” Whisperstep : Anyone who can move stealthily. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=190",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Mystics",
|
||
"creature_family_markdown": "Mystics",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-191",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Mystics](/MonsterFamilies.aspx?ID=191)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 228</row>\n\nThose initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adept](/NPCs.aspx?ID=925) (Creature -1), [Cult Leader](/NPCs.aspx?ID=930) (Creature 7), [Cultist](/NPCs.aspx?ID=927) (Creature 1), [Demonologist](/NPCs.aspx?ID=931) (Creature 7), [False Priest](/NPCs.aspx?ID=928) (Creature 4), [Harrow Reader](/NPCs.aspx?ID=926) (Creature -1), [Necromancer](/NPCs.aspx?ID=929) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Dark Rituals</title>\r\n\r\nMost rituals have a simple gp cost and skills. But what if a desperate NPC is willing to offer something darker, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Forms Of Fortune-Telling</title>\r\n\r\n**Anthomancy**: Flowers. <br />**Astrology**: The cosmic caravan. <br />**Demonomancy**: Asking demons. <br />**Harrowing**: Harrow card readings. <br />**Haruspicy**: Entrails. <br />**Ichthyomancy**: The next fish caught. <br />**Mazomancy**: A nursing babe. <br />**Oneiromancy**: Dreams. <br />**Tyromancy**: Coagulation of cheese.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mystic Cadres</title>\r\n\r\nGolarion has several mystic groups. **The Church of Razmir** offers a plan of 31 steps to divinity. The **Esoteric Order of the Palatine Eye** seeks celestial truths said to be granted by an ancient angel. **Knights of the Aeon Star** search for secret lore. Followers of **Rivethun**, dwarven animism, reach out to spirits to gain knowledge and earn favors.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Mystic Rituals</title>\r\n\r\nThe following are rituals sometimes cast by mystic groups. Those from the _Bestiary_ are available only to appropriate celestials and fiends within the organizations. \n<ul><li>[Abyssal pact](/Rituals.aspx?ID=21)</li><li>[angelic messenger](/Rituals.aspx?ID=22)</li><li>[call spirit](/Rituals.aspx?ID=5)</li><li>[commune](/Rituals.aspx?ID=6)</li><li>[Infernal pact](/Rituals.aspx?ID=23)</li><li>[legend lore](/Rituals.aspx?ID=15)</li><li>[planar ally](/Rituals.aspx?ID=16)</li><li>[planar binding](/Rituals.aspx?ID=17)</li></ul>\r\n</aside>",
|
||
"name": "Mystics",
|
||
"rarity": "common",
|
||
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 228</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThose initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is …\r\n</summary>",
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"summary": "Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is …",
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"summary_markdown": "Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is …",
|
||
"text": " Mystics Source Gamemastery Guide pg. 228 Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom. Members Adept (Creature -1), Cult Leader (Creature 7), Cultist (Creature 1), Demonologist (Creature 7), False Priest (Creature 4), Harrow Reader (Creature -1), Necromancer (Creature 5) Dark Rituals Most rituals have a simple gp cost and skills. But what if a desperate NPC is willing to offer something darker, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost. Forms Of Fortune-Telling Anthomancy : Flowers. Astrology : The cosmic caravan. Demonomancy : Asking demons. Harrowing : Harrow card readings. Haruspicy : Entrails. Ichthyomancy : The next fish caught. Mazomancy : A nursing babe. Oneiromancy : Dreams. Tyromancy : Coagulation of cheese. Mystic Cadres Golarion has several mystic groups. The Church of Razmir offers a plan of 31 steps to divinity. The Esoteric Order of the Palatine Eye seeks celestial truths said to be granted by an ancient angel. Knights of the Aeon Star search for secret lore. Followers of Rivethun , dwarven animism, reach out to spirits to gain knowledge and earn favors. Mystic Rituals The following are rituals sometimes cast by mystic groups. Those from the Bestiary are available only to appropriate celestials and fiends within the organizations. Abyssal pact angelic messenger call spirit commune Infernal pact legend lore planar ally planar binding ",
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"url": "/MonsterFamilies.aspx?ID=191",
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"creature_family": "Officers",
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"id": "creature-family-192",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Officers](/MonsterFamilies.aspx?ID=192)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 232</row>\n\nLarger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.\r\n\r\n<title level=\"2\">Members</title>\r\n[Archer Sentry](/NPCs.aspx?ID=934) (Creature 2), [Barrister](/NPCs.aspx?ID=932) (Creature -1), [Captain of the Guard](/NPCs.aspx?ID=937) (Creature 6), [Executioner](/NPCs.aspx?ID=938) (Creature 6), [Guard](/NPCs.aspx?ID=933) (Creature 1), [Jailer](/NPCs.aspx?ID=935) (Creature 3), [Watch Officer](/NPCs.aspx?ID=936) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Deploying The Watch</title>\r\n\r\nIf no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Jailbreak!</title>\r\n\r\nIf a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the [infiltration](/Rules.aspx?ID=1221) subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Raise The Alarm!</title>\r\n\r\nIn a settlement with an alarm, brawls or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8–12 near important locations.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Unusual Misdemeanors</title>\n\n<ul><li>Altering the weather without a permit</li><li>Consuming (or refusing to consume) intoxicating substances on celebration days</li><li>Failing to clean up after animal companions</li><li>Flying within city limits</li><li>Selling potions without a license</li></ul>\r\n</aside>",
|
||
"name": "Officers",
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"rarity": "common",
|
||
"release_date": "2020-02-26",
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 232</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLarger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out …\r\n</summary>",
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"summary": "Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out …",
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"summary_markdown": "Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out …",
|
||
"text": " Officers Source Gamemastery Guide pg. 232 Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy. Members Archer Sentry (Creature 2), Barrister (Creature -1), Captain of the Guard (Creature 6), Executioner (Creature 6), Guard (Creature 1), Jailer (Creature 3), Watch Officer (Creature 3) Deploying The Watch If no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later. Jailbreak! If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the infiltration subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure! Raise The Alarm! In a settlement with an alarm, brawls or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8–12 near important locations. Unusual Misdemeanors Altering the weather without a permit Consuming (or refusing to consume) intoxicating substances on celebration days Failing to clean up after animal companions Flying within city limits Selling potions without a license ",
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||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=192",
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"id": "creature-family-193",
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||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Performers](/MonsterFamilies.aspx?ID=193)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 236</row>\n\nPerformances can serve as entertainment, expressions of beauty, or part of a shared culture.\r\n\r\n<title level=\"2\">Members</title>\r\n[Acrobat](/NPCs.aspx?ID=940) (Creature 2), [Beast Tamer](/NPCs.aspx?ID=942) (Creature 4), [Dancer](/NPCs.aspx?ID=939) (Creature 1), [Troubadour](/NPCs.aspx?ID=941) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Let's See A Show</title>\r\n\r\nPrices for a night's entertainment are per head and can be far higher for world-class performers. **Circus** 1 sp; **Dance** 2 cp social, 6 cp stage performance, 1 gp high-society ball; **Stage Play** 6 cp small theater, 1 sp major theater; **Opera** 5 gp general admission, 20 gp box seats; **Music** 5 cp troubadours, 2 sp orchestra; **Street Performance** tips of 1–2 cp.\r\n</aside>",
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||
"name": "Performers",
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||
"rarity": "common",
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||
"release_date": "2020-02-26",
|
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 236</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPerformances can serve as entertainment, expressions of beauty, or part of a shared culture.\r\n</summary>",
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"Gamemastery Guide"
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"summary_markdown": "Performances can serve as entertainment, expressions of beauty, or part of a shared culture.",
|
||
"text": " Performers Source Gamemastery Guide pg. 236 Performances can serve as entertainment, expressions of beauty, or part of a shared culture. Members Acrobat (Creature 2), Beast Tamer (Creature 4), Dancer (Creature 1), Troubadour (Creature 3) Let's See A Show Prices for a night's entertainment are per head and can be far higher for world-class performers. Circus 1 sp; Dance 2 cp social, 6 cp stage performance, 1 gp high-society ball; Stage Play 6 cp small theater, 1 sp major theater; Opera 5 gp general admission, 20 gp box seats; Music 5 cp troubadours, 2 sp orchestra; Street Performance tips of 1–2 cp. ",
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||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=193",
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"creature_family": "Publicans",
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"id": "creature-family-194",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Publicans](/MonsterFamilies.aspx?ID=194)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 238</row>\n\nCountless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres.\r\n\r\n<title level=\"2\">Members</title>\r\n[Barkeep](/NPCs.aspx?ID=944) (Creature 1), [Drunkard](/NPCs.aspx?ID=946) (Creature 2), [Innkeeper](/NPCs.aspx?ID=945) (Creature 1), [Server](/NPCs.aspx?ID=943) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Bar Fight!</title>\r\n\r\nBar fights work better without a grid. Use the stat blocks here or in the [Downtrodden](/MonsterFamilies.aspx?ID=184) section for notable participants, everyone else attacking nonlethally with fists or improvised weapons. Roll one or two attacks at the end of each round against each PC in the fight (+4 attack modifier, 1d4+2 bludgeoning damage). Alcohol rules can be found [here](/Equipment.aspx?ID=622)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Tap List</title>\r\n\r\n**Ale**: Andoren beer, Boulderhead bock, Cheerful Delver stout, Liquid Ghosts, Luglurch ale, Thileu lager. <br />**Cider and Mead**: Hardroot cider, Qadiran cider, Two Knight Brewery mead, Wineberry mead. <br />**Wine**: Irrisen icewine, sarain, syrinelle, Whiterose Abbey wine <br />**Spirits**: Daggermark drip, dragon punch whiskey, Old Erebus, vjarik.\r\n</aside>",
|
||
"name": "Publicans",
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||
"rarity": "common",
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||
"release_date": "2020-02-26",
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||
"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 238</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCountless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little …\r\n</summary>",
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"summary": "Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little …",
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||
"summary_markdown": "Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little …",
|
||
"text": " Publicans Source Gamemastery Guide pg. 238 Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres. Members Barkeep (Creature 1), Drunkard (Creature 2), Innkeeper (Creature 1), Server (Creature -1) Bar Fight! Bar fights work better without a grid. Use the stat blocks here or in the Downtrodden section for notable participants, everyone else attacking nonlethally with fists or improvised weapons. Roll one or two attacks at the end of each round against each PC in the fight (+4 attack modifier, 1d4+2 bludgeoning damage). Alcohol rules can be found here Tap List Ale : Andoren beer, Boulderhead bock, Cheerful Delver stout, Liquid Ghosts, Luglurch ale, Thileu lager. Cider and Mead : Hardroot cider, Qadiran cider, Two Knight Brewery mead, Wineberry mead. Wine : Irrisen icewine, sarain, syrinelle, Whiterose Abbey wine Spirits : Daggermark drip, dragon punch whiskey, Old Erebus, vjarik. ",
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||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=194",
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"id": "creature-family-195",
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||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Scholars](/MonsterFamilies.aspx?ID=195)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 240</row>\n\nTrue power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even knowing which flora is best for creating untraceable poisons.\r\n\r\n<title level=\"2\">Members</title>\r\n[Astronomer](/NPCs.aspx?ID=949) (Creature 2), [Librarian](/NPCs.aspx?ID=947) (Creature -1), [Sage](/NPCs.aspx?ID=950) (Creature 6), [Teacher](/NPCs.aspx?ID=948) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Centers Of Learning</title>\r\n\r\n**Kitharodian Academy (Taldor)**: Famed bardic college teaching students of all social classes. <br />**Magaambya (Nantambu)**: Ancient school with some of the world's greatest stores of arcane knowledge. <br />**University of Lepidstadt (Ustalav)**: School primarily focusing on alchemy, medicine, and scientific study.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Uncommon Scholastic Disciplines</title>\r\n\r\nBeside the life and natural sciences such as arcana, biology, botany, geology, oceanography, and zoology, demand is increasing in cities for more modern disciplines, like anthropology, economics, sociology, urban planning, and even art curation and forensic investigation.\r\n</aside>",
|
||
"name": "Scholars",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 240</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTrue power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even …\r\n</summary>",
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"Gamemastery Guide"
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"summary": "True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even …",
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||
"summary_markdown": "True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even …",
|
||
"text": " Scholars Source Gamemastery Guide pg. 240 True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even knowing which flora is best for creating untraceable poisons. Members Astronomer (Creature 2), Librarian (Creature -1), Sage (Creature 6), Teacher (Creature -1) Centers Of Learning Kitharodian Academy (Taldor) : Famed bardic college teaching students of all social classes. Magaambya (Nantambu) : Ancient school with some of the world's greatest stores of arcane knowledge. University of Lepidstadt (Ustalav) : School primarily focusing on alchemy, medicine, and scientific study. Uncommon Scholastic Disciplines Beside the life and natural sciences such as arcana, biology, botany, geology, oceanography, and zoology, demand is increasing in cities for more modern disciplines, like anthropology, economics, sociology, urban planning, and even art curation and forensic investigation. ",
|
||
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"url": "/MonsterFamilies.aspx?ID=195",
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||
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||
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{
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"breadcrumbs_spa": [],
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||
"id": "creature-family-196",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Seafarers](/MonsterFamilies.aspx?ID=196)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 242</row>\n\nAdventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bosun](/NPCs.aspx?ID=953) (Creature 3), [Navigator](/NPCs.aspx?ID=951) (Creature 2), [Pirate](/NPCs.aspx?ID=952) (Creature 2), [Ship Captain](/NPCs.aspx?ID=954) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Nautical Superstitions</title>\n\n<ul><li>Never use phrases like “good luck,” “drowned,” or “goodbye.”</li><li>No whistling onboard.</li><li>Never kill certain creatures, such as albatrosses or dolphins.</li><li>Never change the name of a vessel without protective rites.</li><li>Never set sail on certain days of the week.</li><li>Tengus absorb bad luck into themselves to create good luck.</li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Shipboard Spells</title>\r\n\r\nThe [captain](/NPCs.aspx?ID=954) can gain all these spells in place of Dual Disarm. The [bosun](/NPCs.aspx?ID=953) can exchange Pike and Strike to gain the cantrips and 1st-level spells. **Primal Prepared Spells** DC 24 (DC 18 bosun), attack +16 (+10 bosun); **2nd** [_summon elemental_](/Spells.aspx?ID=320), [_water breathing_](/Spells.aspx?ID=370), [_water walk_](/Spells.aspx?ID=371); **1st** [_feather fall_](/Spells.aspx?ID=111), [_gust of wind_](/Spells.aspx?ID=143) (×2); **Cantrips** (2nd, 1st for bosun) [_electric arc_](/Spells.aspx?ID=97), [_guidance_](/Spells.aspx?ID=142), [_know direction_](/Spells.aspx?ID=169), [_light_](/Spells.aspx?ID=171), [_tanglefoot_](/Spells.aspx?ID=330)\r\n</aside>",
|
||
"name": "Seafarers",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 242</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAdventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.\r\n</summary>",
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"source": [
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"summary": "Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.",
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||
"summary_markdown": "Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.",
|
||
"text": " Seafarers Source Gamemastery Guide pg. 242 Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements. Members Bosun (Creature 3), Navigator (Creature 2), Pirate (Creature 2), Ship Captain (Creature 6) Nautical Superstitions Never use phrases like “good luck,” “drowned,” or “goodbye.” No whistling onboard. Never kill certain creatures, such as albatrosses or dolphins. Never change the name of a vessel without protective rites. Never set sail on certain days of the week. Tengus absorb bad luck into themselves to create good luck. Shipboard Spells The captain can gain all these spells in place of Dual Disarm. The bosun can exchange Pike and Strike to gain the cantrips and 1st-level spells. Primal Prepared Spells DC 24 (DC 18 bosun), attack +16 (+10 bosun); 2nd summon elemental , water breathing , water walk ; 1st feather fall , gust of wind (×2); Cantrips (2nd, 1st for bosun) electric arc , guidance , know direction , light , tanglefoot ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=196",
|
||
"weakness": {}
|
||
},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Tradespeople",
|
||
"creature_family_markdown": "Tradespeople",
|
||
"exclude_from_search": false,
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||
"id": "creature-family-197",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Tradespeople](/MonsterFamilies.aspx?ID=197)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 244</row>\n\nEvery settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments.\r\n\r\n<title level=\"2\">Members</title>\r\n[Apprentice](/NPCs.aspx?ID=955) (Creature -1), [Guildmaster](/NPCs.aspx?ID=958) (Creature 8), [Merchant](/NPCs.aspx?ID=956) (Creature -1), [Smith](/NPCs.aspx?ID=957) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Common Artisan Guilds</title>\r\n\r\nCartographers <br />Cobblers <br />Cooks and bakers <br />Glassblowers <br />Herbalists <br />Jewelers and gem cutters <br />Leatherworkers <br />Locksmiths <br />Magecrafters <br />Masons and stonecutters <br />Painters and sign makers<br />Physicians and apothecaries <br />Potion brewers <br />Potters <br />Scroll keepers <br />Shipwrights and sailmakers <br />Skinners and tanners <br />Wagonmakers and wheelwrights <br />Weaponsmiths <br />Wandcrafters <br />Weavers <br />Woodcarvers and coopers\r\n</aside>",
|
||
"name": "Tradespeople",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 244</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEvery settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have …\r\n</summary>",
|
||
"source": [
|
||
"Gamemastery Guide"
|
||
],
|
||
"source_raw": [
|
||
"Gamemastery Guide pg. 244"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 244</row>",
|
||
"speed": {},
|
||
"summary": "Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have …",
|
||
"summary_markdown": "Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have …",
|
||
"text": " Tradespeople Source Gamemastery Guide pg. 244 Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments. Members Apprentice (Creature -1), Guildmaster (Creature 8), Merchant (Creature -1), Smith (Creature 3) Common Artisan Guilds Cartographers Cobblers Cooks and bakers Glassblowers Herbalists Jewelers and gem cutters Leatherworkers Locksmiths Magecrafters Masons and stonecutters Painters and sign makers Physicians and apothecaries Potion brewers Potters Scroll keepers Shipwrights and sailmakers Skinners and tanners Wagonmakers and wheelwrights Weaponsmiths Wandcrafters Weavers Woodcarvers and coopers ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=197",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Villains",
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||
"creature_family_markdown": "Villains",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-198",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Villains](/MonsterFamilies.aspx?ID=198)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 246</row>\n\nVillains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.\r\n\r\n<title level=\"2\">Members</title>\r\n[Antipaladin](/NPCs.aspx?ID=961) (Creature 5), [Despot](/NPCs.aspx?ID=962) (Creature 5), [Gang Leader](/NPCs.aspx?ID=964) (Creature 7), [Mastermind](/NPCs.aspx?ID=960) (Creature 4), [Reckless Scientist](/NPCs.aspx?ID=963) (Creature 6), [Saboteur](/NPCs.aspx?ID=959) (Creature 2)",
|
||
"name": "Villains",
|
||
"rarity": "common",
|
||
"release_date": "2020-02-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 246</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nVillains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.\r\n</summary>",
|
||
"source": [
|
||
"Gamemastery Guide"
|
||
],
|
||
"source_raw": [
|
||
"Gamemastery Guide pg. 246"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 246</row>",
|
||
"speed": {},
|
||
"summary": "Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.",
|
||
"summary_markdown": "Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.",
|
||
"text": " Villains Source Gamemastery Guide pg. 246 Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way. Members Antipaladin (Creature 5), Despot (Creature 5), Gang Leader (Creature 7), Mastermind (Creature 4), Reckless Scientist (Creature 6), Saboteur (Creature 2)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=198",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Firebrands",
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||
"creature_family_markdown": "Firebrands",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-199",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Firebrands](/MonsterFamilies.aspx?ID=199)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 118 <sup>2.0</sup></row>\n\nNot all factions have central bases of operation or organized hierarchies of command. The loosely affiliated freedom fighters, swashbuckling heroes, and entertainers known as the Firebrands are one such group. They are united by a desire to fight oppression, oppose tyrannical regimes, free slaves, rescue the wrongfully accused, and engage in jolly cooperation with like-minded heroes—all while building their own individual reputations and wealth. This group of defenders has proven surprisingly difficult for oppressive governments and cruel religions to defeat.\n\n<title level=\"2\">Members</title>\r\n[Charming Scoundrel](/NPCs.aspx?ID=965) (Creature 4), [Privateer Captain](/NPCs.aspx?ID=966) (Creature 11)",
|
||
"name": "Firebrands",
|
||
"rarity": "common",
|
||
"release_date": "2019-10-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 118 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNot all factions have central bases of operation or organized hierarchies of command. The loosely affiliated freedom fighters, swashbuckling heroes, …\r\n</summary>",
|
||
"source": [
|
||
"Character Guide"
|
||
],
|
||
"source_raw": [
|
||
"Character Guide pg. 118"
|
||
],
|
||
"source_category": "Lost Omens",
|
||
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 118 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Not all factions have central bases of operation or organized hierarchies of command. The loosely affiliated freedom fighters, swashbuckling heroes, …",
|
||
"summary_markdown": "Not all factions have central bases of operation or organized hierarchies of command. The loosely affiliated freedom fighters, swashbuckling heroes, …",
|
||
"text": " Firebrands Source Character Guide pg. 118 2.0 Not all factions have central bases of operation or organized hierarchies of command. The loosely affiliated freedom fighters, swashbuckling heroes, and entertainers known as the Firebrands are one such group. They are united by a desire to fight oppression, oppose tyrannical regimes, free slaves, rescue the wrongfully accused, and engage in jolly cooperation with like-minded heroes—all while building their own individual reputations and wealth. This group of defenders has proven surprisingly difficult for oppressive governments and cruel religions to defeat. Members Charming Scoundrel (Creature 4), Privateer Captain (Creature 11)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=199",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Hellknights",
|
||
"creature_family_markdown": "Hellknights",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-200",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Hellknights](/MonsterFamilies.aspx?ID=200)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 120 <sup>2.0</sup></row>\n\nSeveral different orders of the mercenaries known collectively as Hellknights operate in Avistan, with most of their number stationed in the nation of Cheliax. These mercenaries see the law of the land as inviolate and offer their services as enforcers to any who can pay their prices. They wear distinctive suits of intimidating armor and take the legends of [Hell](/Planes.aspx?ID=18) as inspiration, but they see no one but themselves as the true arbiters of law.\n\n<title level=\"2\">Members</title>\r\n[Hellknight Armiger](/NPCs.aspx?ID=967) (Creature 4), [Hellknight Paravicar](/NPCs.aspx?ID=968) (Creature 11)",
|
||
"name": "Hellknights",
|
||
"rarity": "common",
|
||
"release_date": "2019-10-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 120 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSeveral different orders of the mercenaries known collectively as Hellknights operate in Avistan, with most of their number stationed in the nation …\r\n</summary>",
|
||
"source": [
|
||
"Character Guide"
|
||
],
|
||
"source_raw": [
|
||
"Character Guide pg. 120"
|
||
],
|
||
"source_category": "Lost Omens",
|
||
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 120 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Several different orders of the mercenaries known collectively as Hellknights operate in Avistan, with most of their number stationed in the nation …",
|
||
"summary_markdown": "Several different orders of the mercenaries known collectively as Hellknights operate in Avistan, with most of their number stationed in the nation …",
|
||
"text": " Hellknights Source Character Guide pg. 120 2.0 Several different orders of the mercenaries known collectively as Hellknights operate in Avistan, with most of their number stationed in the nation of Cheliax. These mercenaries see the law of the land as inviolate and offer their services as enforcers to any who can pay their prices. They wear distinctive suits of intimidating armor and take the legends of Hell as inspiration, but they see no one but themselves as the true arbiters of law. Members Hellknight Armiger (Creature 4), Hellknight Paravicar (Creature 11)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=200",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Knights of Lastwall",
|
||
"creature_family_markdown": "Knights of Lastwall",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-201",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Knights of Lastwall](/MonsterFamilies.aspx?ID=201)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 122 <sup>2.0</sup></row>\n\nFor centuries, the nation of Lastwall stood as a bulwark against the orcs of Belkzen and the lingering threat of the Whispering Tyrant. But when the Whispering Tyrant escaped his prison, he brought to his enemies in Lastwall a devastating apocalypse. Now Lastwall is destroyed, and the knights who once served there are without a home. In its absence, they have formed a ragtag group known as the Knights of Lastwall, and they carry on their charge to stand against the undead legions of the Whispering Tyrant wherever their skills are needed.\n\n<title level=\"2\">Members</title>\r\n[Veteran Reclaimer](/NPCs.aspx?ID=970) (Creature 11), [Virtuous Defender](/NPCs.aspx?ID=969) (Creature 4)",
|
||
"name": "Knights of Lastwall",
|
||
"rarity": "common",
|
||
"release_date": "2019-10-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 122 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFor centuries, the nation of Lastwall stood as a bulwark against the orcs of Belkzen and the lingering threat of the Whispering Tyrant. But when the …\r\n</summary>",
|
||
"source": [
|
||
"Character Guide"
|
||
],
|
||
"source_raw": [
|
||
"Character Guide pg. 122"
|
||
],
|
||
"source_category": "Lost Omens",
|
||
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 122 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "For centuries, the nation of Lastwall stood as a bulwark against the orcs of Belkzen and the lingering threat of the Whispering Tyrant. But when the …",
|
||
"summary_markdown": "For centuries, the nation of Lastwall stood as a bulwark against the orcs of Belkzen and the lingering threat of the Whispering Tyrant. But when the …",
|
||
"text": " Knights of Lastwall Source Character Guide pg. 122 2.0 For centuries, the nation of Lastwall stood as a bulwark against the orcs of Belkzen and the lingering threat of the Whispering Tyrant. But when the Whispering Tyrant escaped his prison, he brought to his enemies in Lastwall a devastating apocalypse. Now Lastwall is destroyed, and the knights who once served there are without a home. In its absence, they have formed a ragtag group known as the Knights of Lastwall, and they carry on their charge to stand against the undead legions of the Whispering Tyrant wherever their skills are needed. Members Veteran Reclaimer (Creature 11), Virtuous Defender (Creature 4)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=201",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Magaambyan Adepts",
|
||
"creature_family_markdown": "Magaambyan Adepts",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-202",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Magaambyan Adepts](/MonsterFamilies.aspx?ID=202)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 124 <sup>2.0</sup></row>\n\nGolarion reeled from the disaster of Earthfall, and its peoples took long to recover. But recover they did, and one of the first institutions to rise from the ashes of near destruction was the Magaambya, an academy of arcane learning founded by the legendary wizard known as Old- Mage Jatembe. Today, the scholars of Magaambya not only preserve ancient magical traditions founded in those early days but also protect the learning and culture of the Mwangi people as a whole.\n\n<title level=\"2\">Members</title>\r\n[Rain-Scribe](/NPCs.aspx?ID=971) (Creature 4), [Tempest-Sun Mage](/NPCs.aspx?ID=972) (Creature 11)",
|
||
"name": "Magaambyan Adepts",
|
||
"rarity": "common",
|
||
"release_date": "2019-10-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 124 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGolarion reeled from the disaster of Earthfall, and its peoples took long to recover. But recover they did, and one of the first institutions to rise …\r\n</summary>",
|
||
"source": [
|
||
"Character Guide"
|
||
],
|
||
"source_raw": [
|
||
"Character Guide pg. 124"
|
||
],
|
||
"source_category": "Lost Omens",
|
||
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 124 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Golarion reeled from the disaster of Earthfall, and its peoples took long to recover. But recover they did, and one of the first institutions to rise …",
|
||
"summary_markdown": "Golarion reeled from the disaster of Earthfall, and its peoples took long to recover. But recover they did, and one of the first institutions to rise …",
|
||
"text": " Magaambyan Adepts Source Character Guide pg. 124 2.0 Golarion reeled from the disaster of Earthfall, and its peoples took long to recover. But recover they did, and one of the first institutions to rise from the ashes of near destruction was the Magaambya, an academy of arcane learning founded by the legendary wizard known as Old- Mage Jatembe. Today, the scholars of Magaambya not only preserve ancient magical traditions founded in those early days but also protect the learning and culture of the Mwangi people as a whole. Members Rain-Scribe (Creature 4), Tempest-Sun Mage (Creature 11)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=202",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Pathfinders",
|
||
"creature_family_markdown": "Pathfinders",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-203",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Pathfinders](/MonsterFamilies.aspx?ID=203)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 126 <sup>2.0</sup></row>\n\nMany of the greatest explorers and adventurers of the modern age have recorded their discoveries in an ongoing series of chapbooks known as the Pathfinder Chronicles, published irregularly by the Pathfinder Society itself. This diverse group is devoted to exploring the world, supporting its agents in the field, and ensuring the discoveries they make are documented. The Society often finds itself in conflict with the more mercenary Aspis Consortium. The Pathfinder Society's pursuit of discovery often puts its agents in the thick of developing plots, forcing them to choose between being heroes or villains as events unfold.\n\n<title level=\"2\">Members</title>\r\n[Pathfinder Field Agent](/NPCs.aspx?ID=973) (Creature 4), [Pathfinder Venture-Captain](/NPCs.aspx?ID=974) (Creature 11)",
|
||
"name": "Pathfinders",
|
||
"rarity": "common",
|
||
"release_date": "2019-10-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 126 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMany of the greatest explorers and adventurers of the modern age have recorded their discoveries in an ongoing series of chapbooks known as the …\r\n</summary>",
|
||
"source": [
|
||
"Character Guide"
|
||
],
|
||
"source_raw": [
|
||
"Character Guide pg. 126"
|
||
],
|
||
"source_category": "Lost Omens",
|
||
"source_markdown": "<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 126 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": "Many of the greatest explorers and adventurers of the modern age have recorded their discoveries in an ongoing series of chapbooks known as the …",
|
||
"summary_markdown": "Many of the greatest explorers and adventurers of the modern age have recorded their discoveries in an ongoing series of chapbooks known as the …",
|
||
"text": " Pathfinders Source Character Guide pg. 126 2.0 Many of the greatest explorers and adventurers of the modern age have recorded their discoveries in an ongoing series of chapbooks known as the Pathfinder Chronicles, published irregularly by the Pathfinder Society itself. This diverse group is devoted to exploring the world, supporting its agents in the field, and ensuring the discoveries they make are documented. The Society often finds itself in conflict with the more mercenary Aspis Consortium. The Pathfinder Society's pursuit of discovery often puts its agents in the thick of developing plots, forcing them to choose between being heroes or villains as events unfold. Members Pathfinder Field Agent (Creature 4), Pathfinder Venture-Captain (Creature 11)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=203",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Saurian",
|
||
"creature_family_markdown": "Saurian",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-204",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Saurian](/MonsterFamilies.aspx?ID=204)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 80</row>\n\nEnormous tyrannosaurus-humanoids, saurians are ancient beings who predate the rise of humans and dwell in the world's primeval jungles. While the saurians presented here are evil, saurians of all alignments exist.\r\n\r\n<title level=\"2\">Members</title>\r\n[Saurian Warmonger](/Monsters.aspx?ID=977) (Creature 16), [Saurian Worldwatcher](/Monsters.aspx?ID=978) (Creature 18)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Saurian Allies</title>\r\n\r\nSaurians' immense physical strength and incredible longevity make them natural stewards of other powerful creatures such as [dinosaurs](/MonsterFamilies.aspx?ID=32) and [mammoths](/Monsters.aspx?ID=202). However, they would never call these creatures “domesticated,” a concept they find particularly reprehensible.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Saurians on Golarion</title>\r\n\r\nGarund, with its warm tropical climes and epic mountain ranges, hosts the largest populations of saurians around the Inner Sea, but explorers claim that southern Arcadia is home to even more. Saurians have also been reported dwelling in vaults throughout the Darklands.\r\n</aside>",
|
||
"name": "Saurian",
|
||
"rarity": "common",
|
||
"release_date": "2020-06-24",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEnormous tyrannosaurus-humanoids, saurians are ancient beings who predate the rise of humans and dwell in the world's primeval jungles. While the …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #156: The Apocalypse Prophet"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #156: The Apocalypse Prophet pg. 80"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Extinction Curse",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 80</row>",
|
||
"speed": {},
|
||
"summary": "Enormous tyrannosaurus-humanoids, saurians are ancient beings who predate the rise of humans and dwell in the world's primeval jungles. While the …",
|
||
"summary_markdown": "Enormous tyrannosaurus-humanoids, saurians are ancient beings who predate the rise of humans and dwell in the world's primeval jungles. While the …",
|
||
"text": " Saurian Source Pathfinder #156: The Apocalypse Prophet pg. 80 Enormous tyrannosaurus-humanoids, saurians are ancient beings who predate the rise of humans and dwell in the world's primeval jungles. While the saurians presented here are evil, saurians of all alignments exist. Members Saurian Warmonger (Creature 16), Saurian Worldwatcher (Creature 18) Saurian Allies Saurians' immense physical strength and incredible longevity make them natural stewards of other powerful creatures such as dinosaurs and mammoths. However, they would never call these creatures “domesticated,” a concept they find particularly reprehensible. Saurians on Golarion Garund, with its warm tropical climes and epic mountain ranges, hosts the largest populations of saurians around the Inner Sea, but explorers claim that southern Arcadia is home to even more. Saurians have also been reported dwelling in vaults throughout the Darklands. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=204",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Titan",
|
||
"creature_family_markdown": "Titan",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-205",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Titan](/MonsterFamilies.aspx?ID=205)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 268</row>\n\nCreated by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The resulting war still figures prominently throughout mortal myths, in which most titans were cast down and imprisoned for eons.\r\n\r\n<title level=\"2\">Members</title>\r\n[Danava Titan](/Monsters.aspx?ID=1341) (Creature 23), [Elysian Titan](/Monsters.aspx?ID=979) (Creature 21), [Elysian Titan](/Monsters.aspx?ID=1339) (Creature 21), [Hekatonkheires Titan](/Monsters.aspx?ID=1342) (Creature 24), [Thanatotic Titan](/Monsters.aspx?ID=980) (Creature 22), [Thanatotic Titan](/Monsters.aspx?ID=1340) (Creature 22)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Titans</title>\r\n\r\nTitans vary widely, depending on what function the deities intended them to serve or their methods of waging war. They include inflexible [davana titan](/Monsters.aspx?ID=1341), warmongering [hekatonkheires](/Monsters.aspx?ID=1342), armored fomorian titans, shapeshifting sashenji titans, and cunning citevi titans.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Titan Weapons</title>\r\n\r\nSome titans carry a fabled [_mattock of the titans_](/Equipment.aspx?ID=391). Good titans use it to build, while evil titans use it to destroy. Similar weapons include the _felling axe of the titans_, a [greataxe](/Weapons.aspx?ID=21) that can be whirled to create a [_punishing winds_](/Spells.aspx?ID=240) effect.\r\n</aside>",
|
||
"name": "Titan",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 268</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCreated by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 268"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 268</row>",
|
||
"speed": {},
|
||
"summary": "Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The …",
|
||
"summary_markdown": "Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The …",
|
||
"text": " Titan Source Bestiary 3 pg. 268 Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The resulting war still figures prominently throughout mortal myths, in which most titans were cast down and imprisoned for eons. Members Danava Titan (Creature 23), Elysian Titan (Creature 21), Elysian Titan (Creature 21), Hekatonkheires Titan (Creature 24), Thanatotic Titan (Creature 22), Thanatotic Titan (Creature 22) Other Titans Titans vary widely, depending on what function the deities intended them to serve or their methods of waging war. They include inflexible davana titan, warmongering hekatonkheires, armored fomorian titans, shapeshifting sashenji titans, and cunning citevi titans. Titan Weapons Some titans carry a fabled mattock of the titans . Good titans use it to build, while evil titans use it to destroy. Similar weapons include the felling axe of the titans , a greataxe that can be whirled to create a punishing winds effect. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=205",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Toad",
|
||
"creature_family_markdown": "Toad",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-206",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Toad](/MonsterFamilies.aspx?ID=206)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 261 <sup>2.0</sup></row>\n\n_Nethys Note: no description has been provided for this family_\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Toad](/Monsters.aspx?ID=828) (Creature 2)",
|
||
"name": "Toad",
|
||
"rarity": "common",
|
||
"release_date": "2020-05-27",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 261 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys Note: no description has been provided for this family .\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 2"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 2 pg. 261"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 261 <sup>2.0</sup></row>",
|
||
"speed": {},
|
||
"summary": " Nethys Note: no description has been provided for this family .",
|
||
"summary_markdown": " Nethys Note: no description has been provided for this family .",
|
||
"text": " Toad Source Bestiary 2 pg. 261 2.0 Nethys Note: no description has been provided for this family Members Giant Toad (Creature 2)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=206",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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||
"category": "creature-family",
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||
"creature_family": "Bone Skipper",
|
||
"creature_family_markdown": "Bone Skipper",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-207",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Bone Skipper](/MonsterFamilies.aspx?ID=207)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 80</row>\n\nOrange-headed bone skippers feast on the flesh of the dead, particularly seeking out the marrow in the bones of large carcasses. These strange flies are named for the way they hop about on rotting bodies as they feed, causing the corpses to move and appear as if alive.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bone Skipper Swarm](/Monsters.aspx?ID=989) (Creature 6), [Giant Bone Skipper](/Monsters.aspx?ID=990) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Megafauna Scavengers</title>\r\n\r\nBone skippers eat and breed within the bones of deceased megafauna, such as [elephants](/Monsters.aspx?ID=201) and [teraphants](/Monsters.aspx?ID=996). In areas where their carcasses are rare or quickly disposed of, bone skippers are virtually unknown. Sufficiently large undead creatures, like [zombie hulks](/Monsters.aspx?ID=426), might harbor a bone skipper swarm that buzzes around them, defending their gruesome “lairs.” \r\n</aside>",
|
||
"name": "Bone Skipper",
|
||
"rarity": "common",
|
||
"release_date": "2020-08-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOrange-headed bone skippers feast on the flesh of the dead, particularly seeking out the marrow in the bones of large carcasses. These strange flies …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #158: Sixty Feet Under"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #158: Sixty Feet Under pg. 80"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Agents of Edgewatch",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 80</row>",
|
||
"speed": {},
|
||
"summary": "Orange-headed bone skippers feast on the flesh of the dead, particularly seeking out the marrow in the bones of large carcasses. These strange flies …",
|
||
"summary_markdown": "Orange-headed bone skippers feast on the flesh of the dead, particularly seeking out the marrow in the bones of large carcasses. These strange flies …",
|
||
"text": " Bone Skipper Source Pathfinder #158: Sixty Feet Under pg. 80 Orange-headed bone skippers feast on the flesh of the dead, particularly seeking out the marrow in the bones of large carcasses. These strange flies are named for the way they hop about on rotting bodies as they feed, causing the corpses to move and appear as if alive. Members Bone Skipper Swarm (Creature 6), Giant Bone Skipper (Creature 7) Megafauna Scavengers Bone skippers eat and breed within the bones of deceased megafauna, such as elephants and teraphants. In areas where their carcasses are rare or quickly disposed of, bone skippers are virtually unknown. Sufficiently large undead creatures, like zombie hulks, might harbor a bone skipper swarm that buzzes around them, defending their gruesome “lairs.” ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=207",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Sahkil",
|
||
"creature_family_markdown": "Sahkil",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-208",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Sahkil](/MonsterFamilies.aspx?ID=208)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #162: Ruins of the Radiant Siege](/Sources.aspx?ID=54) pg. 84</row>\n\nDreadful creatures that stoke mortal fears, sahkils lurk on the [Ethereal Plane](/Planes.aspx?ID=9) where they slip into nightmares or dark places of the world to torment the living \n\n<title level=\"2\">Members</title>\r\n[Chakanaj](/Monsters.aspx?ID=1644) (Creature 14), [Esipil](/Monsters.aspx?ID=1280) (Creature 1), [Kimenhul](/Monsters.aspx?ID=1285) (Creature 20), [Nenchuuj](/Monsters.aspx?ID=1023) (Creature 19), [Nucol](/Monsters.aspx?ID=1281) (Creature 4), [Pakalchi](/Monsters.aspx?ID=1283) (Creature 9), [Penqual](/Monsters.aspx?ID=1022) (Creature 15), [Tumblak](/Monsters.aspx?ID=1645) (Creature 18), [Wihsaak](/Monsters.aspx?ID=1282) (Creature 6), [Ximtal](/Monsters.aspx?ID=1284) (Creature 17)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">At Home in Cities</title>\r\n\r\nBoth [penquals](/Monsters.aspx?ID=1022) and [nenchuujes](/Monsters.aspx?ID=1023) are at home in large cities, but for different reasons. Penquals like slipping in among throngs of people, where they can inflict their terrors upon the lost or disoriented. Nenchuujes stalk magic academies, universities, or other places where spellcasters learn their craft, preying upon spellcasters' imposter syndrome.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Check with Friends</title>\r\n\r\nSahkils are creatures of fear and terror. Roleplaying encounters with sahkils could be troubling to some players, and delving deep into the kinds of traumas sahkils relish in unleashing could have unintentional effects on your game and your friends. Before introducing sahkils into your game, talk with your players to learn about any particular phobias or limits to determine what content you bring to the table, and consider that on your own behalf as well. Some specific elements to be aware of are the [ximtal's](/Monsters.aspx?ID=1284) abilities around sensory deprivation and social isolation, as well as the [kimenhul's](/Monsters.aspx?ID=1285) trauma-related abilities and themes. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Couatls and Sahkils</title>\r\n\r\nLegends in Arcadia say that couatls and [sahkils](/MonsterFamilies.aspx?ID=208) both rose to prominence as the first mortals walked on Golarion. Each saw unique potential in the mortals; couatls saw hope and the potential to rise to achieve great feats, while sahkils saw the potential for fear. Fearful mortals would never accomplish anything, becoming useless piles of flesh whose souls would languish. These withered souls would be unable to properly travel the River of Souls, disrupting the delicate balance of the afterlife. To this day, couatls work to inspire mortals and push them toward greater tasks while striving to keep the sahkils' terror at bay\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Embodiments of Fear</title>\r\n\r\nAll sahkils have horrifying appearances, and each type specializes in exacerbating a specific fear in mortals. [Penquals](/Monsters.aspx?ID=1022) embody not only a fear of crowds, but also of confined spaces and of being lost within a sea of unfamiliar faces. [Nenchuujes](/Monsters.aspx?ID=1023) embody both the fear of magic's horrifying side effects as well as the fear that one's own magic might be twisted to an unexpected or tragic end.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Feeding on Fear</title>\r\n\r\nSahkils are immortal planar beings and don't require material sustenance, but they do seem to gain some semblance of nourishment from the fear they spread. Whether this is psychological or biological remains to be seen, but their obsession with frightening other creatures is clear. Sahkils recognize that they are already feared, so it may be that they are simply fulfilling what they believe is their ultimate purpose.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Planar Relations</title>\r\n\r\nSahkils collaborate with [divs](/MonsterFamilies.aspx?ID=225) (page 68) to corrupt and corrode mortals. [Velstracs](/MonsterFamilies.aspx?ID=111), who appreciate sahkils' depredations, sometimes work with these fiends to enact terrible horror on their victims. Nihilistic and disaffected, [daemons](/MonsterFamilies.aspx?ID=26) tolerate sahkils but tend to view them as useless provocateurs.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Sahkil Tormentors</title>\r\n\r\nThe most powerful among sahkils are the sahkil tormentors. These deific beings rule over sahkils as a whole, and many personally direct the actions of their lesser cousins. Others fall into ambivalent routines, focusing more on their own personal acts of torment rather than launching widespread, ambitious depredations upon unsuspecting mortals.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">War Against Hope</title>\r\n\r\nSahkils and [couatls](/MonsterFamilies.aspx?ID=128) are eternal enemies. The creatures each vie for the hearts of mortals, but from different sides of a single ideological coin. Sahkils wish to instill only fear into mortal hearts, trying to reduce them into useless piles of flesh who accomplish little. Couatls work to light the fires of hope, inspiring mortals to rise up and achieve their potential.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Xibalba</title>\r\n\r\nWithin the ghostly realm of the [Ethereal Plane](/Planes.aspx?ID=9), sahkils inhabit a terrifying realm known as Xibalba. The Land of Dread is a realm of nightmares made manifest. At the center of this demiplane is a tiered pyramid known as the Black Pyramid, where the sahkil tormentors rule their brethren and sow fear through the mortal realm.\r\n</aside>",
|
||
"name": "Sahkil",
|
||
"rarity": "common",
|
||
"release_date": "2020-12-15",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #162: Ruins of the Radiant Siege](/Sources.aspx?ID=54) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDreadful creatures that stoke mortal fears, sahkils lurk on the Ethereal Plane where they slip into nightmares or dark places of the world to …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #162: Ruins of the Radiant Siege"
|
||
],
|
||
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|
||
"Pathfinder #162: Ruins of the Radiant Siege pg. 84"
|
||
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|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Agents of Edgewatch",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #162: Ruins of the Radiant Siege](/Sources.aspx?ID=54) pg. 84</row>",
|
||
"speed": {},
|
||
"summary": "Dreadful creatures that stoke mortal fears, sahkils lurk on the Ethereal Plane where they slip into nightmares or dark places of the world to …",
|
||
"summary_markdown": "Dreadful creatures that stoke mortal fears, sahkils lurk on the Ethereal Plane where they slip into nightmares or dark places of the world to …",
|
||
"text": " Sahkil Source Pathfinder #162: Ruins of the Radiant Siege pg. 84 Dreadful creatures that stoke mortal fears, sahkils lurk on the Ethereal Plane where they slip into nightmares or dark places of the world to torment the living Members Chakanaj (Creature 14), Esipil (Creature 1), Kimenhul (Creature 20), Nenchuuj (Creature 19), Nucol (Creature 4), Pakalchi (Creature 9), Penqual (Creature 15), Tumblak (Creature 18), Wihsaak (Creature 6), Ximtal (Creature 17) At Home in Cities Both penquals and nenchuujes are at home in large cities, but for different reasons. Penquals like slipping in among throngs of people, where they can inflict their terrors upon the lost or disoriented. Nenchuujes stalk magic academies, universities, or other places where spellcasters learn their craft, preying upon spellcasters' imposter syndrome. Check with Friends Sahkils are creatures of fear and terror. Roleplaying encounters with sahkils could be troubling to some players, and delving deep into the kinds of traumas sahkils relish in unleashing could have unintentional effects on your game and your friends. Before introducing sahkils into your game, talk with your players to learn about any particular phobias or limits to determine what content you bring to the table, and consider that on your own behalf as well. Some specific elements to be aware of are the ximtal's abilities around sensory deprivation and social isolation, as well as the kimenhul's trauma-related abilities and themes. Couatls and Sahkils Legends in Arcadia say that couatls and sahkils both rose to prominence as the first mortals walked on Golarion. Each saw unique potential in the mortals; couatls saw hope and the potential to rise to achieve great feats, while sahkils saw the potential for fear. Fearful mortals would never accomplish anything, becoming useless piles of flesh whose souls would languish. These withered souls would be unable to properly travel the River of Souls, disrupting the delicate balance of the afterlife. To this day, couatls work to inspire mortals and push them toward greater tasks while striving to keep the sahkils' terror at bay Embodiments of Fear All sahkils have horrifying appearances, and each type specializes in exacerbating a specific fear in mortals. Penquals embody not only a fear of crowds, but also of confined spaces and of being lost within a sea of unfamiliar faces. Nenchuujes embody both the fear of magic's horrifying side effects as well as the fear that one's own magic might be twisted to an unexpected or tragic end. Feeding on Fear Sahkils are immortal planar beings and don't require material sustenance, but they do seem to gain some semblance of nourishment from the fear they spread. Whether this is psychological or biological remains to be seen, but their obsession with frightening other creatures is clear. Sahkils recognize that they are already feared, so it may be that they are simply fulfilling what they believe is their ultimate purpose. Planar Relations Sahkils collaborate with divs (page 68) to corrupt and corrode mortals. Velstracs, who appreciate sahkils' depredations, sometimes work with these fiends to enact terrible horror on their victims. Nihilistic and disaffected, daemons tolerate sahkils but tend to view them as useless provocateurs. Sahkil Tormentors The most powerful among sahkils are the sahkil tormentors. These deific beings rule over sahkils as a whole, and many personally direct the actions of their lesser cousins. Others fall into ambivalent routines, focusing more on their own personal acts of torment rather than launching widespread, ambitious depredations upon unsuspecting mortals. War Against Hope Sahkils and couatls are eternal enemies. The creatures each vie for the hearts of mortals, but from different sides of a single ideological coin. Sahkils wish to instill only fear into mortal hearts, trying to reduce them into useless piles of flesh who accomplish little. Couatls work to light the fires of hope, inspiring mortals to rise up and achieve their potential. Xibalba Within the ghostly realm of the Ethereal Plane, sahkils inhabit a terrifying realm known as Xibalba. The Land of Dread is a realm of nightmares made manifest. At the center of this demiplane is a tiered pyramid known as the Black Pyramid, where the sahkil tormentors rule their brethren and sow fear through the mortal realm. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=208",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Sphinx",
|
||
"creature_family_markdown": "Sphinx",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-209",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Sphinx](/MonsterFamilies.aspx?ID=209)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 250</row>\n\nSphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on their own merits, the family includes other types of sphinxes as well.\r\n\r\n<title level=\"2\">Members</title>\r\n[Elder Sphinx](/Monsters.aspx?ID=1318) (Creature 16), [Hieracosphinx](/Monsters.aspx?ID=1317) (Creature 5), [Sphinx](/Monsters.aspx?ID=384) (Creature 8)",
|
||
"name": "Sphinx",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 250</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 250"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 250</row>",
|
||
"speed": {},
|
||
"summary": "Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on …",
|
||
"summary_markdown": "Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on …",
|
||
"text": " Sphinx Source Bestiary 3 pg. 250 Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on their own merits, the family includes other types of sphinxes as well. Members Elder Sphinx (Creature 16), Hieracosphinx (Creature 5), Sphinx (Creature 8)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=209",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Wisp",
|
||
"creature_family_markdown": "Wisp",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-210",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Wisp](/MonsterFamilies.aspx?ID=210)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 333</row>\n\n_Nethys Note: this is not an official family and is a gathering of related creatures_\r\n\r\n<title level=\"2\">Members</title>\r\n[Corpselight](/Monsters.aspx?ID=1035) (Creature 2), [Dread Wisp](/Monsters.aspx?ID=1384) (Creature 9), [Flickerwisp](/Monsters.aspx?ID=1036) (Creature 2), [Voidglutton](/Monsters.aspx?ID=1041) (Creature 8), [Will-o’-Wisp](/Monsters.aspx?ID=414) (Creature 6)",
|
||
"name": "Wisp",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 333</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys Note: this is not an official family and is a gathering of related creatures .\r\n</summary>",
|
||
"source": [
|
||
"Bestiary"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary pg. 333"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 333</row>",
|
||
"speed": {},
|
||
"summary": " Nethys Note: this is not an official family and is a gathering of related creatures .",
|
||
"summary_markdown": " Nethys Note: this is not an official family and is a gathering of related creatures .",
|
||
"text": " Wisp Source Bestiary pg. 333 Nethys Note: this is not an official family and is a gathering of related creatures Members Corpselight (Creature 2), Dread Wisp (Creature 9), Flickerwisp (Creature 2), Voidglutton (Creature 8), Will-o’-Wisp (Creature 6)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=210",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Morlock",
|
||
"creature_family_markdown": "Morlock",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-211",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Morlock](/MonsterFamilies.aspx?ID=211)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #163: Ruins of Gauntlight](/Sources.aspx?ID=71) pg. 84</row>\n\nMorlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.\r\n\r\n<title level=\"2\">Members</title>\r\n[Morlock](/Monsters.aspx?ID=731) (Creature 2), [Morlock Cultist](/Monsters.aspx?ID=1039) (Creature 4), [Morlock Engineer](/Monsters.aspx?ID=1038) (Creature 3), [Morlock Scavenger](/Monsters.aspx?ID=1037) (Creature 1)",
|
||
"name": "Morlock",
|
||
"rarity": "common",
|
||
"release_date": "2021-01-15",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #163: Ruins of Gauntlight](/Sources.aspx?ID=71) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMorlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #163: Ruins of Gauntlight"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #163: Ruins of Gauntlight pg. 84"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Abomination Vaults",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #163: Ruins of Gauntlight](/Sources.aspx?ID=71) pg. 84</row>",
|
||
"speed": {},
|
||
"summary": "Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.",
|
||
"summary_markdown": "Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.",
|
||
"text": " Morlock Source Pathfinder #163: Ruins of Gauntlight pg. 84 Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors. Members Morlock (Creature 2), Morlock Cultist (Creature 4), Morlock Engineer (Creature 3), Morlock Scavenger (Creature 1)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=211",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Seugathi",
|
||
"creature_family_markdown": "Seugathi",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-212",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Seugathi](/MonsterFamilies.aspx?ID=212)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 82</row>\n\nThe wicked, alien [neothelids](/Monsters.aspx?ID=739) impregnate themselves through ritualistic magic to produce wormlike servitor creatures called seugathis. These creatures spawn with a strong psychic drive to complete some task on behalf of the neothelids' far-reaching plans. These directives are diverse, strange, and usually cruel toward humanoid life.\r\n\r\n<title level=\"2\">Members</title>\r\n[Seugathi Reality Warper](/Monsters.aspx?ID=1049) (Creature 9), [Seugathi Servant](/Monsters.aspx?ID=1048) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Seugathi Obsessions</title>\r\n\r\nBecause of their singlemindedness, seugathis often come across as eerily obsessive. These obsessions can include corralling 100 [deros](/MonsterFamilies.aspx?ID=29) into a cave, collecting skulls of a certain shape, or even more unusual tasks that either have no apparent result or are harmful to the seugathi themself. A seugathi that completes their mission nearly always finds another to replace it buried in its psyche, creating a centuries-long chain of inscrutable—and sometimes even contradictory—commands. \r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Unusual Equipment</title>\r\n\r\nMost seugathi carry a magic wand— either one gifted by their neothelid master to serve a particular end or simply one they've discovered to be particularly useful. A _wand of 2nd-level [_magic missile_](/Spells.aspx?ID=180)_ is common, but specific equipment is as varied as the seugathis' inexplicable missions. A seugathi might instead carry alchemical equipment, a strange tool, or another magic item. One is just as likely to have a [_traveler's anytool_](/Equipment.aspx?ID=268) as a jar full of eerie, unstable explosives.\r\n\r\n</aside>",
|
||
"name": "Seugathi",
|
||
"rarity": "common",
|
||
"release_date": "2021-02-24",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe wicked, alien neothelids impregnate themselves through ritualistic magic to produce wormlike servitor creatures called seugathis. These …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #164: Hands of the Devil"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #164: Hands of the Devil pg. 82"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Abomination Vaults",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 82</row>",
|
||
"speed": {},
|
||
"summary": "The wicked, alien neothelids impregnate themselves through ritualistic magic to produce wormlike servitor creatures called seugathis. These …",
|
||
"summary_markdown": "The wicked, alien neothelids impregnate themselves through ritualistic magic to produce wormlike servitor creatures called seugathis. These …",
|
||
"text": " Seugathi Source Pathfinder #164: Hands of the Devil pg. 82 The wicked, alien neothelids impregnate themselves through ritualistic magic to produce wormlike servitor creatures called seugathis. These creatures spawn with a strong psychic drive to complete some task on behalf of the neothelids' far-reaching plans. These directives are diverse, strange, and usually cruel toward humanoid life. Members Seugathi Reality Warper (Creature 9), Seugathi Servant (Creature 6) Seugathi Obsessions Because of their singlemindedness, seugathis often come across as eerily obsessive. These obsessions can include corralling 100 deros into a cave, collecting skulls of a certain shape, or even more unusual tasks that either have no apparent result or are harmful to the seugathi themself. A seugathi that completes their mission nearly always finds another to replace it buried in its psyche, creating a centuries-long chain of inscrutable—and sometimes even contradictory—commands. Unusual Equipment Most seugathi carry a magic wand— either one gifted by their neothelid master to serve a particular end or simply one they've discovered to be particularly useful. A wand of 2nd-level magic missile is common, but specific equipment is as varied as the seugathis' inexplicable missions. A seugathi might instead carry alchemical equipment, a strange tool, or another magic item. One is just as likely to have a traveler's anytool as a jar full of eerie, unstable explosives. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=212",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Gibtas",
|
||
"creature_family_markdown": "Gibtas",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-213",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Gibtas](/MonsterFamilies.aspx?ID=213)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 80</row>\n\nThis rubbery, spheroid scavenger is nearly all acid-dripping mouth, with five bulbous black eyes and two powerful, gangly legs. A gibtas often forms a bond with a single other creature—usually, a more powerful [aberration](/Traits.aspx?ID=1)— and serves this master loyally, if erratically. Creatures who keep a gibtas as a pet or guard soon learn to keep it away from any important possessions they don't want spattered with acid.\r\n\r\n<title level=\"2\">Members</title>\r\n[Gibtanius](/Monsters.aspx?ID=1047) (Creature 8), [Gibtas Bounder](/Monsters.aspx?ID=1045) (Creature 5), [Gibtas Spawn Swarm](/Monsters.aspx?ID=1046) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Gibtas Companions</title>\r\n\r\nA gibtas can make for an unusual animal companion, with the GM's permission. Use the statistics for a [bear animal companion](/AnimalCompanions.aspx?ID=1), except the companion has the rare trait, is an [aberration](/Traits.aspx?ID=1) rather than an [animal](/Traits.aspx?ID=9), has [darkvision](/MonsterAbilities.aspx?ID=12) rather than [low-light vision](/MonsterAbilities.aspx?ID=23), and gains the [gibtas bounder's](/Monsters.aspx?ID=1045) Bouncing Slam as an advanced maneuver instead of [Bear Hug](/Actions.aspx?ID=15).\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Wild Gibtases</title>\r\n\r\nIn the wild, gibtases are scavenger creatures, avoiding much larger and more powerful predators while feeding off abandoned scraps. This limits their consumption-based reproduction. By spawning hundreds of offspring at once during times of plentiful food, they ensure the propagation of their species only during times of plenty.\r\n\r\n</aside>",
|
||
"name": "Gibtas",
|
||
"rarity": "common",
|
||
"release_date": "2021-02-24",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis rubbery, spheroid scavenger is nearly all acid-dripping mouth, with five bulbous black eyes and two powerful, gangly legs. A gibtas often forms …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #164: Hands of the Devil"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #164: Hands of the Devil pg. 80"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Abomination Vaults",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 80</row>",
|
||
"speed": {},
|
||
"summary": "This rubbery, spheroid scavenger is nearly all acid-dripping mouth, with five bulbous black eyes and two powerful, gangly legs. A gibtas often forms …",
|
||
"summary_markdown": "This rubbery, spheroid scavenger is nearly all acid-dripping mouth, with five bulbous black eyes and two powerful, gangly legs. A gibtas often forms …",
|
||
"text": " Gibtas Source Pathfinder #164: Hands of the Devil pg. 80 This rubbery, spheroid scavenger is nearly all acid-dripping mouth, with five bulbous black eyes and two powerful, gangly legs. A gibtas often forms a bond with a single other creature—usually, a more powerful aberration— and serves this master loyally, if erratically. Creatures who keep a gibtas as a pet or guard soon learn to keep it away from any important possessions they don't want spattered with acid. Members Gibtanius (Creature 8), Gibtas Bounder (Creature 5), Gibtas Spawn Swarm (Creature 6) Gibtas Companions A gibtas can make for an unusual animal companion, with the GM's permission. Use the statistics for a bear animal companion, except the companion has the rare trait, is an aberration rather than an animal, has darkvision rather than low-light vision, and gains the gibtas bounder's Bouncing Slam as an advanced maneuver instead of Bear Hug. Wild Gibtases In the wild, gibtases are scavenger creatures, avoiding much larger and more powerful predators while feeding off abandoned scraps. This limits their consumption-based reproduction. By spawning hundreds of offspring at once during times of plentiful food, they ensure the propagation of their species only during times of plenty. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=213",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Shanrigol",
|
||
"creature_family_markdown": "Shanrigol",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-214",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Shanrigol](/MonsterFamilies.aspx?ID=214)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 84</row>\n\nFleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew.\r\n\r\n<title level=\"2\">Members</title>\r\n[Shanrigol Behemoth](/Monsters.aspx?ID=1051) (Creature 9), [Shanrigol Heap](/Monsters.aspx?ID=1050) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Shanrigol Components</title>\r\n\r\nAs shanrigols incorporate pieces of creatures near their hunting ground, explorers who examine a shanrigol can gain many valuable clues about nearby creatures. In the case of a shanrigol behemoth, these explorers might find the beast using strange abilities from creatures they haven't yet faced!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Shanrigol Treasure</title>\r\n\r\nBecause these undead aberrations seek only to absorb more flesh, they don't care about material things. When near a shanrigol's lair, it's not uncommon to see bloody armor, unsheathed weapons, and intact potion bottles scattered around the site of a battle. A shanrigol's fruitful ambush location is likely to have piles of overlooked valuable treasure from past victims.\r\n\r\n</aside>",
|
||
"name": "Shanrigol",
|
||
"rarity": "common",
|
||
"release_date": "2021-02-24",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #164: Hands of the Devil"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #164: Hands of the Devil pg. 84"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Abomination Vaults",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 84</row>",
|
||
"speed": {},
|
||
"summary": "Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped …",
|
||
"summary_markdown": "Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped …",
|
||
"text": " Shanrigol Source Pathfinder #164: Hands of the Devil pg. 84 Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew. Members Shanrigol Behemoth (Creature 9), Shanrigol Heap (Creature 4) Shanrigol Components As shanrigols incorporate pieces of creatures near their hunting ground, explorers who examine a shanrigol can gain many valuable clues about nearby creatures. In the case of a shanrigol behemoth, these explorers might find the beast using strange abilities from creatures they haven't yet faced! Shanrigol Treasure Because these undead aberrations seek only to absorb more flesh, they don't care about material things. When near a shanrigol's lair, it's not uncommon to see bloody armor, unsheathed weapons, and intact potion bottles scattered around the site of a battle. A shanrigol's fruitful ambush location is likely to have piles of overlooked valuable treasure from past victims. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=214",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Agathion",
|
||
"creature_family_markdown": "Agathion",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-216",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Agathion](/MonsterFamilies.aspx?ID=216)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 10</row>\n\nThese celestial outsiders hail from [Nirvana](/Planes.aspx?ID=20), the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other [celestials](/Traits.aspx?ID=23) to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic [azatas](/MonsterFamilies.aspx?ID=10) and lawful [archons](/MonsterFamilies.aspx?ID=9), so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.\n\n All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.\n\n Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or—even worse—that their forms are a curse or punishment. \r\n\r\n<title level=\"2\">Members</title>\r\n[Draconal](/Monsters.aspx?ID=1058) (Creature 20), [Guloval](/Monsters.aspx?ID=2078) (Creature 12), [Procyal](/Monsters.aspx?ID=1057) (Creature 8), [Silvanshee](/Monsters.aspx?ID=1055) (Creature 1), [Vulpinal](/Monsters.aspx?ID=1056) (Creature 6)",
|
||
"name": "Agathion",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 10</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese celestial outsiders hail from Nirvana , the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 10"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 10</row>",
|
||
"speed": {},
|
||
"summary": "These celestial outsiders hail from Nirvana , the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment …",
|
||
"summary_markdown": "These celestial outsiders hail from Nirvana , the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment …",
|
||
"text": " Agathion Source Bestiary 3 pg. 10 These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out. All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals. Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or—even worse—that their forms are a curse or punishment. Members Draconal (Creature 20), Guloval (Creature 12), Procyal (Creature 8), Silvanshee (Creature 1), Vulpinal (Creature 6)",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=216",
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"creature_family": "Android",
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"id": "creature-family-217",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Android](/MonsterFamilies.aspx?ID=217)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 15</row>\n\nAndroids possess synthetic bodies inhabited by living souls. These technological organisms first came to Golarion from another world when their starship crashed, scattering wreckage all across Numeria in an event known as the Rain of Stars. Feared by local Kellids and enslaved by the Technic League, androids on Golarion have spent eons being hated and hunted. Many androids survive by adopting [human](/Ancestries.aspx?ID=6) customs and hiding in plain sight, while others become criminals, hermits, or nomads.\n\n Designed to resemble humans, androids have several distinctive features. Their eyes have a metallic sheen, they rarely fall ill, and they have trouble displaying complex emotions. Circuit-like tattoos decorate their bodies and control internal nanites. When stimulated, these nanites kick their internal chemistry into overdrive, allowing them to function at peak performance that causes their circuitry to glow.\n\n Androids are created in sophisticated machines called foundries. They emerge as mature adults with newborn souls and no knowledge of their purpose or the world around them. Android bodies don't deteriorate, though their souls age like any other mortal's. When an android feels they've lived a full life, they willingly release their soul to the afterlife, causing their body to shut down and reboot. Once this process, known as Renewal, completes, a new soul inhabits the body.\n\n Foundry programming produces androids that mimic human anatomy. Numerous android models exist, each designed to excel at different tasks and purposes. Androids of all models display countless variations of coloration, body shapes, and gender identities. Theoretically, a foundry could be reprogrammed to create androids with new adaptations, colorations, and forms—perhaps even in the guise of other ancestries.\r\n\r\n<title level=\"2\">Members</title>\r\n[Android Infiltrator](/Monsters.aspx?ID=1061) (Creature 2)",
|
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"name": "Android",
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"rarity": "common",
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"release_date": "2021-04-07",
|
||
"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 15</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAndroids possess synthetic bodies inhabited by living souls. These technological organisms first came to Golarion from another world when their …\r\n</summary>",
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"summary": "Androids possess synthetic bodies inhabited by living souls. These technological organisms first came to Golarion from another world when their …",
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"summary_markdown": "Androids possess synthetic bodies inhabited by living souls. These technological organisms first came to Golarion from another world when their …",
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"text": " Android Source Bestiary 3 pg. 15 Androids possess synthetic bodies inhabited by living souls. These technological organisms first came to Golarion from another world when their starship crashed, scattering wreckage all across Numeria in an event known as the Rain of Stars. Feared by local Kellids and enslaved by the Technic League, androids on Golarion have spent eons being hated and hunted. Many androids survive by adopting human customs and hiding in plain sight, while others become criminals, hermits, or nomads. Designed to resemble humans, androids have several distinctive features. Their eyes have a metallic sheen, they rarely fall ill, and they have trouble displaying complex emotions. Circuit-like tattoos decorate their bodies and control internal nanites. When stimulated, these nanites kick their internal chemistry into overdrive, allowing them to function at peak performance that causes their circuitry to glow. Androids are created in sophisticated machines called foundries. They emerge as mature adults with newborn souls and no knowledge of their purpose or the world around them. Android bodies don't deteriorate, though their souls age like any other mortal's. When an android feels they've lived a full life, they willingly release their soul to the afterlife, causing their body to shut down and reboot. Once this process, known as Renewal, completes, a new soul inhabits the body. Foundry programming produces androids that mimic human anatomy. Numerous android models exist, each designed to excel at different tasks and purposes. Androids of all models display countless variations of coloration, body shapes, and gender identities. Theoretically, a foundry could be reprogrammed to create androids with new adaptations, colorations, and forms—perhaps even in the guise of other ancestries. Members Android Infiltrator (Creature 2)",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=217",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Asura",
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"creature_family_markdown": "Asura",
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"exclude_from_search": false,
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"id": "creature-family-218",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Asura](/MonsterFamilies.aspx?ID=218)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 22</row>\n\nAsuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when the gods themselves stumbled and blasphemed on a cosmic scale. As a result of their own divine genesis, an asura loves above all to undo the workings of the divine. They eagerly travel to the [Material Plane](/Planes.aspx?ID=1), seeking out temples, congregations of faithful worshippers, and religious orders of all stripes to sow doubt and destroy what the gods seek to build.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adhukait](/Monsters.aspx?ID=1070) (Creature 7), [Japalisura](/Monsters.aspx?ID=1071) (Creature 12), [Nikaramsa](/Monsters.aspx?ID=1072) (Creature 14), [Shaukeen](/Monsters.aspx?ID=1069) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Asura Ranas</title>\r\n\r\nOver time, the mightiest asuras complete enough cycles of reincarnation and commit enough atrocities over multiple existences to incarnate into the most powerful of their kind. These asura ranas are demigods in their own right, attracting vile worshippers and heretical cults among mortals.\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Asura Realms</title>\r\n\r\nAsuras command vast empires in the corners of [Hell](/Planes.aspx?ID=18). While their realms are tiny compared to the massive hierarchy of [Asmodeus](/Deities.aspx?ID=2) and [devilkind](/MonsterFamilies.aspx?ID=30), they exist in a tacit agreement of coexistence with their diabolic neighbors.\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Asura Rebirth</title>\r\n\r\nMost creatures native to the Outer Planes dissipate upon their destruction, and their essence is absorbed by their home plane. Asuras, however, have a fate akin to reincarnation: a slain asura usually returns in a lesser form, eager to gain retribution upon their killer. Occasionally, exemplary asuras return in more powerful forms. \r\n\r\n</aside>",
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||
"name": "Asura",
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||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 22</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAsuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when …\r\n</summary>",
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"source": [
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"speed": {},
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"summary": "Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when …",
|
||
"summary_markdown": "Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when …",
|
||
"text": " Asura Source Bestiary 3 pg. 22 Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when the gods themselves stumbled and blasphemed on a cosmic scale. As a result of their own divine genesis, an asura loves above all to undo the workings of the divine. They eagerly travel to the Material Plane, seeking out temples, congregations of faithful worshippers, and religious orders of all stripes to sow doubt and destroy what the gods seek to build. Members Adhukait (Creature 7), Japalisura (Creature 12), Nikaramsa (Creature 14), Shaukeen (Creature 1) Asura Ranas Over time, the mightiest asuras complete enough cycles of reincarnation and commit enough atrocities over multiple existences to incarnate into the most powerful of their kind. These asura ranas are demigods in their own right, attracting vile worshippers and heretical cults among mortals. Asura Realms Asuras command vast empires in the corners of Hell. While their realms are tiny compared to the massive hierarchy of Asmodeus and devilkind, they exist in a tacit agreement of coexistence with their diabolic neighbors. Asura Rebirth Most creatures native to the Outer Planes dissipate upon their destruction, and their essence is absorbed by their home plane. Asuras, however, have a fate akin to reincarnation: a slain asura usually returns in a lesser form, eager to gain retribution upon their killer. Occasionally, exemplary asuras return in more powerful forms. ",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Azarketi",
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"creature_family_markdown": "Azarketi",
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"exclude_from_search": false,
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"id": "creature-family-219",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Azarketi](/MonsterFamilies.aspx?ID=219)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 26</row>\n\nDuring the cataclysmic events of Earthfall, a fraction of the Azlanti populace was mutated by their hated [alghollthu](/MonsterFamilies.aspx?ID=1) enemies to survive in the ocean depths. Commonly called “gillmen” or sometimes “Low Azlanti,” azarketis primarily live in the Arcadian Ocean, Inner Sea, and ruins of Azlant. They retain the imperious attitude and violet eyes of their ancestors, but they have hairless bodies, prominent gills, and webbed hands and feet. Most have innate hydrokinetic powers, which they use to make tiny currents, cushion their dives, and read the weather. Whether this power springs from the latent magic of their Azlanti heritage or alghollthu meddling is unknown.\n\n Azarketis endured centuries of alghollthu enslavement and experimentation before being abandoned by their alghollthu masters. In the ages since, azarketis have built their own settlements and societies, traveled the breadth of Golarion's waterways, and explored both the ruins of their shattered empire and the myriad cultures that dot the coasts of the world.\n\n Proud of their heritage, azarketi are secretive and territorial. They don't take kindly to outsiders in their underwater settlements or explorers seeking to pillage the ruins of Azlant. Only a few build relationships with coastal or island settlements, defending them from aquatic dangers or supporting naval trade.\r\n\r\n<title level=\"2\">Members</title>\r\n[Azarketi Explorer](/Monsters.aspx?ID=1073) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Hydrokinesis</title>\r\n\r\nAzarketis can manipulate water and moisture in minor ways. The most powerful azarketi can rehydrate their skin, purify a body of toxins, or forcefully drag the moisture out of an enemy's body, leaving them a drained husk. \r\n\r\n</aside>",
|
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"name": "Azarketi",
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||
"rarity": "common",
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||
"release_date": "2021-04-07",
|
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 26</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDuring the cataclysmic events of Earthfall, a fraction of the Azlanti populace was mutated by their hated alghollthu enemies to survive in the …\r\n</summary>",
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"source": [
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"summary": "During the cataclysmic events of Earthfall, a fraction of the Azlanti populace was mutated by their hated alghollthu enemies to survive in the …",
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"summary_markdown": "During the cataclysmic events of Earthfall, a fraction of the Azlanti populace was mutated by their hated alghollthu enemies to survive in the …",
|
||
"text": " Azarketi Source Bestiary 3 pg. 26 During the cataclysmic events of Earthfall, a fraction of the Azlanti populace was mutated by their hated alghollthu enemies to survive in the ocean depths. Commonly called “gillmen” or sometimes “Low Azlanti,” azarketis primarily live in the Arcadian Ocean, Inner Sea, and ruins of Azlant. They retain the imperious attitude and violet eyes of their ancestors, but they have hairless bodies, prominent gills, and webbed hands and feet. Most have innate hydrokinetic powers, which they use to make tiny currents, cushion their dives, and read the weather. Whether this power springs from the latent magic of their Azlanti heritage or alghollthu meddling is unknown. Azarketis endured centuries of alghollthu enslavement and experimentation before being abandoned by their alghollthu masters. In the ages since, azarketis have built their own settlements and societies, traveled the breadth of Golarion's waterways, and explored both the ruins of their shattered empire and the myriad cultures that dot the coasts of the world. Proud of their heritage, azarketi are secretive and territorial. They don't take kindly to outsiders in their underwater settlements or explorers seeking to pillage the ruins of Azlant. Only a few build relationships with coastal or island settlements, defending them from aquatic dangers or supporting naval trade. Members Azarketi Explorer (Creature 2) Hydrokinesis Azarketis can manipulate water and moisture in minor ways. The most powerful azarketi can rehydrate their skin, purify a body of toxins, or forcefully drag the moisture out of an enemy's body, leaving them a drained husk. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=219",
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"weakness": {}
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||
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"category": "creature-family",
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"creature_family": "Beheaded",
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"creature_family_markdown": "Beheaded",
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"exclude_from_search": false,
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"id": "creature-family-220",
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"image": [
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Beheaded](/MonsterFamilies.aspx?ID=220)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 30</row>\n\nBeheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey. \n\n<title level=\"2\" right=\"\">Beheaded Abilities</title> Beheaded can manifest with a variety of abilities, such as those presented below. \n\n**Bleeding** The beheaded is covered in slimy blood. The target of a successful Strike is splattered with gore and must succeed at a Fortitude save or become [sickened 1](/Conditions.aspx?ID=34). \n\n**Entangling** Long, stringy hair clings to the beheaded's scalp. Its Strikes gain the [Grab](/MonsterAbilities.aspx?ID=18) ability. \n\n**Fiendish** ([aura](/Traits.aspx?ID=206), [divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117)) 30 feet. The beheaded has a twisted, unsettling countenance. Foes that begin their turn in the area must succeed at a Will save or be [frightened 1](/Conditions.aspx?ID=19). \n\n**Giant** A beheaded created from the head of a giant is a Medium creature, gaining 2 levels and one or more additional beheaded abilities.\n\n<title level=\"2\" right=\"\">Alternate Beheaded Abilities</title>**Source** [_Book of the Dead pg. 74_](https://paizo.com/products/btq02c0j) **Lifesense** The beheaded has imprecise [lifesense](/MonsterAbilities.aspx?ID=21) out to 60 feet.\n\n **Whispering** ([aura](/Traits.aspx?ID=206), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117)) 30 feet. The beheaded constantly whispers twisted incantations in unknown languages secret and foul. Foes that enter or begin their turn in the area must succeed at a Will save or be [stupefied 1](/Conditions.aspx?ID=37). The aura uses the [moderate DC for the beheaded's level](/Rules.aspx?ID=554).\n\n **Furious Headbutt** <actions string=\"Single Action\" /> **Frequency** once per round; **Effect** The beheaded makes a wild Strike, taking a –2 penalty to its AC until the end of its next turn. If the Strike damages a creature, it deals additional damage equal to the beheaded's level.\n\n<title level=\"2\">Members</title>\r\n[Daqqanoenyent](/Monsters.aspx?ID=1841) (Creature 9), [Festering Gnasher](/Monsters.aspx?ID=1839) (Creature 1), [Flaming Skull](/Monsters.aspx?ID=1078) (Creature 2), [Severed Head](/Monsters.aspx?ID=1077) (Creature -1), [Taunting Skull](/Monsters.aspx?ID=1840) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Monstrous Heads</title>\r\n\r\nWhile the traditional image of a beheaded is that of a disembodied human head or skull, necromancers can create beheaded out of any sort of head. This variety can lead to extremely distinctive beheaded, including [dragon](/Traits.aspx?ID=50) heads, giant insect heads, [medusa](/Monsters.aspx?ID=297) heads, or those of even rarer creatures. Occasionally, such beheaded retain weakened versions of their original special abilities from the constituent creature instead of a beheaded ability, such as a breath weapon for a dragon head or a gaze for a medusa head.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">More Beheaded Abilities</title>\r\n\r\nSince beheaded are very similar to skeletons or zombies (or at least the heads from those creatures), you can also customize them with abilities from the [skeleton](/MonsterFamilies.aspx?ID=92) and [zombie](/MonsterFamilies.aspx?ID=103) entries, though take care to avoid abilities that require bodies or limbs. If you give the beheaded more than one additional ability, you might want to increase its level and adjust its statistics accordingly. Use the guidelines in Chapter 2 of the _Pathfinder Gamemastery Guide_ to determine its new statistics.\r\n</aside>",
|
||
"name": "Beheaded",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
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"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 30</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBeheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.\r\n</summary>",
|
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"source": [
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|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 30</row>",
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"speed": {},
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"summary": "Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.",
|
||
"summary_markdown": "Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.",
|
||
"text": " Beheaded Source Bestiary 3 pg. 30 Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey. Beheaded Abilities Beheaded can manifest with a variety of abilities, such as those presented below. Bleeding The beheaded is covered in slimy blood. The target of a successful Strike is splattered with gore and must succeed at a Fortitude save or become sickened 1. Entangling Long, stringy hair clings to the beheaded's scalp. Its Strikes gain the Grab ability. Fiendish (aura, divine, emotion, fear, mental, necromancy) 30 feet. The beheaded has a twisted, unsettling countenance. Foes that begin their turn in the area must succeed at a Will save or be frightened 1. Giant A beheaded created from the head of a giant is a Medium creature, gaining 2 levels and one or more additional beheaded abilities. Alternate Beheaded Abilities Source Book of the Dead pg. 74 Lifesense The beheaded has imprecise lifesense out to 60 feet. Whispering (aura, emotion, fear, mental, necromancy) 30 feet. The beheaded constantly whispers twisted incantations in unknown languages secret and foul. Foes that enter or begin their turn in the area must succeed at a Will save or be stupefied 1. The aura uses the moderate DC for the beheaded's level. Furious Headbutt Single Action Frequency once per round; Effect The beheaded makes a wild Strike, taking a –2 penalty to its AC until the end of its next turn. If the Strike damages a creature, it deals additional damage equal to the beheaded's level. Members Daqqanoenyent (Creature 9), Festering Gnasher (Creature 1), Flaming Skull (Creature 2), Severed Head (Creature -1), Taunting Skull (Creature 5) Monstrous Heads While the traditional image of a beheaded is that of a disembodied human head or skull, necromancers can create beheaded out of any sort of head. This variety can lead to extremely distinctive beheaded, including dragon heads, giant insect heads, medusa heads, or those of even rarer creatures. Occasionally, such beheaded retain weakened versions of their original special abilities from the constituent creature instead of a beheaded ability, such as a breath weapon for a dragon head or a gaze for a medusa head. More Beheaded Abilities Since beheaded are very similar to skeletons or zombies (or at least the heads from those creatures), you can also customize them with abilities from the skeleton and zombie entries, though take care to avoid abilities that require bodies or limbs. If you give the beheaded more than one additional ability, you might want to increase its level and adjust its statistics accordingly. Use the guidelines in Chapter 2 of the Pathfinder Gamemastery Guide to determine its new statistics. ",
|
||
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"creature_family": "Bore Worm",
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"creature_family_markdown": "Bore Worm",
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"exclude_from_search": false,
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"id": "creature-family-221",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Bore Worm](/MonsterFamilies.aspx?ID=221)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 36</row>\n\nThese Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches—with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.\n\n<title level=\"2\" right=\"\">Variant Bore Worms</title> The humble bore worm is a small and simple creature, both biologically and magically. These qualities allow it to adapt rapidly to different environments, some of them quite extreme, and also makes it susceptible to magical radiation and experimentation. Many a Darklands apprentice takes their first steps in the school of transmutation by practicing on these worms, while variations— both natural and cultivated—are scattered about beneath Golarion's surface.\n\n **Ice Worms**: Found tunneling through the glaciers beneath the Crown of the World, these pale-blue worms behave similarly to their soil-bred cousins, but their frigid acid inflicts marks similar to frostbite on anything they touch. Ice worms still flee from liquid water but are immune to cold rather than to acid, and they substitute cold for acid in all of their attacks and abilities.\n\n **Lava Worms**: Dwelling in the deepest, hottest reaches of the Darklands, these bizarre creatures consume not living matter but minerals and rare earths. They're most often found near volcanoes or open magma and will swim through the lava in pursuit of a meal. Lava worms are immune to fire rather than to acid, and they substitute fire for acid in all of their attacks and abilities.\n\n **Necral Worms**: An undead sorcerer in the ghoul-run Darklands city of Nemret Noktoria developed necral worms about 60 years ago by filling an empress bore worm's abandoned exoskeleton with a unique alchemical paste. These undead bore worms radiate the very energies of death, making them surprisingly sophisticated magical batteries. Less pleasant entities often use them as magical tools. Necral worms have the [undead](/Traits.aspx?ID=160) trait and [negative healing](/MonsterAbilities.aspx?ID=42). They substitute negative damage for acid damage in all of their attacks and abilities, and they gain a weakness to positive damage in place of their weakness to water.\n\n **Mage-Eater Worms**: These luminous, purple worms present just one more reason to avoid the Mana Wastes between Geb and Nex, where magic is unreliable at best and more often dangerously unpredictable. When a creature fails a save against Swarming Bites or Painful Bite, the worms also attempt a [counteract](/Rules.aspx?ID=371) check against a single spell affecting the creature (counteract level 3, counteract modifier +12).\r\n\r\n<title level=\"2\">Members</title>\r\n[Bore Worm Swarm](/Monsters.aspx?ID=1083) (Creature 5), [Empress Bore Worm](/Monsters.aspx?ID=1084) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Bore Worm Farming</title>\r\n\r\nDespite their repulsive appearance, bore worms play an important part in the Darklands ecosystem by transforming rotting plants and animals into rich, loamy soil. Many subterranean farmers lure them to their property but must keep them well fed to avoid the cannibalistic frenzy that creates an empress bore worm. Bore worms also serve as a staple of Darklands cuisine. If properly cooked with fungus and plenty of salt, they become a favored delicacy; uncooked, they prove considerably less appetizing.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Hydrophobia</title>\r\n\r\nWater causes bore worms to curdle and die—even an empress bore worm will smoke and twitch, its shell eventually turning a dull brown before caving inwards. The secret as to why lies in the chemical composition of the worm's acid. Normally, bore worms are immune to their own acid, but exposure to water alters the acid's nature, and so the worms burn alive in their own secretions.\r\n</aside>",
|
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"name": "Bore Worm",
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"rarity": "common",
|
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"release_date": "2021-04-07",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 36</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms …\r\n</summary>",
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"summary": "These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms …",
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"summary_markdown": "These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms …",
|
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"text": " Bore Worm Source Bestiary 3 pg. 36 These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches—with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one. Variant Bore Worms The humble bore worm is a small and simple creature, both biologically and magically. These qualities allow it to adapt rapidly to different environments, some of them quite extreme, and also makes it susceptible to magical radiation and experimentation. Many a Darklands apprentice takes their first steps in the school of transmutation by practicing on these worms, while variations— both natural and cultivated—are scattered about beneath Golarion's surface. Ice Worms : Found tunneling through the glaciers beneath the Crown of the World, these pale-blue worms behave similarly to their soil-bred cousins, but their frigid acid inflicts marks similar to frostbite on anything they touch. Ice worms still flee from liquid water but are immune to cold rather than to acid, and they substitute cold for acid in all of their attacks and abilities. Lava Worms : Dwelling in the deepest, hottest reaches of the Darklands, these bizarre creatures consume not living matter but minerals and rare earths. They're most often found near volcanoes or open magma and will swim through the lava in pursuit of a meal. Lava worms are immune to fire rather than to acid, and they substitute fire for acid in all of their attacks and abilities. Necral Worms : An undead sorcerer in the ghoul-run Darklands city of Nemret Noktoria developed necral worms about 60 years ago by filling an empress bore worm's abandoned exoskeleton with a unique alchemical paste. These undead bore worms radiate the very energies of death, making them surprisingly sophisticated magical batteries. Less pleasant entities often use them as magical tools. Necral worms have the undead trait and negative healing. They substitute negative damage for acid damage in all of their attacks and abilities, and they gain a weakness to positive damage in place of their weakness to water. Mage-Eater Worms : These luminous, purple worms present just one more reason to avoid the Mana Wastes between Geb and Nex, where magic is unreliable at best and more often dangerously unpredictable. When a creature fails a save against Swarming Bites or Painful Bite, the worms also attempt a counteract check against a single spell affecting the creature (counteract level 3, counteract modifier +12). Members Bore Worm Swarm (Creature 5), Empress Bore Worm (Creature 7) Bore Worm Farming Despite their repulsive appearance, bore worms play an important part in the Darklands ecosystem by transforming rotting plants and animals into rich, loamy soil. Many subterranean farmers lure them to their property but must keep them well fed to avoid the cannibalistic frenzy that creates an empress bore worm. Bore worms also serve as a staple of Darklands cuisine. If properly cooked with fungus and plenty of salt, they become a favored delicacy; uncooked, they prove considerably less appetizing. Hydrophobia Water causes bore worms to curdle and die—even an empress bore worm will smoke and twitch, its shell eventually turning a dull brown before caving inwards. The secret as to why lies in the chemical composition of the worm's acid. Normally, bore worms are immune to their own acid, but exposure to water alters the acid's nature, and so the worms burn alive in their own secretions. ",
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"creature_family": "Cecaelila",
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"creature_family_markdown": "Cecaelila",
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"id": "creature-family-222",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Cecaelila](/MonsterFamilies.aspx?ID=222)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 45</row>\n\nCecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud. Their inquisitiveness often brings them into contact with strangers, where a poor turn of phrase or an unintended insult can quickly spark their legendary tempers.\n\n Cecaelias live nomadic lives, hunting and scavenging along coastlines for food and tradeable trinkets. They engage in frequent trade with terrestrial communities, offering anything from seafood to treasures retrieved from sunken vessels in exchange for goods not readily available underwater. Some take to piracy or hire themselves out as mercenaries, but their quarrelsome disposition invariably leads to them going their own way again before too long. The only non-cecaelia communities that maintain long-lasting relationships with cecaelias are those of the remarkably laid-back locathahs, who coexist with cecaelias in the city of Xidao (page 164).\n\n Cecaelias live in warm waters along verdant ocean reefs or coastlines, often near humanoid settlements. Able to adapt rapidly over a few generations, cecaelias adopt the physical features of their closest humanoid neighbors, which sages liken to an octopus's natural camouflage.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cecaelia Trapper](/Monsters.aspx?ID=1092) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Lost Empire</title>\r\n\r\nCecaelias tell unsubstantiated tales of their forebears ruling a vast nautical empire within the depths of the Embaral Ocean. The ruins of their empire and of their capital, the nautiloid city of Sihuw, have yet to be discovered, despite many treasures of unidentified cultures washing up along the coasts of Tian Xia and Casmaron. Today, Cecaelias can be found in all of Golarion's oceans, and whatever calamity robbed them of their home is buried in myth.\r\n</aside>",
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"name": "Cecaelila",
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"rarity": "common",
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"release_date": "2021-04-07",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 45</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud.\r\n</summary>",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 45</row>",
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"summary": "Cecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud.",
|
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"summary_markdown": "Cecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud.",
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"text": " Cecaelila Source Bestiary 3 pg. 45 Cecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud. Their inquisitiveness often brings them into contact with strangers, where a poor turn of phrase or an unintended insult can quickly spark their legendary tempers. Cecaelias live nomadic lives, hunting and scavenging along coastlines for food and tradeable trinkets. They engage in frequent trade with terrestrial communities, offering anything from seafood to treasures retrieved from sunken vessels in exchange for goods not readily available underwater. Some take to piracy or hire themselves out as mercenaries, but their quarrelsome disposition invariably leads to them going their own way again before too long. The only non-cecaelia communities that maintain long-lasting relationships with cecaelias are those of the remarkably laid-back locathahs, who coexist with cecaelias in the city of Xidao (page 164). Cecaelias live in warm waters along verdant ocean reefs or coastlines, often near humanoid settlements. Able to adapt rapidly over a few generations, cecaelias adopt the physical features of their closest humanoid neighbors, which sages liken to an octopus's natural camouflage. Members Cecaelia Trapper (Creature 5) Lost Empire Cecaelias tell unsubstantiated tales of their forebears ruling a vast nautical empire within the depths of the Embaral Ocean. The ruins of their empire and of their capital, the nautiloid city of Sihuw, have yet to be discovered, despite many treasures of unidentified cultures washing up along the coasts of Tian Xia and Casmaron. Today, Cecaelias can be found in all of Golarion's oceans, and whatever calamity robbed them of their home is buried in myth. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=222",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Clockworks",
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"id": "creature-family-223",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Clockworks](/MonsterFamilies.aspx?ID=223)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 48</row>\n\nIntricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.\n\n The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque—some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner. \n\n<title level=\"2\" right=\"\">Winding Clockworks</title> A clockwork must be wound to remain operational. Each clockwork has the wind-up ability, with the specifics listed in its stat block. \n\n**Wind-Up** For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.\n\n A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).\n\n A creature can attempt to [Disable a Device](/Actions.aspx?ID=69) to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.\r\n\r\n<title level=\"2\">Members</title>\r\n[Clockwork Amalgam](/Monsters.aspx?ID=1008) (Creature 20), [Clockwork Assassin](/Monsters.aspx?ID=1004) (Creature 13), [Clockwork Brewer](/Monsters.aspx?ID=1926) (Creature 3), [Clockwork Buccaneer](/Monsters.aspx?ID=1980) (Creature 9), [Clockwork Cannoneer](/Monsters.aspx?ID=2404) (Creature 15), [Clockwork Clock Tower](/Monsters.aspx?ID=1795) (Creature 20), [Clockwork Disposer](/Monsters.aspx?ID=1947) (Creature 5), [Clockwork Door Warden](/Monsters.aspx?ID=1946) (Creature 4), [Clockwork Dragon](/Monsters.aspx?ID=1098) (Creature 16), [Clockwork Fabricator](/Monsters.aspx?ID=1927) (Creature 4), [Clockwork Handler](/Monsters.aspx?ID=1925) (Creature 1), [Clockwork Hunter](/Monsters.aspx?ID=1924) (Creature 0), [Clockwork Mage](/Monsters.aspx?ID=1097) (Creature 9), [Clockwork Puppeteer](/Monsters.aspx?ID=1981) (Creature 12), [Clockwork Soldier](/Monsters.aspx?ID=1096) (Creature 6), [Clockwork Sphinx](/Monsters.aspx?ID=1948) (Creature 8), [Clockwork Spy](/Monsters.aspx?ID=1095) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Clockwork Research</title>\r\n\r\nClockworks were invented in ancient times, culminating in the clockwork army of Xin, the first emperor of ancient Thassilon, but were lost for millennia. Disparate peoples later rediscovered the techniques and began to alter and improve them. Today, the Clockwork Cathedral in Absalom is a center of clockwork research, with many breakthroughs also coming from the kingdom of Nex and the mechanically savvy Grand Duchy of Alkenstar. The Qadiran professor Hadia Al-Dannah, formerly of the Clockwork Cathedral, wrote the best-regarded modern text on clockwork design—_Glorious Rhythms in Life and Mechanica_.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Malfunction!</title>\r\n\r\nClockworks can be prone to errors if not well maintained or properly programmed. You might want to introduce one of the malfunctions listed below in a clockwork that is in disrepair or gets damaged heavily in battle (such as with a critical hit). \n\n**Backfire**: The clockwork rolls a DC 5 flat check at the start of each of its turns. On a failure, it backfires, dealing 2d6 fire damage in a 15-foot cone, including to itself (basic Reflex save at the standard DC for its level), and is [slowed 1](/Conditions.aspx?ID=35) this turn. \n\n**Damaged Propulsion**: The clockwork loses 1d4 hours of operational time at the end of each of its turns. \n\n**Loose Screws**: When damaged, the clockwork attempts a DC 5 flat check. On a failure, a plate of its armor falls loose. It takes a status penalty to AC equal to the number of lost plates (up to –4).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Versatile Designs</title>\r\n\r\nMost clockwork builders design their mechanical minions to perform a single specific task, as in the case of the [clockwork door warden](/Monsters.aspx?ID=1946) or [clockwork disposer](/Monsters.aspx?ID=1947). Though these constructs' intended functions are typically limited, creative owners can find workarounds or loopholes to exploit, effectively turning their single-purpose clockwork into a versatile guardian or servant. Of course, nearly every clockwork is pre-programmed to defend itself against foes, a function which typically requires no special action on the clockwork's part.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Winding Routines</title>\r\n\r\nMaintaining a group of clockworks that are meant to operate on a regular basis takes planning and attention. A cadre of clockwork soldiers set to patrol a location needs to be regularly wound. Typically, one or more servants are assigned to wind all the clockworks serving in one place at a standard time. \r\n</aside>",
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"name": "Clockworks",
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"rarity": "common",
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"release_date": "2021-04-07",
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"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 48</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIntricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're …\r\n</summary>",
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"summary": "Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're …",
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"summary_markdown": "Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're …",
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"text": " Clockworks Source Bestiary 3 pg. 48 Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert. The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque—some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner. Winding Clockworks A clockwork must be wound to remain operational. Each clockwork has the wind-up ability, with the specifics listed in its stat block. Wind-Up For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m. A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode. Members Clockwork Amalgam (Creature 20), Clockwork Assassin (Creature 13), Clockwork Brewer (Creature 3), Clockwork Buccaneer (Creature 9), Clockwork Cannoneer (Creature 15), Clockwork Clock Tower (Creature 20), Clockwork Disposer (Creature 5), Clockwork Door Warden (Creature 4), Clockwork Dragon (Creature 16), Clockwork Fabricator (Creature 4), Clockwork Handler (Creature 1), Clockwork Hunter (Creature 0), Clockwork Mage (Creature 9), Clockwork Puppeteer (Creature 12), Clockwork Soldier (Creature 6), Clockwork Sphinx (Creature 8), Clockwork Spy (Creature -1) Clockwork Research Clockworks were invented in ancient times, culminating in the clockwork army of Xin, the first emperor of ancient Thassilon, but were lost for millennia. Disparate peoples later rediscovered the techniques and began to alter and improve them. Today, the Clockwork Cathedral in Absalom is a center of clockwork research, with many breakthroughs also coming from the kingdom of Nex and the mechanically savvy Grand Duchy of Alkenstar. The Qadiran professor Hadia Al-Dannah, formerly of the Clockwork Cathedral, wrote the best-regarded modern text on clockwork design— Glorious Rhythms in Life and Mechanica . Malfunction! Clockworks can be prone to errors if not well maintained or properly programmed. You might want to introduce one of the malfunctions listed below in a clockwork that is in disrepair or gets damaged heavily in battle (such as with a critical hit). Backfire : The clockwork rolls a DC 5 flat check at the start of each of its turns. On a failure, it backfires, dealing 2d6 fire damage in a 15-foot cone, including to itself (basic Reflex save at the standard DC for its level), and is slowed 1 this turn. Damaged Propulsion : The clockwork loses 1d4 hours of operational time at the end of each of its turns. Loose Screws : When damaged, the clockwork attempts a DC 5 flat check. On a failure, a plate of its armor falls loose. It takes a status penalty to AC equal to the number of lost plates (up to –4). Versatile Designs Most clockwork builders design their mechanical minions to perform a single specific task, as in the case of the clockwork door warden or clockwork disposer. Though these constructs' intended functions are typically limited, creative owners can find workarounds or loopholes to exploit, effectively turning their single-purpose clockwork into a versatile guardian or servant. Of course, nearly every clockwork is pre-programmed to defend itself against foes, a function which typically requires no special action on the clockwork's part. Winding Routines Maintaining a group of clockworks that are meant to operate on a regular basis takes planning and attention. A cadre of clockwork soldiers set to patrol a location needs to be regularly wound. Typically, one or more servants are assigned to wind all the clockworks serving in one place at a standard time. ",
|
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"url": "/MonsterFamilies.aspx?ID=223",
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"category": "creature-family",
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"creature_family": "Cobble Mite",
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"creature_family_markdown": "Cobble Mite",
|
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"exclude_from_search": false,
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"id": "creature-family-224",
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Cobble Mite](/MonsterFamilies.aspx?ID=224)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 52</row>\n\nCobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in large groups.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cobbleswarm](/Monsters.aspx?ID=986) (Creature 2), [Cobbleswarm](/Monsters.aspx?ID=1099) (Creature 2), [Sturzstromer](/Monsters.aspx?ID=1100) (Creature 19)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Cobble Mite Pets</title>\r\n\r\nCharacters looking to keep a cobble mite as a pet can usually buy one in many large cities for 1 gp. Those who search for one in the wild must hunt carefully and risk finding enough cobble mites lairing together to form a cobbleswarm. A character with a familiar can choose a cobble mite, which must have the [burrower](/Familiars.aspx?ID=2) familiar ability.\r\n</aside>",
|
||
"name": "Cobble Mite",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 52</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
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],
|
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"source_raw": [
|
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"Bestiary 3 pg. 52"
|
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],
|
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"source_category": "Rulebooks",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 52</row>",
|
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"speed": {},
|
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"summary": "Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in …",
|
||
"summary_markdown": "Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in …",
|
||
"text": " Cobble Mite Source Bestiary 3 pg. 52 Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in large groups. Members Cobbleswarm (Creature 2), Cobbleswarm (Creature 2), Sturzstromer (Creature 19) Cobble Mite Pets Characters looking to keep a cobble mite as a pet can usually buy one in many large cities for 1 gp. Those who search for one in the wild must hunt carefully and risk finding enough cobble mites lairing together to form a cobbleswarm. A character with a familiar can choose a cobble mite, which must have the burrower familiar ability. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=224",
|
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"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Div",
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"creature_family_markdown": "Div",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-225",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Div](/MonsterFamilies.aspx?ID=225)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 68</row>\n\nSome fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal—they seek to thwart and ruin the schemes and works of mortal beings.\n\n Long ago, divs were once [genies](/MonsterFamilies.aspx?ID=50) bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs.\n\n Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the [Material Plane](/Planes.aspx?ID=1), or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies' spirits are trapped in the dread orbit of [Abaddon](/Planes.aspx?ID=12), where [Ahriman](/Deities.aspx?ID=220) reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals.\r\n\r\n<title level=\"2\">Members</title>\r\n[Aghash](/Monsters.aspx?ID=1118) (Creature 4), [Doru](/Monsters.aspx?ID=1117) (Creature 1), [Pairaka](/Monsters.aspx?ID=1119) (Creature 7), [Sepid](/Monsters.aspx?ID=1120) (Creature 14)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Lord of the Divs</title>\r\n\r\nThe dread shadow known as [Ahriman](/Deities.aspx?ID=220) counts servants mainly among divs as well as a scattering of followers throughout the mortal realm. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Divs</title>\r\n\r\nThe divs on these pages present only a few of the forms that [Ahriman](/Deities.aspx?ID=220) gave these manipulative fiends. Other types of divs include ghawwas, amphibious divs who prey on sailors; the lion-headed shiras, who obsess over toying with their prey and can never go for the easy kill; and the stinking fly-like druj nasus, who have an obsession with dogs.\r\n</aside>",
|
||
"name": "Div",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 68</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSome fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
||
],
|
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"source_raw": [
|
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"Bestiary 3 pg. 68"
|
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],
|
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"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 68</row>",
|
||
"speed": {},
|
||
"summary": "Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. …",
|
||
"summary_markdown": "Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. …",
|
||
"text": " Div Source Bestiary 3 pg. 68 Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal—they seek to thwart and ruin the schemes and works of mortal beings. Long ago, divs were once genies bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs. Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies' spirits are trapped in the dread orbit of Abaddon, where Ahriman reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals. Members Aghash (Creature 4), Doru (Creature 1), Pairaka (Creature 7), Sepid (Creature 14) Lord of the Divs The dread shadow known as Ahriman counts servants mainly among divs as well as a scattering of followers throughout the mortal realm. Other Divs The divs on these pages present only a few of the forms that Ahriman gave these manipulative fiends. Other types of divs include ghawwas, amphibious divs who prey on sailors; the lion-headed shiras, who obsess over toying with their prey and can never go for the easy kill; and the stinking fly-like druj nasus, who have an obsession with dogs. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=225",
|
||
"weakness": {}
|
||
},
|
||
{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
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"creature_family": "Dragon, Imperial",
|
||
"creature_family_markdown": "Dragon, Imperial",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-226",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Imperial](/MonsterFamilies.aspx?ID=226)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 74</row>\n\nImperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly. \n\n<title level=\"2\" right=\"\">Draconic Cycles</title> Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood. Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon—linked to wood—feeds fire, is fed by water, counters earth, and is countered by metal. \n\n<title level=\"2\" right=\"\">Shape-Changing Dragons</title>Imperial dragons are the most likely (and willing) of Golarion's dragons to take humanoid forms. The vast majority of them have the following ability, with the tradition trait matching the dragon's innate spells: \n\nChange Shape <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32), [polymorph](/Traits.aspx?ID=127), [transmutation](/Traits.aspx?ID=157)) The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change their Speed or attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). \n\n<title level=\"2\" right=\"\">Imperial Dragon Spellcasters</title> Each imperial dragon has a sidebar on spellcasting dragons of that kind. To make an imperial dragon spellcaster, remove the dragon's Coiling Frenzy and Draconic Momentum abilities and give them the spells outlined in their sidebar. You can swap any number of these spells with others from the same tradition, provided you keep the same number of spells for each level. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic. \n\n<title level=\"2\" right=\"\">Imperial Dragons On Golarion</title> Imperial dragons are rarely spotted beyond Tian Xia, where some establish territories to amass power, while others follow their natural affinity to seek a place of comfort. \n\n<title level=\"2\">Group Families</title>\r\n[Dragon, Forest](/MonsterFamilies.aspx?ID=227), [Dragon, Sea](/MonsterFamilies.aspx?ID=228), [Dragon, Sky](/MonsterFamilies.aspx?ID=229), [Dragon, Sovereign](/MonsterFamilies.aspx?ID=230), [Dragon, Underworld](/MonsterFamilies.aspx?ID=231)",
|
||
"name": "Dragon, Imperial",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 74</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nImperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
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"source_raw": [
|
||
"Bestiary 3 pg. 74"
|
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],
|
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 74</row>",
|
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"speed": {},
|
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"summary": "Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting …",
|
||
"summary_markdown": "Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting …",
|
||
"text": " Dragon, Imperial Source Bestiary 3 pg. 74 Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly. Draconic Cycles Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood. Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon—linked to wood—feeds fire, is fed by water, counters earth, and is countered by metal. Shape-Changing Dragons Imperial dragons are the most likely (and willing) of Golarion's dragons to take humanoid forms. The vast majority of them have the following ability, with the tradition trait matching the dragon's innate spells: Change Shape Single Action (concentrate, polymorph, transmutation) The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change their Speed or attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Imperial Dragon Spellcasters Each imperial dragon has a sidebar on spellcasting dragons of that kind. To make an imperial dragon spellcaster, remove the dragon's Coiling Frenzy and Draconic Momentum abilities and give them the spells outlined in their sidebar. You can swap any number of these spells with others from the same tradition, provided you keep the same number of spells for each level. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic. Imperial Dragons On Golarion Imperial dragons are rarely spotted beyond Tian Xia, where some establish territories to amass power, while others follow their natural affinity to seek a place of comfort. Group Families Dragon, Forest, Dragon, Sea, Dragon, Sky, Dragon, Sovereign, Dragon, Underworld",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=226",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
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"category": "creature-family",
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"creature_family": "Dragon, Forest",
|
||
"creature_family_markdown": "Dragon, Forest",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-227",
|
||
"image": [
|
||
"/Images/Monsters/DragonImperial_Forest.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Forest](/MonsterFamilies.aspx?ID=227)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 74</row>\n\nForest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals.\n\n Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them. \r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Forest Dragon](/Monsters.aspx?ID=1123) (Creature 14), [Ancient Forest Dragon](/Monsters.aspx?ID=1124) (Creature 19), [Young Forest Dragon](/Monsters.aspx?ID=1122) (Creature 10)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Children of the Green Spears</title>\r\n\r\nA great ancient forest dragon used to live in the Vale of Green Spears, a massive bamboo forest at the center of the Tengu nation Kwanlai. The dragon's last nest of eggs survived her death, and the young dragons hatched from this clutch now fight viciously for control over their late mother's territory.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Forest Dragon Spellcasters</title>\r\n\r\nForest dragon spellcasters tend to cast the following spells. \n\n<title level=\"2\" right=\"\">Young Forest Dragon</title> **Primal Prepared Spells** DC 29, attack +22; **4th** [_gaseous form_](/Spells.aspx?ID=129), [_hallucinatory terrain_](/Spells.aspx?ID=145), [_solid fog_](/Spells.aspx?ID=290); **3rd** [_animal vision_](/Spells.aspx?ID=12), [_stinking cloud_](/Spells.aspx?ID=309), [_wall of thorns_](/Spells.aspx?ID=366); **2nd** [_animal messenger_](/Spells.aspx?ID=11), [_darkness_](/Spells.aspx?ID=59), [_water breathing_](/Spells.aspx?ID=370); **1st** [_create water_](/Spells.aspx?ID=53), [_goblin pox_](/Spells.aspx?ID=139), [_pest form_](/Spells.aspx?ID=217); **Cantrips (4th)** [_acid splash_](/Spells.aspx?ID=3), [_detect magic_](/Spells.aspx?ID=66), [_guidance_](/Spells.aspx?ID=142), [_read aura_](/Spells.aspx?ID=246), [_tanglefoot_](/Spells.aspx?ID=330); **Rituals** DC 29; [plant growth](/Rituals.aspx?ID=18) \n\n<title level=\"2\" right=\"\">Adult Forest Dragon</title> **Primal Prepared Spells** DC 34, attack +28; As young forest dragon, plus **6th** [_baleful polymorph_](/Spells.aspx?ID=17), [_purple worm sting_](/Spells.aspx?ID=242), [_tangling creepers_](/Spells.aspx?ID=331); **5th** [_cloudkill_](/Spells.aspx?ID=42), [_moon frenzy_](/Spells.aspx?ID=203), [_tree stride_](/Spells.aspx?ID=343); **Cantrips (6th)** [_acid splash_](/Spells.aspx?ID=3), [_detect magic_](/Spells.aspx?ID=66), [_guidance_](/Spells.aspx?ID=142), [_read aura_](/Spells.aspx?ID=246), [_tanglefoot_](/Spells.aspx?ID=330); **Rituals** DC 34; [commune with nature](/Rituals.aspx?ID=7) \n\n<title level=\"2\" right=\"\">Ancient Forest Dragon</title> **Primal Prepared Spells** DC 41, attack +35; As adult forest dragon, plus **9th** [_implosion_](/Spells.aspx?ID=162), [_nature's enmity_](/Spells.aspx?ID=205); **8th** [_horrid wilting_](/Spells.aspx?ID=152), [_polar ray_](/Spells.aspx?ID=224), [_punishing winds_](/Spells.aspx?ID=240); **7th** [_eclipse burst_](/Spells.aspx?ID=96), [_prismatic spray_](/Spells.aspx?ID=233), [_true target_](/Spells.aspx?ID=346); **Cantrips (9th)** [_acid splash_](/Spells.aspx?ID=3), [_detect magic_](/Spells.aspx?ID=66), [_guidance_](/Spells.aspx?ID=142), [_read aura_](/Spells.aspx?ID=246), [_tanglefoot_](/Spells.aspx?ID=330)\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Imperial</title>\r\n\r\n**Related Families**\r\n[Dragon, Sea](/MonsterFamilies.aspx?ID=228), [Dragon, Sky](/MonsterFamilies.aspx?ID=229), [Dragon, Sovereign](/MonsterFamilies.aspx?ID=230), [Dragon, Underworld](/MonsterFamilies.aspx?ID=231)",
|
||
"name": "Dragon, Forest",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 74</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nForest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 74"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 74</row>",
|
||
"speed": {},
|
||
"summary": "Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously …",
|
||
"summary_markdown": "Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously …",
|
||
"text": " Dragon, Forest Source Bestiary 3 pg. 74 Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals. Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them. Members Adult Forest Dragon (Creature 14), Ancient Forest Dragon (Creature 19), Young Forest Dragon (Creature 10) Children of the Green Spears A great ancient forest dragon used to live in the Vale of Green Spears, a massive bamboo forest at the center of the Tengu nation Kwanlai. The dragon's last nest of eggs survived her death, and the young dragons hatched from this clutch now fight viciously for control over their late mother's territory. Forest Dragon Spellcasters Forest dragon spellcasters tend to cast the following spells. Young Forest Dragon Primal Prepared Spells DC 29, attack +22; 4th gaseous form , hallucinatory terrain , solid fog ; 3rd animal vision , stinking cloud , wall of thorns ; 2nd animal messenger , darkness , water breathing ; 1st create water , goblin pox , pest form ; Cantrips (4th) acid splash , detect magic , guidance , read aura , tanglefoot ; Rituals DC 29; plant growth Adult Forest Dragon Primal Prepared Spells DC 34, attack +28; As young forest dragon, plus 6th baleful polymorph , purple worm sting , tangling creepers ; 5th cloudkill , moon frenzy , tree stride ; Cantrips (6th) acid splash , detect magic , guidance , read aura , tanglefoot ; Rituals DC 34; commune with nature Ancient Forest Dragon Primal Prepared Spells DC 41, attack +35; As adult forest dragon, plus 9th implosion , nature's enmity ; 8th horrid wilting , polar ray , punishing winds ; 7th eclipse burst , prismatic spray , true target ; Cantrips (9th) acid splash , detect magic , guidance , read aura , tanglefoot Dragon, Imperial Related Families Dragon, Sea, Dragon, Sky, Dragon, Sovereign, Dragon, Underworld",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=227",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
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"category": "creature-family",
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"creature_family": "Dragon, Sea",
|
||
"creature_family_markdown": "Dragon, Sea",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-228",
|
||
"image": [
|
||
"/Images/Monsters/DragonImperial_Sea.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Sea](/MonsterFamilies.aspx?ID=228)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 77</row>\n\nSea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.\n\n Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Sea Dragon](/Monsters.aspx?ID=1126) (Creature 12), [Ancient Sea Dragon](/Monsters.aspx?ID=1127) (Creature 17), [Young Sea Dragon](/Monsters.aspx?ID=1125) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Sea Dragon Spellcasters</title>\r\n\r\nSea dragon spellcasters tend to cast the following spells. \n\n<title level=\"2\" right=\"\">Young Sea Dragon</title> **Arcane Prepared Spells** DC 26, attack +19; **3rd** [_feet to fins_](/Spells.aspx?ID=113), [_haste_](/Spells.aspx?ID=147), [_wall of wind_](/Spells.aspx?ID=367); **2nd** [_hideous laughter_](/Spells.aspx?ID=150), [_resist energy_](/Spells.aspx?ID=256), [_water breathing_](/Spells.aspx?ID=370); **1st** [_air bubble_](/Spells.aspx?ID=5), [_grease_](/Spells.aspx?ID=140), [_grim tendrils_](/Spells.aspx?ID=141); **Cantrips (3rd)** [_detect magic_](/Spells.aspx?ID=66), [_message_](/Spells.aspx?ID=190), [_prestidigitation_](/Spells.aspx?ID=229), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280) \n\n<title level=\"2\" right=\"\">Adult Sea Dragon</title> **Arcane Prepared Spells** DC 32, attack +26; As young sea dragon, plus **5th** [_mariner's curse_](/Spells.aspx?ID=184), [_tongues_](/Spells.aspx?ID=340), [_wall of ice_](/Spells.aspx?ID=364); **4th** [_dimension door_](/Spells.aspx?ID=69), [_gaseous form_](/Spells.aspx?ID=129), [_resilient sphere_](/Spells.aspx?ID=255); **Cantrips (5th)** [_detect magic_](/Spells.aspx?ID=66), [_message_](/Spells.aspx?ID=190), [_prestidigitation_](/Spells.aspx?ID=229), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280); **Rituals** DC 32; [commune with nature](/Rituals.aspx?ID=7) \n\n<title level=\"2\" right=\"\">Ancient Sea Dragon</title> **Arcane Prepared Spells** DC 38, attack +33; As adult sea dragon, plus **8th** [_disappearance_](/Spells.aspx?ID=73), [_discern location_](/Spells.aspx?ID=75), [_horrid wilting_](/Spells.aspx?ID=152); **7th** [_energy aegis_](/Spells.aspx?ID=100), [_project image_](/Spells.aspx?ID=237), [_spell turning_](/Spells.aspx?ID=297); **6th** [_phantasmal calamity_](/Spells.aspx?ID=218), [_repulsion_](/Spells.aspx?ID=254), [_true seeing_](/Spells.aspx?ID=344); **Cantrips (8th)** [_detect magic_](/Spells.aspx?ID=66), [_message_](/Spells.aspx?ID=190), [_prestidigitation_](/Spells.aspx?ID=229), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280); **Rituals** DC 38; [commune with nature](/Rituals.aspx?ID=7) \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Unexpected Homes</title>\r\n\r\nSea dragons, despite their friendliness, don't like to share their territory. The youngest and weakest sea dragons are often ousted by older and stronger opponents from even the smallest ponds. In desperation, these dragons sometimes take up residence in wells and cisterns, much to the shock of unsuspecting villagers.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Weixiyuan</title>\r\n\r\nSailors who brave the treacherous Valashmai Sea tell of the ancient sea dragon Weixiyuan, who rules the pristine waters bordering the monster-infested straits. Weixiyuan has been known to aid good-hearted voyagers who run into trouble near his territory. Though, powerful as he is, even he prefers not to enter the dangerous waters of the Valashmai Sea itself\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Imperial</title>\r\n\r\n**Related Families**\r\n[Dragon, Forest](/MonsterFamilies.aspx?ID=227), [Dragon, Sky](/MonsterFamilies.aspx?ID=229), [Dragon, Sovereign](/MonsterFamilies.aspx?ID=230), [Dragon, Underworld](/MonsterFamilies.aspx?ID=231)",
|
||
"name": "Dragon, Sea",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 77</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves …\r\n</summary>",
|
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|
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|
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"summary": "Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves …",
|
||
"summary_markdown": "Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves …",
|
||
"text": " Dragon, Sea Source Bestiary 3 pg. 77 Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle. Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty Members Adult Sea Dragon (Creature 12), Ancient Sea Dragon (Creature 17), Young Sea Dragon (Creature 8) Sea Dragon Spellcasters Sea dragon spellcasters tend to cast the following spells. Young Sea Dragon Arcane Prepared Spells DC 26, attack +19; 3rd feet to fins , haste , wall of wind ; 2nd hideous laughter , resist energy , water breathing ; 1st air bubble , grease , grim tendrils ; Cantrips (3rd) detect magic , message , prestidigitation , read aura , shield Adult Sea Dragon Arcane Prepared Spells DC 32, attack +26; As young sea dragon, plus 5th mariner's curse , tongues , wall of ice ; 4th dimension door , gaseous form , resilient sphere ; Cantrips (5th) detect magic , message , prestidigitation , read aura , shield ; Rituals DC 32; commune with nature Ancient Sea Dragon Arcane Prepared Spells DC 38, attack +33; As adult sea dragon, plus 8th disappearance , discern location , horrid wilting ; 7th energy aegis , project image , spell turning ; 6th phantasmal calamity , repulsion , true seeing ; Cantrips (8th) detect magic , message , prestidigitation , read aura , shield ; Rituals DC 38; commune with nature Unexpected Homes Sea dragons, despite their friendliness, don't like to share their territory. The youngest and weakest sea dragons are often ousted by older and stronger opponents from even the smallest ponds. In desperation, these dragons sometimes take up residence in wells and cisterns, much to the shock of unsuspecting villagers. Weixiyuan Sailors who brave the treacherous Valashmai Sea tell of the ancient sea dragon Weixiyuan, who rules the pristine waters bordering the monster-infested straits. Weixiyuan has been known to aid good-hearted voyagers who run into trouble near his territory. Though, powerful as he is, even he prefers not to enter the dangerous waters of the Valashmai Sea itself Dragon, Imperial Related Families Dragon, Forest, Dragon, Sky, Dragon, Sovereign, Dragon, Underworld",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=228",
|
||
"weakness": {}
|
||
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|
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|
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|
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"category": "creature-family",
|
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"creature_family": "Dragon, Sky",
|
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"creature_family_markdown": "Dragon, Sky",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-229",
|
||
"image": [
|
||
"/Images/Monsters/DragonImperial_Sky.png"
|
||
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|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Sky](/MonsterFamilies.aspx?ID=229)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 79</row>\n\nSky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation.\n\n The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Sky Dragon](/Monsters.aspx?ID=1129) (Creature 13), [Ancient Sky Dragon](/Monsters.aspx?ID=1130) (Creature 18), [Young Sky Dragon](/Monsters.aspx?ID=1128) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Arcane and Primal Sky Dragons</title>\r\n\r\nSome sky dragons choose not to pursue religious studies. Inquisitive individuals eagerly experiment with the arcane arts and hone their mastery over lightning. Others draw primal power from winds, rain, lightning, and thunder, working with sea dragons to bring about terrifying storms of retribution against wrongdoers.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Shinonome</title>\r\n\r\nHerald of the goddess [Shizuru](/Deities.aspx?ID=47), Shinonome is a paragon of the divine connection all sky dragons supposedly have. She upholds a tireless devotion to the goddess, carrying out her will on Golarion. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Sky Dragon Spellcasters</title>\r\n\r\nSky dragon spellcasters tend to cast the following spells. \n\n<title level=\"2\" right=\"\">Young Sky Dragon</title> **Divine Prepared Spells** DC 28, attack +21; **4th** [_discern lies_](/Spells.aspx?ID=74), [_dispel magic_](/Spells.aspx?ID=78), [_divine wrath_](/Spells.aspx?ID=86); **3rd** [_heroism_](/Spells.aspx?ID=149), [_locate_](/Spells.aspx?ID=173), [_wanderer's guide_](/Spells.aspx?ID=368); **2nd** [_augury_](/Spells.aspx?ID=15), [_comprehend language_](/Spells.aspx?ID=46), [_create food_](/Spells.aspx?ID=52); **1st** [_alarm_](/Spells.aspx?ID=7), [_bless_](/Spells.aspx?ID=25), [_detect alignment_](/Spells.aspx?ID=65) (at will, evil only), [_sanctuary_](/Spells.aspx?ID=266); **Cantrips (4th)** [_detect magic_](/Spells.aspx?ID=66), [_divine lance_](/Spells.aspx?ID=84), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280), [_stabilize_](/Spells.aspx?ID=307); **Rituals** DC 28; [consecrate](/Rituals.aspx?ID=8) \n\n<title level=\"2\" right=\"\">Adult Sky Dragon</title> **Divine Prepared Spells** DC 33, attack +26; As young sky dragon, plus **6th** [_blade barrier_](/Spells.aspx?ID=24), [_righteous might_](/Spells.aspx?ID=263), [_true seeing_](/Spells.aspx?ID=344); **5th** [_banishment_](/Spells.aspx?ID=19), [_prying eye_](/Spells.aspx?ID=239), [_tongues_](/Spells.aspx?ID=340); **Cantrips (6th)** [_detect magic_](/Spells.aspx?ID=66), [_divine lance_](/Spells.aspx?ID=84), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280), [_stabilize_](/Spells.aspx?ID=307); **Rituals** DC 33; [atone](/Rituals.aspx?ID=2) \n\n<title level=\"2\" right=\"\">Ancient Sky Dragon</title> **Divine Prepared Spells** DC 42, attack +36; As adult sky dragon, plus **8th** [_discern location_](/Spells.aspx?ID=75), [_divine aura_](/Spells.aspx?ID=81), [_divine decree_](/Spells.aspx?ID=82); **7th** [_energy aegis_](/Spells.aspx?ID=100), [_prismatic spray_](/Spells.aspx?ID=233), [_sunburst_](/Spells.aspx?ID=326); **Cantrips (9th)** [_detect magic_](/Spells.aspx?ID=66), [_divine lance_](/Spells.aspx?ID=84), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280), [_stabilize_](/Spells.aspx?ID=307); **Rituals** DC 42; [legend lore](/Rituals.aspx?ID=15)\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Imperial</title>\r\n\r\n**Related Families**\r\n[Dragon, Forest](/MonsterFamilies.aspx?ID=227), [Dragon, Sea](/MonsterFamilies.aspx?ID=228), [Dragon, Sovereign](/MonsterFamilies.aspx?ID=230), [Dragon, Underworld](/MonsterFamilies.aspx?ID=231)",
|
||
"name": "Dragon, Sky",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 79</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons …\r\n</summary>",
|
||
"source": [
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|
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|
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|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 79</row>",
|
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"speed": {},
|
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"summary": "Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons …",
|
||
"summary_markdown": "Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons …",
|
||
"text": " Dragon, Sky Source Bestiary 3 pg. 79 Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation. The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit. Members Adult Sky Dragon (Creature 13), Ancient Sky Dragon (Creature 18), Young Sky Dragon (Creature 9) Arcane and Primal Sky Dragons Some sky dragons choose not to pursue religious studies. Inquisitive individuals eagerly experiment with the arcane arts and hone their mastery over lightning. Others draw primal power from winds, rain, lightning, and thunder, working with sea dragons to bring about terrifying storms of retribution against wrongdoers. Shinonome Herald of the goddess Shizuru, Shinonome is a paragon of the divine connection all sky dragons supposedly have. She upholds a tireless devotion to the goddess, carrying out her will on Golarion. Sky Dragon Spellcasters Sky dragon spellcasters tend to cast the following spells. Young Sky Dragon Divine Prepared Spells DC 28, attack +21; 4th discern lies , dispel magic , divine wrath ; 3rd heroism , locate , wanderer's guide ; 2nd augury , comprehend language , create food ; 1st alarm , bless , detect alignment (at will, evil only), sanctuary ; Cantrips (4th) detect magic , divine lance , read aura , shield , stabilize ; Rituals DC 28; consecrate Adult Sky Dragon Divine Prepared Spells DC 33, attack +26; As young sky dragon, plus 6th blade barrier , righteous might , true seeing ; 5th banishment , prying eye , tongues ; Cantrips (6th) detect magic , divine lance , read aura , shield , stabilize ; Rituals DC 33; atone Ancient Sky Dragon Divine Prepared Spells DC 42, attack +36; As adult sky dragon, plus 8th discern location , divine aura , divine decree ; 7th energy aegis , prismatic spray , sunburst ; Cantrips (9th) detect magic , divine lance , read aura , shield , stabilize ; Rituals DC 42; legend lore Dragon, Imperial Related Families Dragon, Forest, Dragon, Sea, Dragon, Sovereign, Dragon, Underworld",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=229",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Dragon, Sovereign",
|
||
"creature_family_markdown": "Dragon, Sovereign",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-230",
|
||
"image": [
|
||
"/Images/Monsters/DragonImperial_Sovereign.png"
|
||
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|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Sovereign](/MonsterFamilies.aspx?ID=230)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 81</row>\n\nThe most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers—but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth.\n\n Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators.\n\n Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Sovereign Dragon](/Monsters.aspx?ID=1132) (Creature 15), [Ancient Sovereign Dragon](/Monsters.aspx?ID=1133) (Creature 20), [Young Sovereign Dragon](/Monsters.aspx?ID=1131) (Creature 11)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Pham Duc Quan</title>\r\n\r\nA succession of sovereign dragons has ruled the Tian nation of Xa Hoi for nearly 7,000 years. The current Dragon King is Pham Duc Quan, who guided Xa Hoi through the chaos after the ancient empire of Lung Wa fell at the start of the Age of Lost Omens. Under the dragon's stable leadership, Xa Hoi emerged as one of the strongest nations in Tian Xia.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Sovereign Dragon Spellcasters</title>\r\n\r\nSovereign dragon spellcasters tend to cast the following spells. \n\n<title level=\"2\" right=\"\">Young Sovereign Dragon</title> **Occult Prepared Spells** DC 29, attack +23; **4th** [_calm emotions_](/Spells.aspx?ID=31), [_detect scrying_](/Spells.aspx?ID=68), [_silence_](/Spells.aspx?ID=287); **3rd** [_enthrall_](/Spells.aspx?ID=104), [_heroism_](/Spells.aspx?ID=149), [_hypnotic pattern_](/Spells.aspx?ID=157); **2nd** [_comprehend language_](/Spells.aspx?ID=46), [_remove fear_](/Spells.aspx?ID=252), [_status_](/Spells.aspx?ID=308); **1st** [_command_](/Spells.aspx?ID=45), [_illusory disguise_](/Spells.aspx?ID=159), [_true strike_](/Spells.aspx?ID=345); **Cantrips (4th)** [_daze_](/Spells.aspx?ID=61), [_detect magic_](/Spells.aspx?ID=66), [_prestidigitation_](/Spells.aspx?ID=229), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280) \n\n<title level=\"2\" right=\"\">Adult Sovereign Dragon</title> **Occult Prepared Spells** DC 36, attack +30; As young sovereign dragon, plus **6th** [_dominate_](/Spells.aspx?ID=87), [_feeblemind_](/Spells.aspx?ID=112), [_zealous conviction_](/Spells.aspx?ID=378); **5th** [_dreaming potential_](/Spells.aspx?ID=91), [_subconscious suggestion_](/Spells.aspx?ID=314), [_tongues_](/Spells.aspx?ID=340); **Cantrips (6th)** [_daze_](/Spells.aspx?ID=61), [_detect magic_](/Spells.aspx?ID=66), [_prestidigitation_](/Spells.aspx?ID=229), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280) \n\n<title level=\"2\" right=\"\">Ancient Sovereign Dragon</title> **Occult Prepared Spells** DC 43, attack +38; As adult sovereign dragon, plus **9th** [_foresight_](/Spells.aspx?ID=127), [_overwhelming presence_](/Spells.aspx?ID=212), [_telepathic demand_](/Spells.aspx?ID=336); **8th** [_disappearance_](/Spells.aspx?ID=73), [_dream council_](/Spells.aspx?ID=89), [_maze_](/Spells.aspx?ID=187); **7th** [_dimensional lock_](/Spells.aspx?ID=71), [_magnificent mansion_](/Spells.aspx?ID=183), [_true target_](/Spells.aspx?ID=346); **Cantrips (9th)** [_daze_](/Spells.aspx?ID=61), [_detect magic_](/Spells.aspx?ID=66), [_prestidigitation_](/Spells.aspx?ID=229), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280)\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Imperial</title>\r\n\r\n**Related Families**\r\n[Dragon, Forest](/MonsterFamilies.aspx?ID=227), [Dragon, Sea](/MonsterFamilies.aspx?ID=228), [Dragon, Sky](/MonsterFamilies.aspx?ID=229), [Dragon, Underworld](/MonsterFamilies.aspx?ID=231)",
|
||
"name": "Dragon, Sovereign",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 81</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting …\r\n</summary>",
|
||
"source": [
|
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|
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|
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|
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|
||
"summary": "The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting …",
|
||
"summary_markdown": "The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting …",
|
||
"text": " Dragon, Sovereign Source Bestiary 3 pg. 81 The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers—but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth. Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators. Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms. Members Adult Sovereign Dragon (Creature 15), Ancient Sovereign Dragon (Creature 20), Young Sovereign Dragon (Creature 11) Pham Duc Quan A succession of sovereign dragons has ruled the Tian nation of Xa Hoi for nearly 7,000 years. The current Dragon King is Pham Duc Quan, who guided Xa Hoi through the chaos after the ancient empire of Lung Wa fell at the start of the Age of Lost Omens. Under the dragon's stable leadership, Xa Hoi emerged as one of the strongest nations in Tian Xia. Sovereign Dragon Spellcasters Sovereign dragon spellcasters tend to cast the following spells. Young Sovereign Dragon Occult Prepared Spells DC 29, attack +23; 4th calm emotions , detect scrying , silence ; 3rd enthrall , heroism , hypnotic pattern ; 2nd comprehend language , remove fear , status ; 1st command , illusory disguise , true strike ; Cantrips (4th) daze , detect magic , prestidigitation , read aura , shield Adult Sovereign Dragon Occult Prepared Spells DC 36, attack +30; As young sovereign dragon, plus 6th dominate , feeblemind , zealous conviction ; 5th dreaming potential , subconscious suggestion , tongues ; Cantrips (6th) daze , detect magic , prestidigitation , read aura , shield Ancient Sovereign Dragon Occult Prepared Spells DC 43, attack +38; As adult sovereign dragon, plus 9th foresight , overwhelming presence , telepathic demand ; 8th disappearance , dream council , maze ; 7th dimensional lock , magnificent mansion , true target ; Cantrips (9th) daze , detect magic , prestidigitation , read aura , shield Dragon, Imperial Related Families Dragon, Forest, Dragon, Sea, Dragon, Sky, Dragon, Underworld",
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"url": "/MonsterFamilies.aspx?ID=230",
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|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Dragon, Underworld](/MonsterFamilies.aspx?ID=231)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 83</row>\n\nUnderworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty.\n\n Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite items with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adult Underworld Dragon](/Monsters.aspx?ID=1135) (Creature 11), [Ancient Underworld Dragon](/Monsters.aspx?ID=1136) (Creature 16), [Young Underworld Dragon](/Monsters.aspx?ID=1134) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Jirukarakaza</title>\r\n\r\nThe great wyrm underworld dragon Jirukarakaza maintains a massive treasure hoard in his lair beneath the Three Fires, a trio of volcanic mountains in eastern Tian Xia. A new ruler on the Jade Throne stymied his plans to expand his empire by claiming the trade city of Hiyosai in Minkai, and now he plots his revenge. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Underworld Dragon Spellcasters</title>\r\n\r\nUnderworld dragon spellcasters tend to cast the following spells. \n\n<title level=\"2\" right=\"\">Young Underworld Dragon</title> **Prepared Arcane Spells** DC 25, attack +18; **3rd** [_earthbind_](/Spells.aspx?ID=94), [_stinking cloud_](/Spells.aspx?ID=309); **2nd** [_glitterdust_](/Spells.aspx?ID=136), [_knock_](/Spells.aspx?ID=168), [_resist energy_](/Spells.aspx?ID=256); **1st** [_floating disk_](/Spells.aspx?ID=124), [_magic missile_](/Spells.aspx?ID=180), [_ray of enfeeblement_](/Spells.aspx?ID=244); **Cantrips (3rd)** [_acid splash_](/Spells.aspx?ID=3), [_mage hand_](/Spells.aspx?ID=177), [_produce flame_](/Spells.aspx?ID=236), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280) \n\n<title level=\"2\" right=\"\">Adult Underworld Dragon</title> **Prepared Arcane Spells** DC 30, attack +24; As young underworld dragon, plus **5th** [_cloudkill_](/Spells.aspx?ID=42), [_prying eye_](/Spells.aspx?ID=239); 4th [_dimension door_](/Spells.aspx?ID=69), [_hallucinatory terrain_](/Spells.aspx?ID=145), [_private sanctum_](/Spells.aspx?ID=235); 3rd [_slow_](/Spells.aspx?ID=289); **Cantrips (5th)** [_acid splash_](/Spells.aspx?ID=3), [_mage hand_](/Spells.aspx?ID=177), [_produce flame_](/Spells.aspx?ID=236), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280) \n\n<title level=\"2\" right=\"\">Ancient Underworld Dragon</title> **Prepared Arcane Spells** DC 37, attack +32; As adult underworld dragon, plus **7th** [_fiery body_](/Spells.aspx?ID=115), [_power word blind_](/Spells.aspx?ID=226), [_reverse gravity_](/Spells.aspx?ID=261); **6th** [_mislead_](/Spells.aspx?ID=199), [_spellwrack_](/Spells.aspx?ID=298), [_true seeing_](/Spells.aspx?ID=344); **5th** [_mind probe_](/Spells.aspx?ID=193); **Cantrips (7th)** [_acid splash_](/Spells.aspx?ID=3), [_mage hand_](/Spells.aspx?ID=177), [_produce flame_](/Spells.aspx?ID=236), [_read aura_](/Spells.aspx?ID=246), [_shield_](/Spells.aspx?ID=280)\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Dragon, Imperial</title>\r\n\r\n**Related Families**\r\n[Dragon, Forest](/MonsterFamilies.aspx?ID=227), [Dragon, Sea](/MonsterFamilies.aspx?ID=228), [Dragon, Sky](/MonsterFamilies.aspx?ID=229), [Dragon, Sovereign](/MonsterFamilies.aspx?ID=230)",
|
||
"name": "Dragon, Underworld",
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"rarity": "common",
|
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"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 83</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nUnderworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just …\r\n</summary>",
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"summary": "Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just …",
|
||
"summary_markdown": "Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just …",
|
||
"text": " Dragon, Underworld Source Bestiary 3 pg. 83 Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty. Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite items with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies. Members Adult Underworld Dragon (Creature 11), Ancient Underworld Dragon (Creature 16), Young Underworld Dragon (Creature 7) Jirukarakaza The great wyrm underworld dragon Jirukarakaza maintains a massive treasure hoard in his lair beneath the Three Fires, a trio of volcanic mountains in eastern Tian Xia. A new ruler on the Jade Throne stymied his plans to expand his empire by claiming the trade city of Hiyosai in Minkai, and now he plots his revenge. Underworld Dragon Spellcasters Underworld dragon spellcasters tend to cast the following spells. Young Underworld Dragon Prepared Arcane Spells DC 25, attack +18; 3rd earthbind , stinking cloud ; 2nd glitterdust , knock , resist energy ; 1st floating disk , magic missile , ray of enfeeblement ; Cantrips (3rd) acid splash , mage hand , produce flame , read aura , shield Adult Underworld Dragon Prepared Arcane Spells DC 30, attack +24; As young underworld dragon, plus 5th cloudkill , prying eye ; 4th dimension door , hallucinatory terrain , private sanctum ; 3rd slow ; Cantrips (5th) acid splash , mage hand , produce flame , read aura , shield Ancient Underworld Dragon Prepared Arcane Spells DC 37, attack +32; As adult underworld dragon, plus 7th fiery body , power word blind , reverse gravity ; 6th mislead , spellwrack , true seeing ; 5th mind probe ; Cantrips (7th) acid splash , mage hand , produce flame , read aura , shield Dragon, Imperial Related Families Dragon, Forest, Dragon, Sea, Dragon, Sky, Dragon, Sovereign",
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"url": "/MonsterFamilies.aspx?ID=231",
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"id": "creature-family-232",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Elemental, Wisp](/MonsterFamilies.aspx?ID=232)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 90</row>\n\nWisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the evil [Elemental Lords](/DeityCategories.aspx?ID=8) realized the value of the wisps' resonance, they captured whole symphonies for use as servants.\n\n Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the [Material Plane](/Planes.aspx?ID=1), but they're usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.\n\n Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.\r\n\r\n<title level=\"2\">Members</title>\r\n[Air Wisp](/Monsters.aspx?ID=1142) (Creature 0), [Earth Wisp](/Monsters.aspx?ID=1143) (Creature 0), [Fire Wisp](/Monsters.aspx?ID=1144) (Creature 0), [Water Wisp](/Monsters.aspx?ID=1145) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Wisp Conductors</title>\r\n\r\nWisp conductors are the leaders of wisp symphonies. Conductors are usually at least 3 levels higher than the wisps presented here and have a Charisma modifier to reflect their leadership. They're also typically trained in [Performance](/Skills.aspx?ID=12) and command basic spellcasting abilities as well as other special abilities, similar to a [bard](/Classes.aspx?ID=3). \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Wisp Symphonies</title>\r\n\r\nDozens or even hundreds of wisps of all types can gather in a wisp symphony, usually with one or more wisp conductors. These groups are rare now that the majority of their kind exists in servitude to the [Elemental Lords](/DeityCategories.aspx?ID=8), but a few free symphonies still roam the Elemental Planes, and legends tell of the transcendent songs they produce together. These groups of wisps use the rules for a [swarm](/Traits.aspx?ID=239) and can't Accord Essence, but collectively they can produce damaging area effects or cast certain spells\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Elemental</title>\r\n\r\n**Related Families**\r\n[Elemental, Air](/MonsterFamilies.aspx?ID=41), [Elemental, Earth](/MonsterFamilies.aspx?ID=42), [Elemental, Fire](/MonsterFamilies.aspx?ID=43), [Elemental, Mephit](/MonsterFamilies.aspx?ID=44), [Elemental, Water](/MonsterFamilies.aspx?ID=45)",
|
||
"name": "Elemental, Wisp",
|
||
"rarity": "common",
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||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 90</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting …\r\n</summary>",
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"summary": "Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting …",
|
||
"summary_markdown": "Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting …",
|
||
"text": " Elemental, Wisp Source Bestiary 3 pg. 90 Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the evil Elemental Lords realized the value of the wisps' resonance, they captured whole symphonies for use as servants. Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Material Plane, but they're usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades. Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days. Members Air Wisp (Creature 0), Earth Wisp (Creature 0), Fire Wisp (Creature 0), Water Wisp (Creature 0) Wisp Conductors Wisp conductors are the leaders of wisp symphonies. Conductors are usually at least 3 levels higher than the wisps presented here and have a Charisma modifier to reflect their leadership. They're also typically trained in Performance and command basic spellcasting abilities as well as other special abilities, similar to a bard. Wisp Symphonies Dozens or even hundreds of wisps of all types can gather in a wisp symphony, usually with one or more wisp conductors. These groups are rare now that the majority of their kind exists in servitude to the Elemental Lords, but a few free symphonies still roam the Elemental Planes, and legends tell of the transcendent songs they produce together. These groups of wisps use the rules for a swarm and can't Accord Essence, but collectively they can produce damaging area effects or cast certain spells Elemental Related Families Elemental, Air, Elemental, Earth, Elemental, Fire, Elemental, Mephit, Elemental, Water",
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"type": "Creature Family",
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"id": "creature-family-233",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Ennosite](/MonsterFamilies.aspx?ID=233)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 92</row>\n\nThe [Astral Plane](/Planes.aspx?ID=8) is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors—predators seeking to poach from the River of Souls, [psychopomps](/MonsterFamilies.aspx?ID=83) guarding against such incursions, and [aeons](/MonsterFamilies.aspx?ID=2) monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites.\n\n An ennosite's form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms.\r\n\r\n<title level=\"2\">Members</title>\r\n[Adachros](/Monsters.aspx?ID=1149) (Creature 13), [Caulborn](/Monsters.aspx?ID=1148) (Creature 7), [Ioton](/Monsters.aspx?ID=1146) (Creature 0), [Loreavor](/Monsters.aspx?ID=1942) (Creature 9), [Shulsaga](/Monsters.aspx?ID=1147) (Creature 3)",
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"name": "Ennosite",
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"rarity": "common",
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"release_date": "2021-04-07",
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 92</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance …\r\n</summary>",
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"speed": {},
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"summary": "The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance …",
|
||
"summary_markdown": "The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance …",
|
||
"text": " Ennosite Source Bestiary 3 pg. 92 The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors—predators seeking to poach from the River of Souls, psychopomps guarding against such incursions, and aeons monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites. An ennosite's form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms. Members Adachros (Creature 13), Caulborn (Creature 7), Ioton (Creature 0), Loreavor (Creature 9), Shulsaga (Creature 3)",
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"creature_family": "Eurypterid",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Eurypterid](/MonsterFamilies.aspx?ID=234)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 97</row>\n\nFearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, they have robust respiratory systems that allow them to survive indefinitely on land. All eurypterids possess claws as well as stingers that can inject venom. \r\n\r\n<title level=\"2\">Members</title>\r\n[Common Eurypterid](/Monsters.aspx?ID=1151) (Creature -1), [Spiny Eurypterid](/Monsters.aspx?ID=1152) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Acquired Taste</title>\r\n\r\nThe meat of a eurypterid is generally considered an acquired taste, as the flesh turns gelatinous when heated, but those who enjoy it claim its taste falls somewhere between sweet shrimp and crab. A market exists for eurypterid meat, especially for more dangerous varieties like the spiny eurypterid, but supply remains low as most fishermen won't risk baiting a creature that could ruin an entire day's catch.\r\n</aside>",
|
||
"name": "Eurypterid",
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"rarity": "common",
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"release_date": "2021-04-07",
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 97</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, …\r\n</summary>",
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"summary": "Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, …",
|
||
"summary_markdown": "Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, …",
|
||
"text": " Eurypterid Source Bestiary 3 pg. 97 Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, they have robust respiratory systems that allow them to survive indefinitely on land. All eurypterids possess claws as well as stingers that can inject venom. Members Common Eurypterid (Creature -1), Spiny Eurypterid (Creature 5) Acquired Taste The meat of a eurypterid is generally considered an acquired taste, as the flesh turns gelatinous when heated, but those who enjoy it claim its taste falls somewhere between sweet shrimp and crab. A market exists for eurypterid meat, especially for more dangerous varieties like the spiny eurypterid, but supply remains low as most fishermen won't risk baiting a creature that could ruin an entire day's catch. ",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=234",
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"category": "creature-family",
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"creature_family": "Fish",
|
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"creature_family_markdown": "Fish",
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"exclude_from_search": false,
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"id": "creature-family-235",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Fish](/MonsterFamilies.aspx?ID=235)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 99</row>\n\nSwimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, fish are found nearly anywhere there is water.\r\n\r\n<title level=\"2\">Members</title>\r\n[Piranha Swarm](/Monsters.aspx?ID=1155) (Creature 3), [Pufferfish](/Monsters.aspx?ID=1154) (Creature -1)",
|
||
"name": "Fish",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 99</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSwimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 99"
|
||
],
|
||
"source_category": "Rulebooks",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 99</row>",
|
||
"speed": {},
|
||
"summary": "Swimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, …",
|
||
"summary_markdown": "Swimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, …",
|
||
"text": " Fish Source Bestiary 3 pg. 99 Swimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, fish are found nearly anywhere there is water. Members Piranha Swarm (Creature 3), Pufferfish (Creature -1)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=235",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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"category": "creature-family",
|
||
"creature_family": "Fox",
|
||
"creature_family_markdown": "Fox",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-236",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Fox](/MonsterFamilies.aspx?ID=236)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 102</row>\n\nElusive and shrewd, foxes have gained a reputation as sly tricksters, earning them a place in many folk tales.\r\n\r\n<title level=\"2\">Members</title>\r\n[Fading Fox](/Monsters.aspx?ID=1159) (Creature 2), [Red Fox](/Monsters.aspx?ID=1158) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Noble Quarry</title>\r\n\r\nIn Taldor, the hunt is an ancient institution steeped in ceremony. For Taldan nobles, the hunt and its pageantry offer a chance to showcase martial skill and wealth while reaffirming tradition and etiquette. Alliances are forged and political maneuvering happens around the post-hunt banquet table, so a successful hunt is of paramount importance. To this end, Taldan game wardens have spent centuries using selective breeding and magic to raise new species of boars, foxes, stags, and other quarry that share the most sought-after traits of their forebears and offer the best sport. Despite resistance from druidic orders and the damage to crops and livestock these creatures cause, the practice is sanctioned by royal decree. \r\n</aside>",
|
||
"name": "Fox",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 102</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nElusive and shrewd, foxes have gained a reputation as sly tricksters, earning them a place in many folk tales.\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
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"Bestiary 3 pg. 102"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 102</row>",
|
||
"speed": {},
|
||
"summary": "Elusive and shrewd, foxes have gained a reputation as sly tricksters, earning them a place in many folk tales.",
|
||
"summary_markdown": "Elusive and shrewd, foxes have gained a reputation as sly tricksters, earning them a place in many folk tales.",
|
||
"text": " Fox Source Bestiary 3 pg. 102 Elusive and shrewd, foxes have gained a reputation as sly tricksters, earning them a place in many folk tales. Members Fading Fox (Creature 2), Red Fox (Creature -1) Noble Quarry In Taldor, the hunt is an ancient institution steeped in ceremony. For Taldan nobles, the hunt and its pageantry offer a chance to showcase martial skill and wealth while reaffirming tradition and etiquette. Alliances are forged and political maneuvering happens around the post-hunt banquet table, so a successful hunt is of paramount importance. To this end, Taldan game wardens have spent centuries using selective breeding and magic to raise new species of boars, foxes, stags, and other quarry that share the most sought-after traits of their forebears and offer the best sport. Despite resistance from druidic orders and the damage to crops and livestock these creatures cause, the practice is sanctioned by royal decree. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=236",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Gathlain",
|
||
"creature_family_markdown": "Gathlain",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-237",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Gathlain](/MonsterFamilies.aspx?ID=237)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 105</row>\n\nGathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little [fey](/Traits.aspx?ID=69) want nothing more than to explore the many wonders of the world for their own pleasure. \n\nBorn of magical trees in seed pods that float hundreds of miles on the wind, gathlains are a bizarre mix of flesh and flora. Sprigs of mistletoe bloom from their back and form a delicate pair of wings. They enjoy adorning themselves with oddities found on their journeys, such as beads, pieces of fine cloth, and bits of armor. The fey see these accessories as trophies, proof of their travels, and mementos of their adventures.\n\n The typical gathlain is only 2 feet tall, but their small size doesn't deter them from seeking out and exploring potentially dangerous places. They sometimes even use their size to their advantage, squeezing through tight spaces that most would never be able to fit through. Moreover, their vine-laced wings let them reach heights many adventurers would find daunting. These traits have made them celebrated explorers whose presence is welcome in a group of travelers—so long as everyone is prepared for their nigh-endless questions. A conversation with a gathlain can feel more like an interrogation, as they care little for the comfort of others if it means they will learn something new and interesting to add to their range of knowledge.\n\n Gathlains are particularly fond of [gnomes](/Ancestries.aspx?ID=3), as they feel a sort of familial attachment to their exiled fey kin, and attempt to ingratiate themselves with any gnomes they run across. Gnomes don't always return this affection and many tend to distrust gathlains, due to the smaller creatures' gossipy and flighty nature.\r\n\r\n<title level=\"2\">Members</title>\r\n[Gathlain Wanderer](/Monsters.aspx?ID=1163) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Gathlain Homes</title>\r\n\r\nWhen they decide to settle down, gathlains most often make their homes deep in the forests, among the treetops. Being amid the leaves and vines makes them feel safe, as it reminds them of their birth tree. They tend to make dwellings for themselves out of branches and bits of wood, crafting rooms to house the treasures they've found on their journeys. Gathlains with a greater affinity for other types of terrain settle down in all sorts of places and have a [Lore](/Skills.aspx?ID=8) skill corresponding to their favored terrain instead of Forest Lore.\r\n</aside>",
|
||
"name": "Gathlain",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 105</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little fey want …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 105"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 105</row>",
|
||
"speed": {},
|
||
"summary": "Gathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little fey want …",
|
||
"summary_markdown": "Gathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little fey want …",
|
||
"text": " Gathlain Source Bestiary 3 pg. 105 Gathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little fey want nothing more than to explore the many wonders of the world for their own pleasure. Born of magical trees in seed pods that float hundreds of miles on the wind, gathlains are a bizarre mix of flesh and flora. Sprigs of mistletoe bloom from their back and form a delicate pair of wings. They enjoy adorning themselves with oddities found on their journeys, such as beads, pieces of fine cloth, and bits of armor. The fey see these accessories as trophies, proof of their travels, and mementos of their adventures. The typical gathlain is only 2 feet tall, but their small size doesn't deter them from seeking out and exploring potentially dangerous places. They sometimes even use their size to their advantage, squeezing through tight spaces that most would never be able to fit through. Moreover, their vine-laced wings let them reach heights many adventurers would find daunting. These traits have made them celebrated explorers whose presence is welcome in a group of travelers—so long as everyone is prepared for their nigh-endless questions. A conversation with a gathlain can feel more like an interrogation, as they care little for the comfort of others if it means they will learn something new and interesting to add to their range of knowledge. Gathlains are particularly fond of gnomes, as they feel a sort of familial attachment to their exiled fey kin, and attempt to ingratiate themselves with any gnomes they run across. Gnomes don't always return this affection and many tend to distrust gathlains, due to the smaller creatures' gossipy and flighty nature. Members Gathlain Wanderer (Creature 1) Gathlain Homes When they decide to settle down, gathlains most often make their homes deep in the forests, among the treetops. Being amid the leaves and vines makes them feel safe, as it reminds them of their birth tree. They tend to make dwellings for themselves out of branches and bits of wood, crafting rooms to house the treasures they've found on their journeys. Gathlains with a greater affinity for other types of terrain settle down in all sorts of places and have a Lore skill corresponding to their favored terrain instead of Forest Lore. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=237",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Ghoran",
|
||
"creature_family_markdown": "Ghoran",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-238",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Ghoran](/MonsterFamilies.aspx?ID=238)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 106</row>\n\nGhorans are sentient plants who grow in the shape of humanoids. A ghoran's body is composed of one large seed encased in rich vegetable tissue covered with dense, green rinds. In place of a face ghorans sport a bouquet of vividly colored flower petals with gaps and ridges suggesting facial features, which they can shift to express emotion.\n\n Magically created to be a delicious and nutritious food source that could adapt to hazardous environments, ghorans evolved to develop sentience, speech, and ambulatory bodies that could mimic humanoid forms and behavior to discourage predation. Ghorans find the concept of gender confounding, though some display visual gender cues to put humanoids at ease or leverage societal expectations to their own advantage.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ghoran Manipulator](/Monsters.aspx?ID=1164) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Ghoran Seeds</title>\r\n\r\nEvery ghoran contains a single, fist-sized seed imprinted with their memories. When planted, this seed sprouts a new body and the original falls dead. Ghorans can't create additional seeds\r\n</aside>",
|
||
"name": "Ghoran",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 106</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGhorans are sentient plants who grow in the shape of humanoids. A ghoran's body is composed of one large seed encased in rich vegetable tissue …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 106"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 106</row>",
|
||
"speed": {},
|
||
"summary": "Ghorans are sentient plants who grow in the shape of humanoids. A ghoran's body is composed of one large seed encased in rich vegetable tissue …",
|
||
"summary_markdown": "Ghorans are sentient plants who grow in the shape of humanoids. A ghoran's body is composed of one large seed encased in rich vegetable tissue …",
|
||
"text": " Ghoran Source Bestiary 3 pg. 106 Ghorans are sentient plants who grow in the shape of humanoids. A ghoran's body is composed of one large seed encased in rich vegetable tissue covered with dense, green rinds. In place of a face ghorans sport a bouquet of vividly colored flower petals with gaps and ridges suggesting facial features, which they can shift to express emotion. Magically created to be a delicious and nutritious food source that could adapt to hazardous environments, ghorans evolved to develop sentience, speech, and ambulatory bodies that could mimic humanoid forms and behavior to discourage predation. Ghorans find the concept of gender confounding, though some display visual gender cues to put humanoids at ease or leverage societal expectations to their own advantage. Members Ghoran Manipulator (Creature 3) Ghoran Seeds Every ghoran contains a single, fist-sized seed imprinted with their memories. When planted, this seed sprouts a new body and the original falls dead. Ghorans can't create additional seeds ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=238",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Girtablilu",
|
||
"creature_family_markdown": "Girtablilu",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-239",
|
||
"image": [
|
||
"/Images/Monsters/Girtablilu.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Girtablilu](/MonsterFamilies.aspx?ID=239)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 112</row>\n\nGirtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory.\n\n Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. Instead, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert's shifting sands.\n\n Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. A few even proudly share their beliefs with others, eager for the opportunity to preach to someone new. But girtablilus show no mercy to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith.\n\n Girtablilus are skilled fighters who keep trained [giant scorpions](/Monsters.aspx?ID=356) as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu's physical prowess—or their deadly venom.\r\n\r\n<title level=\"2\">Members</title>\r\n[Girtablilu Seer](/Monsters.aspx?ID=1171) (Creature 12), [Girtablilu Sentry](/Monsters.aspx?ID=1170) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Allied Guardians</title>\r\n\r\nAs defenders of ancient sites, girtablilus often find themselves in similar territory as [maftets](/MonsterFamilies.aspx?ID=246). They also occasionally collaborate with [garudas](/Monsters.aspx?ID=1162) and sometimes even wisdom-seeking [nagas](/MonsterFamilies.aspx?ID=75) so long as these creatures maintain respect for the girtablilus' domains.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Bonds of Faith</title>\r\n\r\nGirtablilu communities usually form around common beliefs rather than familial bonds, with a greater importance placed on chosen family than blood relations. While rare, there have even been cases of members of other ancestries living among girtablilu communities. When outsiders appeal to study the girtablilu's protected sites or to join a girtablilu community, the divine leader has the final say on who is welcome.\r\n</aside>",
|
||
"name": "Girtablilu",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 112</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGirtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 112"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 112</row>",
|
||
"speed": {},
|
||
"summary": "Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often …",
|
||
"summary_markdown": "Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often …",
|
||
"text": " Girtablilu Source Bestiary 3 pg. 112 Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory. Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. Instead, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert's shifting sands. Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. A few even proudly share their beliefs with others, eager for the opportunity to preach to someone new. But girtablilus show no mercy to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith. Girtablilus are skilled fighters who keep trained giant scorpions as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu's physical prowess—or their deadly venom. Members Girtablilu Seer (Creature 12), Girtablilu Sentry (Creature 8) Allied Guardians As defenders of ancient sites, girtablilus often find themselves in similar territory as maftets. They also occasionally collaborate with garudas and sometimes even wisdom-seeking nagas so long as these creatures maintain respect for the girtablilus' domains. Bonds of Faith Girtablilu communities usually form around common beliefs rather than familial bonds, with a greater importance placed on chosen family than blood relations. While rare, there have even been cases of members of other ancestries living among girtablilu communities. When outsiders appeal to study the girtablilu's protected sites or to join a girtablilu community, the divine leader has the final say on who is welcome. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=239",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Grioth",
|
||
"creature_family_markdown": "Grioth",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-240",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Grioth](/MonsterFamilies.aspx?ID=240)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 122</row>\n\nPlanets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such dead worlds are coveted by the horrific creatures known as grioths, who endure the awful cold on these wandering worlds and convert them into planetary temples devoted to the dark gods of the [Elder Mythos](/DeityCategories.aspx?ID=13). From these bastions of frozen darkness, grioths seek out warm, living worlds to tear away from their respective suns through forbidden rituals, a process that often takes numerous generations.\n\n A single cultist typically leads a grioth scouting party, and the group seeks out a disused or forgotten location on the fringe of rural settlements as their initial invasion point. Over several generations, a grioth settlement grows powerful and conquers the surrounding cultures, and eventually, powerful grioths descend from the stars to begin the next stage of planetary conquest.\n\n Grioths speak a language composed of trills and clicks. While capable of speaking other languages, they do so in dry, raspy voices. As grioths have wings, wriggling tails, and four-eyed, bat-like visages, many cultures mistakenly associate them with the evil Outer Planes, but they very much belong to this reality.\r\n\r\n<title level=\"2\">Members</title>\r\n[Grioth Cultist](/Monsters.aspx?ID=1181) (Creature 3), [Grioth Scout](/Monsters.aspx?ID=1180) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Haunter in the Dark</title>\r\n\r\nNyarlathotep is often venerated by grioths in a bat-like incarnation with a three-lobed burning eye known as the [Haunter in the Dark](/Deities.aspx?ID=222). His symbol is a circle with wing-shaped arms and he grants the following benefits.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Void Glass</title>\r\n\r\nVoidglass is an otherworldly crystalline material that resembles pale blue glass but possesses the strength of iron. It becomes soft and workable when exposed to the right combination of cosmic radiation and lack of atmosphere\r\n</aside>",
|
||
"name": "Grioth",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 122</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPlanets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such dead worlds are coveted by the …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 122"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 122</row>",
|
||
"speed": {},
|
||
"summary": "Planets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such dead worlds are coveted by the …",
|
||
"summary_markdown": "Planets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such dead worlds are coveted by the …",
|
||
"text": " Grioth Source Bestiary 3 pg. 122 Planets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such dead worlds are coveted by the horrific creatures known as grioths, who endure the awful cold on these wandering worlds and convert them into planetary temples devoted to the dark gods of the Elder Mythos. From these bastions of frozen darkness, grioths seek out warm, living worlds to tear away from their respective suns through forbidden rituals, a process that often takes numerous generations. A single cultist typically leads a grioth scouting party, and the group seeks out a disused or forgotten location on the fringe of rural settlements as their initial invasion point. Over several generations, a grioth settlement grows powerful and conquers the surrounding cultures, and eventually, powerful grioths descend from the stars to begin the next stage of planetary conquest. Grioths speak a language composed of trills and clicks. While capable of speaking other languages, they do so in dry, raspy voices. As grioths have wings, wriggling tails, and four-eyed, bat-like visages, many cultures mistakenly associate them with the evil Outer Planes, but they very much belong to this reality. Members Grioth Cultist (Creature 3), Grioth Scout (Creature 1) Haunter in the Dark Nyarlathotep is often venerated by grioths in a bat-like incarnation with a three-lobed burning eye known as the Haunter in the Dark. His symbol is a circle with wing-shaped arms and he grants the following benefits. Void Glass Voidglass is an otherworldly crystalline material that resembles pale blue glass but possesses the strength of iron. It becomes soft and workable when exposed to the right combination of cosmic radiation and lack of atmosphere ",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=240",
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"weakness": {}
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"creature_family": "Guardian Beast",
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"creature_family_markdown": "Guardian Beast",
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"exclude_from_search": false,
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"id": "creature-family-241",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Guardian Beast](/MonsterFamilies.aspx?ID=241)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 124</row>\n\nStone statues of beasts can often be found paired and standing guard to either side of an entryway. While some seem like merely lifeless statues, others are far more than they appear to be. Guardian beasts ward against evil and misfortune. Some of these celestial spirits were assigned this task, while others assumed their roles out of a sense of duty. To allow them to maintain a constant presence in the material world, pious artisans carve stone vessels of the beasts in their likeness; these statues then serve as anchors for the guardian beasts' souls. Should the need arise, guardian beasts can merge with their stony form, becoming a dangerous foe with noble courage, an indomitable will, and few weaknesses.\n\n By day, guardian beasts stay in their vessels and pretend to be inanimate. Past nightfall, they might patrol the grounds in their stone form or leave the heavy vessel behind to go where a solid body can't reach. Some take this chance to visit the dreams of individuals they favor and send them messages, notifying them of strange occurrences or warning them of incoming danger. Despite their good intentions, the dream messages from guardian beasts can be obscure, often overshadowed by the spirit's personality or strange assumptions they make due to their nature as resolute guardians.\n\n While guardian beasts can work alone, they usually appear in bonded pairs who complement each other in nature. One could be a jokester, the other gloomy; another could be nurturing, the other strict. To make two otherwise identical-looking beasts distinct, sculptors often depict one stone animal with their young. In the case of stone lions, a common type of guardian beasts, this approach means carving stone lion cubs to accompany one of the guardians.\r\n\r\n<title level=\"2\">Members</title>\r\n[Stone Lion](/Monsters.aspx?ID=1183) (Creature 4), [Stone Lion Cub](/Monsters.aspx?ID=1182) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Animal Varieties</title>\r\n\r\nGuardian beasts can take many forms. For example, Tian-Min culture calls upon the service of stone guardian dogs to guard their temples. Shrines to [Daikitsu](/Deities.aspx?ID=174), the Lady of Foxes, on the other hand, use stone guardian foxes. \r\n</aside>",
|
||
"name": "Guardian Beast",
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||
"rarity": "common",
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||
"release_date": "2021-04-07",
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||
"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 124</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nStone statues of beasts can often be found paired and standing guard to either side of an entryway. While some seem like merely lifeless statues, …\r\n</summary>",
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"summary": "Stone statues of beasts can often be found paired and standing guard to either side of an entryway. While some seem like merely lifeless statues, …",
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"summary_markdown": "Stone statues of beasts can often be found paired and standing guard to either side of an entryway. While some seem like merely lifeless statues, …",
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"text": " Guardian Beast Source Bestiary 3 pg. 124 Stone statues of beasts can often be found paired and standing guard to either side of an entryway. While some seem like merely lifeless statues, others are far more than they appear to be. Guardian beasts ward against evil and misfortune. Some of these celestial spirits were assigned this task, while others assumed their roles out of a sense of duty. To allow them to maintain a constant presence in the material world, pious artisans carve stone vessels of the beasts in their likeness; these statues then serve as anchors for the guardian beasts' souls. Should the need arise, guardian beasts can merge with their stony form, becoming a dangerous foe with noble courage, an indomitable will, and few weaknesses. By day, guardian beasts stay in their vessels and pretend to be inanimate. Past nightfall, they might patrol the grounds in their stone form or leave the heavy vessel behind to go where a solid body can't reach. Some take this chance to visit the dreams of individuals they favor and send them messages, notifying them of strange occurrences or warning them of incoming danger. Despite their good intentions, the dream messages from guardian beasts can be obscure, often overshadowed by the spirit's personality or strange assumptions they make due to their nature as resolute guardians. While guardian beasts can work alone, they usually appear in bonded pairs who complement each other in nature. One could be a jokester, the other gloomy; another could be nurturing, the other strict. To make two otherwise identical-looking beasts distinct, sculptors often depict one stone animal with their young. In the case of stone lions, a common type of guardian beasts, this approach means carving stone lion cubs to accompany one of the guardians. Members Stone Lion (Creature 4), Stone Lion Cub (Creature 2) Animal Varieties Guardian beasts can take many forms. For example, Tian-Min culture calls upon the service of stone guardian dogs to guard their temples. Shrines to Daikitsu, the Lady of Foxes, on the other hand, use stone guardian foxes. ",
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"creature_family": "House Spirit",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[House Spirit](/MonsterFamilies.aspx?ID=242)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 136</row>\n\nHouse spirits are shy, often helpful, sometimes wrathful [fey](/Traits.aspx?ID=69) that dwell alongside peasants and farmers. They reside in the house, in the yard, in the granary, in the bathhouse—wherever people build and live. Due to this proximity, house spirits often take on the mannerisms or appearance of nearby mortals. Their reclusive nature and tendency to go unseen earned them the moniker of “spirits,” though in truth they are fully embodied fey.\n\n House spirits take an almost parental interest in “their” mortals. Given proper respect, these fey work tirelessly for their charges—they chop wood, care for livestock, mend clothes, sweep the floor, and tend to the stove. If offended, though, the house spirit becomes a menace, frightening animals or children and ruining belongings.\r\n\r\n<title level=\"2\">Members</title>\r\n[Domovoi](/Monsters.aspx?ID=1194) (Creature 2), [Dvorovoi](/Monsters.aspx?ID=1195) (Creature 3), [Ovinnik](/Monsters.aspx?ID=1196) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Bound Places</title>\r\n\r\nEvery house spirit chooses some specific place to be their responsibility and their place of power. House spirits can and do leave, temporarily or permanently, but it's never a trivial decision. Typically, a given location has only one spirit, which gains power if their home is particularly grand. A great palace's domovoi is fearsome indeed.\r\n</aside>",
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"name": "House Spirit",
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"rarity": "common",
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"release_date": "2021-04-07",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 136</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHouse spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in …\r\n</summary>",
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"summary": "House spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in …",
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"summary_markdown": "House spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in …",
|
||
"text": " House Spirit Source Bestiary 3 pg. 136 House spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in the granary, in the bathhouse—wherever people build and live. Due to this proximity, house spirits often take on the mannerisms or appearance of nearby mortals. Their reclusive nature and tendency to go unseen earned them the moniker of “spirits,” though in truth they are fully embodied fey. House spirits take an almost parental interest in “their” mortals. Given proper respect, these fey work tirelessly for their charges—they chop wood, care for livestock, mend clothes, sweep the floor, and tend to the stove. If offended, though, the house spirit becomes a menace, frightening animals or children and ruining belongings. Members Domovoi (Creature 2), Dvorovoi (Creature 3), Ovinnik (Creature 4) Bound Places Every house spirit chooses some specific place to be their responsibility and their place of power. House spirits can and do leave, temporarily or permanently, but it's never a trivial decision. Typically, a given location has only one spirit, which gains power if their home is particularly grand. A great palace's domovoi is fearsome indeed. ",
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"creature_family": "Kami",
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"exclude_from_search": false,
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"id": "creature-family-243",
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||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Kami](/MonsterFamilies.aspx?ID=243)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 141</row>\n\nKami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects and places they protect—their “wards”—and are ancient enemies of the [oni](/MonsterFamilies.aspx?ID=144). Kami can merge with their wards, allowing them to surreptitiously watch anyone who treads upon their sacred grounds. Kami leave those who they deem harmless alone, but the spirits fight vigilantly to scare away anyone perceived as a threat. Kami choose their own wards, though many mortals seek to attract them to sites that might require protection, leading to a proliferation of certain trees, statues, gates, and other symbolic elements in areas where kami are known to dwell.\r\n\r\n<title level=\"2\">Members</title>\r\n[Kodama](/Monsters.aspx?ID=1202) (Creature 5), [Shikigami](/Monsters.aspx?ID=1201) (Creature 1), [Toshigami](/Monsters.aspx?ID=1204) (Creature 15), [Zuishin](/Monsters.aspx?ID=1203) (Creature 10)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Attracting a Kami</title>\r\n\r\nDifferent cultures have different beliefs about the best way to attract a kami spirit such as a [zuishin](/Monsters.aspx?ID=1203). Societies that strive to preserve the natural world—like elven tree-cities and small villages that balance their own population with those of other local creatures—are the most likely to be graced by a kami's presence.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Kami Allies</title>\r\n\r\nKami are friends to [arboreals](/MonsterFamilies.aspx?ID=8), [dryad](/Monsters.aspx?ID=312), and other beings with spiritual ties to the natural world. Among mortals, [druids](/Classes.aspx?ID=6) are the most common recipients of kami aid, though these spirits might help anyone whose mission involves the protection of their particular ward.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Kami Treasure</title>\r\n\r\nKami have no use for valuables or other material possessions, but the sites they protect are often rich with natural resources or even sometimes dotted with relics from bygone eras. One of the greatest kami treasures is a kodama's straw rope. Although these ropes grant no power to mortals, a freely gifted kodama rope is seen as a mark of the utmost purity and worthiness.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Kami Worship</title>\r\n\r\nAlthough kami aren't gods, people sometimes worship or pray at a tree or location where a kami is known to reside. Kami regard this behavior as a curious affectation of mortals, and they make no attempts to dissuade or encourage such reverential treatment as long as it doesn't threaten the safety of their wards.\r\n</aside>",
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"name": "Kami",
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 141</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects …\r\n</summary>",
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"summary": "Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects …",
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"summary_markdown": "Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects …",
|
||
"text": " Kami Source Bestiary 3 pg. 141 Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects and places they protect—their “wards”—and are ancient enemies of the oni. Kami can merge with their wards, allowing them to surreptitiously watch anyone who treads upon their sacred grounds. Kami leave those who they deem harmless alone, but the spirits fight vigilantly to scare away anyone perceived as a threat. Kami choose their own wards, though many mortals seek to attract them to sites that might require protection, leading to a proliferation of certain trees, statues, gates, and other symbolic elements in areas where kami are known to dwell. Members Kodama (Creature 5), Shikigami (Creature 1), Toshigami (Creature 15), Zuishin (Creature 10) Attracting a Kami Different cultures have different beliefs about the best way to attract a kami spirit such as a zuishin. Societies that strive to preserve the natural world—like elven tree-cities and small villages that balance their own population with those of other local creatures—are the most likely to be graced by a kami's presence. Kami Allies Kami are friends to arboreals, dryad, and other beings with spiritual ties to the natural world. Among mortals, druids are the most common recipients of kami aid, though these spirits might help anyone whose mission involves the protection of their particular ward. Kami Treasure Kami have no use for valuables or other material possessions, but the sites they protect are often rich with natural resources or even sometimes dotted with relics from bygone eras. One of the greatest kami treasures is a kodama's straw rope. Although these ropes grant no power to mortals, a freely gifted kodama rope is seen as a mark of the utmost purity and worthiness. Kami Worship Although kami aren't gods, people sometimes worship or pray at a tree or location where a kami is known to reside. Kami regard this behavior as a curious affectation of mortals, and they make no attempts to dissuade or encourage such reverential treatment as long as it doesn't threaten the safety of their wards. ",
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"type": "Creature Family",
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"creature_family": "Kovintus",
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"exclude_from_search": false,
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"id": "creature-family-244",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Kovintus](/MonsterFamilies.aspx?ID=244)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 153</row>\n\nKovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of nature, it also calls to them in return, turning them into an element of the surrounding terrain when they die. One of the strongest traditions in kovintus culture is making maps to chronicle the places their loved ones have become one with the landscape.\n\n Kovintus live in small groups in natural places far from larger civilizations. A typical kovintus settlement consists of natural houses built into the environment around a central meeting place. The form fits the terrain, with dwellings nestled into crags on a mountain or forming a windbreak on a plain. Though kovintus beliefs can greatly differ based on their home terrain, many of these creatures believe their intrinsic commonality through nature links them more intimately than such superficial differences.\n\n Once, all kovintus lived in their ancient home, the Valley—a place of bounty and natural splendor unheard of in the modern world. This paradise was lost in ancient times, and the kovintus set out in small groups to find new homes. Today, any valley kovintus come upon is called merely an “echo” of the true Valley. Rather than seeking their original valley, kovintus believe the cycles of nature will someday bring about a new home with the same grandeur.\n\n Kovintus faith calls for respect rather than reverence. When traveling away from home, kovintus believe it's crucial to respect any local deities who have built the land they stand upon, and pay them tribute with small offerings.\r\n\r\n<title level=\"2\">Members</title>\r\n[Kovintus Geomancer](/Monsters.aspx?ID=1212) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Four Branches</title>\r\n\r\nA limb with four branches represents kovintus subgroups based on terrain. A brown branch stands for the kovintus nerha of rocky hills and deserts, blue for the kovintus bree of shores and riverbanks, green for the kovintus yoro of forests, and white for the kovintus weg of high places closer to the skies.\r\n</aside>",
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"name": "Kovintus",
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"rarity": "common",
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"release_date": "2021-04-07",
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"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 153</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of …\r\n</summary>",
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"summary": "Kovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of …",
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"summary_markdown": "Kovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of …",
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"text": " Kovintus Source Bestiary 3 pg. 153 Kovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of nature, it also calls to them in return, turning them into an element of the surrounding terrain when they die. One of the strongest traditions in kovintus culture is making maps to chronicle the places their loved ones have become one with the landscape. Kovintus live in small groups in natural places far from larger civilizations. A typical kovintus settlement consists of natural houses built into the environment around a central meeting place. The form fits the terrain, with dwellings nestled into crags on a mountain or forming a windbreak on a plain. Though kovintus beliefs can greatly differ based on their home terrain, many of these creatures believe their intrinsic commonality through nature links them more intimately than such superficial differences. Once, all kovintus lived in their ancient home, the Valley—a place of bounty and natural splendor unheard of in the modern world. This paradise was lost in ancient times, and the kovintus set out in small groups to find new homes. Today, any valley kovintus come upon is called merely an “echo” of the true Valley. Rather than seeking their original valley, kovintus believe the cycles of nature will someday bring about a new home with the same grandeur. Kovintus faith calls for respect rather than reverence. When traveling away from home, kovintus believe it's crucial to respect any local deities who have built the land they stand upon, and pay them tribute with small offerings. Members Kovintus Geomancer (Creature 3) The Four Branches A limb with four branches represents kovintus subgroups based on terrain. A brown branch stands for the kovintus nerha of rocky hills and deserts, blue for the kovintus bree of shores and riverbanks, green for the kovintus yoro of forests, and white for the kovintus weg of high places closer to the skies. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Living Symbol](/MonsterFamilies.aspx?ID=245)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 162</row>\n\nMagic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.\r\n\r\n<title level=\"2\">Members</title>\r\n[Arcane Living Rune](/Monsters.aspx?ID=1222) (Creature 13), [Oil Living Graffiti](/Monsters.aspx?ID=503) (Creature 3), [Oil Living Graffiti](/Monsters.aspx?ID=1221) (Creature 3)",
|
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"name": "Living Symbol",
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"rarity": "common",
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"release_date": "2021-04-07",
|
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"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 162</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become …\r\n</summary>",
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"summary": "Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become …",
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"summary_markdown": "Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become …",
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"text": " Living Symbol Source Bestiary 3 pg. 162 Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae. Members Arcane Living Rune (Creature 13), Oil Living Graffiti (Creature 3), Oil Living Graffiti (Creature 3)",
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"type": "Creature Family",
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"creature_family": "Maftet",
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"id": "creature-family-246",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Maftet](/MonsterFamilies.aspx?ID=246)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 166</row>\n\nMaftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain regions. They view themselves as guardians and practice a specialized technique of dual-wielding scimitars so central to their culture that a maftet's scimitars are often cherished family heirlooms. Most maftets venerate their ancestors in addition to various deities, and even a child can detail their family lineage back multiple generations. Maftet prides tend to be matriarchal and isolationist, though maftets aren't necessarily hostile to outsiders who respect their homes and don't seek to loot them.\n\n When a young maftet comes of age, they receive runic tattoos from a pride's elder. These tattoos are imbued with magic that allows a maftet to enchant their wielded weapons, but the individualized designs tell of the maftet's ancestors, childhood adventures, and positive qualities. Such tattoos are considered sacred and never given to non-maftets.\r\n\r\n<title level=\"2\">Members</title>\r\n[Maftet Guardian](/Monsters.aspx?ID=1225) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Shared Duties</title>\r\n\r\nOccasionally maftets and [girtablilus](/MonsterFamilies.aspx?ID=239) share a home. Since both groups respect locales and their history, they usually form a tacit partnership to guard ruins in tandem, with maftets keeping watch from the skies while girtablilus patrol the ground.\r\n</aside>",
|
||
"name": "Maftet",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 166</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMaftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain …\r\n</summary>",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 166</row>",
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"speed": {},
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"summary": "Maftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain …",
|
||
"summary_markdown": "Maftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain …",
|
||
"text": " Maftet Source Bestiary 3 pg. 166 Maftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain regions. They view themselves as guardians and practice a specialized technique of dual-wielding scimitars so central to their culture that a maftet's scimitars are often cherished family heirlooms. Most maftets venerate their ancestors in addition to various deities, and even a child can detail their family lineage back multiple generations. Maftet prides tend to be matriarchal and isolationist, though maftets aren't necessarily hostile to outsiders who respect their homes and don't seek to loot them. When a young maftet comes of age, they receive runic tattoos from a pride's elder. These tattoos are imbued with magic that allows a maftet to enchant their wielded weapons, but the individualized designs tell of the maftet's ancestors, childhood adventures, and positive qualities. Such tattoos are considered sacred and never given to non-maftets. Members Maftet Guardian (Creature 6) Shared Duties Occasionally maftets and girtablilus share a home. Since both groups respect locales and their history, they usually form a tacit partnership to guard ruins in tandem, with maftets keeping watch from the skies while girtablilus patrol the ground. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=246",
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"weakness": {}
|
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Monkey",
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"creature_family_markdown": "Monkey",
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||
"exclude_from_search": false,
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"id": "creature-family-247",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Monkey](/MonsterFamilies.aspx?ID=247)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 172</row>\n\nMonkeys vary greatly in size, color, and behavior. Some are distinguished by bright orange fur, others for black fur in sharp contrast with a white face. Some produce distinct noises, like howls that can be heard from a village away. Others vie for dominance within ever-changing social hierarchies. Their size and aptitude for climbing allow them to quickly escape threats; combined with being a little too clever for their own good, this allows them to get up to all sorts of mischief and usually escape to do it again.\r\n\r\n<title level=\"2\">Members</title>\r\n[Monkey](/Monsters.aspx?ID=1231) (Creature -1), [Monkey Swarm](/Monsters.aspx?ID=1232) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Thieving Monkeys</title>\r\n\r\nIn populated areas near jungle terrain, clever monkeys have been observed stealing objects from humans and holding them as ransom for bits of food. This doesn't always go as planned, as the victim is often afraid to go near them, and there's a chance that a traveler might encounter a monkey still holding onto ill-gotten gains from a previous heist.\r\n</aside>",
|
||
"name": "Monkey",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 172</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMonkeys vary greatly in size, color, and behavior. Some are distinguished by bright orange fur, others for black fur in sharp contrast with a white …\r\n</summary>",
|
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"source": [
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 172</row>",
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"summary": "Monkeys vary greatly in size, color, and behavior. Some are distinguished by bright orange fur, others for black fur in sharp contrast with a white …",
|
||
"summary_markdown": "Monkeys vary greatly in size, color, and behavior. Some are distinguished by bright orange fur, others for black fur in sharp contrast with a white …",
|
||
"text": " Monkey Source Bestiary 3 pg. 172 Monkeys vary greatly in size, color, and behavior. Some are distinguished by bright orange fur, others for black fur in sharp contrast with a white face. Some produce distinct noises, like howls that can be heard from a village away. Others vie for dominance within ever-changing social hierarchies. Their size and aptitude for climbing allow them to quickly escape threats; combined with being a little too clever for their own good, this allows them to get up to all sorts of mischief and usually escape to do it again. Members Monkey (Creature -1), Monkey Swarm (Creature 2) Thieving Monkeys In populated areas near jungle terrain, clever monkeys have been observed stealing objects from humans and holding them as ransom for bits of food. This doesn't always go as planned, as the victim is often afraid to go near them, and there's a chance that a traveler might encounter a monkey still holding onto ill-gotten gains from a previous heist. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=247",
|
||
"weakness": {}
|
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Mortic",
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"creature_family_markdown": "Mortic",
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"exclude_from_search": false,
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"id": "creature-family-248",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Mortic](/MonsterFamilies.aspx?ID=248)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 174</row>\n\nMortics are humanoids overwhelmed by negative energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead.\n\n Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his _Radiant Fire_, a magical explosion fueled by the collision of negative and positive energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state—neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead.\n\n A mortic's powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating.\r\n\r\n<title level=\"2\">Members</title>\r\n[Angheuvore Flesh-Gnawer](/Monsters.aspx?ID=1234) (Creature 2), [Etioling Blightmage](/Monsters.aspx?ID=1237) (Creature 10), [Gurgist Mauler](/Monsters.aspx?ID=1235) (Creature 6), [Jitterbone Contortionist](/Monsters.aspx?ID=1881) (Creature 4), [Lifeleecher Brawler](/Monsters.aspx?ID=1236) (Creature 8), [Relictner Eroder](/Monsters.aspx?ID=1882) (Creature 12), [Shadern Immolator](/Monsters.aspx?ID=1880) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Fun and Games</title>\r\n\r\nMany mortics favor games to pass the time. [Jitterbones](/Monsters.aspx?ID=1881) compete in community “bone churns” to see who can contort themselves into the most awkward shapes or fit through the smallest spaces. [Shadern](/Monsters.aspx?ID=1880) enjoy “burn-scream,” a deadly game pitting contenders against one another to see who makes the funniest sounds while being immolated. [Relictners](/Monsters.aspx?ID=1882) coax passersby into visiting their homes before they hunt their victims through a gauntlet of traps.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Home Sweet Home</title>\r\n\r\nMost gurgists are survivors from Roslar's Coffer or Vigil who fled together to Nirmathas or Ustalav, where they've since built their own insular communities. Some fled to Absalom but struggle to fit in; most camp in the Cairnlands or form gangs in the city's slums. [Shaderns](/Monsters.aspx?ID=1880) are typically found in Belkzen, Oprak, and Isger, living among goblin tribes. [Jitterbones](/Monsters.aspx?ID=1881) are common in the River Kingdoms and Ustalav, living in rural, all-jitterbone communities. [Relictners](/Monsters.aspx?ID=1882) are widely spread, for they live individually and build their lairs near trade routes, fabled ruins, and other storied locales. They avoid dwarves and refuse to enter the Five Kings Mountains.\n\n Most mortics were created inadvertently by the rise of the Whispering Tyrant—either by the _Radiant Fire_ or through the corruption spreading from the Gravelands and Isle of Terror.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Mortics</title>\r\n\r\nThe mortics presented here are four of the most prevalent variations. Others—such as relictner [dwarves](/Ancestries.aspx?ID=1), shadern [goblins](/Ancestries.aspx?ID=4), and jitterbone [halflings](/Ancestries.aspx?ID=5)—are also common.\r\n</aside>",
|
||
"name": "Mortic",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 174</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMortics are humanoids overwhelmed by negative energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel …\r\n</summary>",
|
||
"source": [
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"Bestiary 3"
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 174</row>",
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"speed": {},
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"summary": "Mortics are humanoids overwhelmed by negative energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel …",
|
||
"summary_markdown": "Mortics are humanoids overwhelmed by negative energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel …",
|
||
"text": " Mortic Source Bestiary 3 pg. 174 Mortics are humanoids overwhelmed by negative energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead. Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his Radiant Fire , a magical explosion fueled by the collision of negative and positive energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state—neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead. A mortic's powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating. Members Angheuvore Flesh-Gnawer (Creature 2), Etioling Blightmage (Creature 10), Gurgist Mauler (Creature 6), Jitterbone Contortionist (Creature 4), Lifeleecher Brawler (Creature 8), Relictner Eroder (Creature 12), Shadern Immolator (Creature 1) Fun and Games Many mortics favor games to pass the time. Jitterbones compete in community “bone churns” to see who can contort themselves into the most awkward shapes or fit through the smallest spaces. Shadern enjoy “burn-scream,” a deadly game pitting contenders against one another to see who makes the funniest sounds while being immolated. Relictners coax passersby into visiting their homes before they hunt their victims through a gauntlet of traps. Home Sweet Home Most gurgists are survivors from Roslar's Coffer or Vigil who fled together to Nirmathas or Ustalav, where they've since built their own insular communities. Some fled to Absalom but struggle to fit in; most camp in the Cairnlands or form gangs in the city's slums. Shaderns are typically found in Belkzen, Oprak, and Isger, living among goblin tribes. Jitterbones are common in the River Kingdoms and Ustalav, living in rural, all-jitterbone communities. Relictners are widely spread, for they live individually and build their lairs near trade routes, fabled ruins, and other storied locales. They avoid dwarves and refuse to enter the Five Kings Mountains. Most mortics were created inadvertently by the rise of the Whispering Tyrant—either by the Radiant Fire or through the corruption spreading from the Gravelands and Isle of Terror. Other Mortics The mortics presented here are four of the most prevalent variations. Others—such as relictner dwarves, shadern goblins, and jitterbone halflings—are also common. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=248",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Mosasaur",
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"creature_family_markdown": "Mosasaur",
|
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"exclude_from_search": false,
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"id": "creature-family-249",
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Mosasaur](/MonsterFamilies.aspx?ID=249)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 178</row>\n\nThe massive swimming reptiles called mosasaurs thrash their powerful tails to propel them after prey. Four articulated, webbed paddles let them precisely steer their paths, and their hinged jaws—much like a snake's—allow mosasaurs to swallow larger creatures than their size would indicate. A small set of secondary pterygoid jaws in their gullets pull in their meals for more efficient digestion. As air breathers, mosasaurs must stay near the surface of the water, competing for food with whales. This proximity to the surface means they often capsize small boats, feasting on the crew members who fall out. \r\n\r\n<title level=\"2\">Members</title>\r\n[Platecarpus](/Monsters.aspx?ID=1238) (Creature 3), [Tylosaurus](/Monsters.aspx?ID=1239) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">The Void Mosasaur</title>\r\n\r\nSlowly swimming the boundless seas of the [Plane of Water](/Planes.aspx?ID=7), the Void Mosasaur has become legend to that plane's inhabitants. The creature is ancient, marked with massive gouges and scars, eyes entirely clouded with cataracts, and with a metabolism so slowed that days pass between its heartbeats. Its gullet is so vast that elemental creatures have built permanent homes inside it, using remnants of shipwrecks. Some of these shipwrecks are quite curious, appearing to have come from other planes entirely, and suggesting the Void Mosasaur plied other waters over the course of its extensive life.\r\n</aside>",
|
||
"name": "Mosasaur",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 178</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe massive swimming reptiles called mosasaurs thrash their powerful tails to propel them after prey. Four articulated, webbed paddles let them …\r\n</summary>",
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"summary": "The massive swimming reptiles called mosasaurs thrash their powerful tails to propel them after prey. Four articulated, webbed paddles let them …",
|
||
"summary_markdown": "The massive swimming reptiles called mosasaurs thrash their powerful tails to propel them after prey. Four articulated, webbed paddles let them …",
|
||
"text": " Mosasaur Source Bestiary 3 pg. 178 The massive swimming reptiles called mosasaurs thrash their powerful tails to propel them after prey. Four articulated, webbed paddles let them precisely steer their paths, and their hinged jaws—much like a snake's—allow mosasaurs to swallow larger creatures than their size would indicate. A small set of secondary pterygoid jaws in their gullets pull in their meals for more efficient digestion. As air breathers, mosasaurs must stay near the surface of the water, competing for food with whales. This proximity to the surface means they often capsize small boats, feasting on the crew members who fall out. Members Platecarpus (Creature 3), Tylosaurus (Creature 8) The Void Mosasaur Slowly swimming the boundless seas of the Plane of Water, the Void Mosasaur has become legend to that plane's inhabitants. The creature is ancient, marked with massive gouges and scars, eyes entirely clouded with cataracts, and with a metabolism so slowed that days pass between its heartbeats. Its gullet is so vast that elemental creatures have built permanent homes inside it, using remnants of shipwrecks. Some of these shipwrecks are quite curious, appearing to have come from other planes entirely, and suggesting the Void Mosasaur plied other waters over the course of its extensive life. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=249",
|
||
"weakness": {}
|
||
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"category": "creature-family",
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"creature_family": "Munavri",
|
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"creature_family_markdown": "Munavri",
|
||
"exclude_from_search": false,
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"id": "creature-family-250",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Munavri](/MonsterFamilies.aspx?ID=250)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 180</row>\n\nAlthough the subterranean Darklands are known for their cruel and domineering civilizations—led by fiend-worshipping [drow](/MonsterFamilies.aspx?ID=37), [urdefhans](/MonsterFamilies.aspx?ID=158), and others—that dwell within those sinister caverns, not every such subterranean society is ruled that way. Munavris are perhaps the best example of a people that tend to treat new arrivals to their Darklands territories with good temper, fairness, and respect.\n\n These humanoids are the descendants of [humans](/Ancestries.aspx?ID=6) who survived the world-ending cataclysm called Earthfall—mariners who were abducted by [alghollthus](/MonsterFamilies.aspx?ID=1) and dragged down through the ocean depths until they emerged on the other side of the seafloor, amid the Sightless Sea in the lightless realm of Orv.\n\n Gradually, munavris' bodies adapted to their new home: they lost the pigments in their hair and skin, developed highly sensitive vision, and began to demonstrate telekinetic powers. These early munavris eventually settled on a mysterious archipelago of jade islands—mystical green landforms that seemed to resonate with strange, psychic energies that repelled their alghollthu captors. Safe from their abductors and nurtured by the strange powers of their jade islands, munavris have remained free to hone their telekinetic abilities into substantial psychic prowess.\n\n Every munavri has the ability to concentrate psychic energy upon an object to immediately ascertain what it is and how it works. Such natural intuition doesn't come easily, though; using this power requires the munavri to expend a large portion of their limited psychic energy. Sleep is the only way for a munavri to replenish this psychic well.\n\n Today, nearly all munavris dwell on these islands and ply the waters of the Sightless Sea. Their predominant culture promotes nobility of both deed and heart, and many munavri dedicate their lives to waging war against those who sew discord in the Darklands.\r\n\r\n<title level=\"2\">Members</title>\r\n[Munavri Spellblade](/Monsters.aspx?ID=1241) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">A Light in the Darkness</title>\r\n\r\nMunavris can play an important role in Darklands adventures, acting as allies in an environment where shelter and supplies are hard to come by.\r\n</aside>",
|
||
"name": "Munavri",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 180</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAlthough the subterranean Darklands are known for their cruel and domineering civilizations—led by fiend-worshipping drow , urdefhans , and …\r\n</summary>",
|
||
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|
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|
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"speed": {},
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"summary": "Although the subterranean Darklands are known for their cruel and domineering civilizations—led by fiend-worshipping drow , urdefhans , and …",
|
||
"summary_markdown": "Although the subterranean Darklands are known for their cruel and domineering civilizations—led by fiend-worshipping drow , urdefhans , and …",
|
||
"text": " Munavri Source Bestiary 3 pg. 180 Although the subterranean Darklands are known for their cruel and domineering civilizations—led by fiend-worshipping drow, urdefhans, and others—that dwell within those sinister caverns, not every such subterranean society is ruled that way. Munavris are perhaps the best example of a people that tend to treat new arrivals to their Darklands territories with good temper, fairness, and respect. These humanoids are the descendants of humans who survived the world-ending cataclysm called Earthfall—mariners who were abducted by alghollthus and dragged down through the ocean depths until they emerged on the other side of the seafloor, amid the Sightless Sea in the lightless realm of Orv. Gradually, munavris' bodies adapted to their new home: they lost the pigments in their hair and skin, developed highly sensitive vision, and began to demonstrate telekinetic powers. These early munavris eventually settled on a mysterious archipelago of jade islands—mystical green landforms that seemed to resonate with strange, psychic energies that repelled their alghollthu captors. Safe from their abductors and nurtured by the strange powers of their jade islands, munavris have remained free to hone their telekinetic abilities into substantial psychic prowess. Every munavri has the ability to concentrate psychic energy upon an object to immediately ascertain what it is and how it works. Such natural intuition doesn't come easily, though; using this power requires the munavri to expend a large portion of their limited psychic energy. Sleep is the only way for a munavri to replenish this psychic well. Today, nearly all munavris dwell on these islands and ply the waters of the Sightless Sea. Their predominant culture promotes nobility of both deed and heart, and many munavri dedicate their lives to waging war against those who sew discord in the Darklands. Members Munavri Spellblade (Creature 2) A Light in the Darkness Munavris can play an important role in Darklands adventures, acting as allies in an environment where shelter and supplies are hard to come by. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=250",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Nagaji",
|
||
"creature_family_markdown": "Nagaji",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-251",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Nagaji](/MonsterFamilies.aspx?ID=251)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 182</row>\n\nNagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from green to brown, and almost all nagaji have a colorful ridge along their head and back. Ophidian eyes lend nagaji an imperious visage, with irises that span every color of the rainbow.\n\n Nagaji physiology varies somewhat. Some possess vestigial tails, while others have sharp claws, and some even sport impressive fangs that can inject a simple venom. Like snakes, nagaji are cold-blooded and reproduce by laying eggs; as a result, nagaji territories rarely overlap with those of mammalian humanoids, since their environmental needs diverge so widely. They're a hardy and strong people, but their close ties to nagas mean many have the potential for powerful magic, as well.\n\n Long ago, the [naga](/MonsterFamilies.aspx?ID=75) goddess [Nalinivati](/Deities.aspx?ID=181) created the first nagaji as the backbone of a society that respected nagas. But the nagaji were never mindless vassals, and the goddess gifted them with free will. Many nagaji willingly serve nagas to this day, honoring some as outright divinities. While outsiders might regard nagaji initially as brainwashed servants, nagaji dispute this claim. Of course there are evil and unfair naga overlords, but there are just as many fair and just naga rulers, and nagaji history remembers various rebellions and revolutions when a matriarch overstepped her bounds to support a new naga's claims of rulership. Nagaji accurately note that their long history with nagas is no simple matter and claim that the partnership goes both ways: nagas rely as much on nagaji for the running of their empires as nagaji rely on nagas to lead their people to prosperity.\n\n Although nagaji might be encountered in diverse cities and urban centers, their communities are concentrated in environments that suit their biology, namely jungles and tropical forests. Where many species would languish in the heat and humidity, nagaji bask in the warmth and thrive.\r\n\r\n<title level=\"2\">Members</title>\r\n[Nagaji Soldier](/Monsters.aspx?ID=1243) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Nagajor</title>\r\n\r\nOn Golarion, nagaji are native to the tropical wilds of Nagajor in southern Tian Xia. Despite the ostensible overarching governance of the First Mother, Nagajor is no monolith—its many territories vary as widely as the naga matriarchs who rule them, ranging from despotic fiefdoms to lush utopias.\r\n</aside>",
|
||
"name": "Nagaji",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 182</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
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],
|
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"source_raw": [
|
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"Bestiary 3 pg. 182"
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],
|
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"source_category": "Rulebooks",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 182</row>",
|
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"speed": {},
|
||
"summary": "Nagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from …",
|
||
"summary_markdown": "Nagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from …",
|
||
"text": " Nagaji Source Bestiary 3 pg. 182 Nagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from green to brown, and almost all nagaji have a colorful ridge along their head and back. Ophidian eyes lend nagaji an imperious visage, with irises that span every color of the rainbow. Nagaji physiology varies somewhat. Some possess vestigial tails, while others have sharp claws, and some even sport impressive fangs that can inject a simple venom. Like snakes, nagaji are cold-blooded and reproduce by laying eggs; as a result, nagaji territories rarely overlap with those of mammalian humanoids, since their environmental needs diverge so widely. They're a hardy and strong people, but their close ties to nagas mean many have the potential for powerful magic, as well. Long ago, the naga goddess Nalinivati created the first nagaji as the backbone of a society that respected nagas. But the nagaji were never mindless vassals, and the goddess gifted them with free will. Many nagaji willingly serve nagas to this day, honoring some as outright divinities. While outsiders might regard nagaji initially as brainwashed servants, nagaji dispute this claim. Of course there are evil and unfair naga overlords, but there are just as many fair and just naga rulers, and nagaji history remembers various rebellions and revolutions when a matriarch overstepped her bounds to support a new naga's claims of rulership. Nagaji accurately note that their long history with nagas is no simple matter and claim that the partnership goes both ways: nagas rely as much on nagaji for the running of their empires as nagaji rely on nagas to lead their people to prosperity. Although nagaji might be encountered in diverse cities and urban centers, their communities are concentrated in environments that suit their biology, namely jungles and tropical forests. Where many species would languish in the heat and humidity, nagaji bask in the warmth and thrive. Members Nagaji Soldier (Creature 2) Nagajor On Golarion, nagaji are native to the tropical wilds of Nagajor in southern Tian Xia. Despite the ostensible overarching governance of the First Mother, Nagajor is no monolith—its many territories vary as widely as the naga matriarchs who rule them, ranging from despotic fiefdoms to lush utopias. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=251",
|
||
"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Opossum",
|
||
"creature_family_markdown": "Opossum",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-252",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Opossum](/MonsterFamilies.aspx?ID=252)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 192</row>\n\nFew creatures have survived as long and in as many environments as the opossum. \r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Opossum](/Monsters.aspx?ID=1253) (Creature 2), [Khravgodon](/Monsters.aspx?ID=1254) (Creature 9)",
|
||
"name": "Opossum",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 192</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFew creatures have survived as long and in as many environments as the opossum.\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 192"
|
||
],
|
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"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 192</row>",
|
||
"speed": {},
|
||
"summary": "Few creatures have survived as long and in as many environments as the opossum.",
|
||
"summary_markdown": "Few creatures have survived as long and in as many environments as the opossum.",
|
||
"text": " Opossum Source Bestiary 3 pg. 192 Few creatures have survived as long and in as many environments as the opossum. Members Giant Opossum (Creature 2), Khravgodon (Creature 9)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=252",
|
||
"weakness": {}
|
||
},
|
||
{
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||
"breadcrumbs_spa": [],
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||
"category": "creature-family",
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||
"creature_family": "Owb",
|
||
"creature_family_markdown": "Owb",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-253",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Owb](/MonsterFamilies.aspx?ID=253)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 196</row>\n\nThese ancient denizens of the [Shadow Plane](/Planes.aspx?ID=11) appear as grayish humanoid torsos covered in translucent funeral veils of shadow. Silent and mysterious, they float about, absent legs to hold them aloft. Never speaking a word aloud, they instead reach into the minds of creatures around them to whisper and mumble curses, threats, and strange bits of forlorn augury.\n\n These haunting creatures are revered by calignis as proxies of the Forsaken—a strange array of ancestor-like demigods whom many calignis worship. Some even believe owbs are the Forsaken manifested.\n\n A multitude of owbs visit and even remain to advise [caligni](/MonsterFamilies.aspx?ID=18) communities, as varied in personality as the Forsaken. All owbs share a hatred of light and color, except for the flickering glow of the burning cold magic they can hurl as a weapon. Owbs who live among calignis tend to prohibit the use of light and color, using their curse of darkness to quench violators if necessary. The only other similarity across all owbs is their entrenched desire to manipulate their charges through mind-reading and deception, though such manipulation can be either subtle or overt.\r\n\r\n<title level=\"2\">Members</title>\r\n[Owb](/Monsters.aspx?ID=1257) (Creature 6), [Owb Prophet](/Monsters.aspx?ID=1258) (Creature 13)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Shadows Among Shadows</title>\r\n\r\nLittle is known about owbs' lives on the [Shadow Plane](/Planes.aspx?ID=11). They keep to themselves so much that most other shadowy denizens either remain unaware of their presence or even disbelieve they exist. Some rumors suggest that these creatures lack any real power on the Shadow Plane and thus spend most of their time manipulating their strange [caligni](/MonsterFamilies.aspx?ID=18) “children” on the [Material Plane](/Planes.aspx?ID=1). Other theories indicate that owbs are even more subtle, able to manipulate creatures on the Shadow Plane without leaving behind any indication.\r\n</aside>",
|
||
"name": "Owb",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 196</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese ancient denizens of the Shadow Plane appear as grayish humanoid torsos covered in translucent funeral veils of shadow. Silent and mysterious, …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 196"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 196</row>",
|
||
"speed": {},
|
||
"summary": "These ancient denizens of the Shadow Plane appear as grayish humanoid torsos covered in translucent funeral veils of shadow. Silent and mysterious, …",
|
||
"summary_markdown": "These ancient denizens of the Shadow Plane appear as grayish humanoid torsos covered in translucent funeral veils of shadow. Silent and mysterious, …",
|
||
"text": " Owb Source Bestiary 3 pg. 196 These ancient denizens of the Shadow Plane appear as grayish humanoid torsos covered in translucent funeral veils of shadow. Silent and mysterious, they float about, absent legs to hold them aloft. Never speaking a word aloud, they instead reach into the minds of creatures around them to whisper and mumble curses, threats, and strange bits of forlorn augury. These haunting creatures are revered by calignis as proxies of the Forsaken—a strange array of ancestor-like demigods whom many calignis worship. Some even believe owbs are the Forsaken manifested. A multitude of owbs visit and even remain to advise caligni communities, as varied in personality as the Forsaken. All owbs share a hatred of light and color, except for the flickering glow of the burning cold magic they can hurl as a weapon. Owbs who live among calignis tend to prohibit the use of light and color, using their curse of darkness to quench violators if necessary. The only other similarity across all owbs is their entrenched desire to manipulate their charges through mind-reading and deception, though such manipulation can be either subtle or overt. Members Owb (Creature 6), Owb Prophet (Creature 13) Shadows Among Shadows Little is known about owbs' lives on the Shadow Plane. They keep to themselves so much that most other shadowy denizens either remain unaware of their presence or even disbelieve they exist. Some rumors suggest that these creatures lack any real power on the Shadow Plane and thus spend most of their time manipulating their strange caligni “children” on the Material Plane. Other theories indicate that owbs are even more subtle, able to manipulate creatures on the Shadow Plane without leaving behind any indication. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=253",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Paaridar",
|
||
"creature_family_markdown": "Paaridar",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-254",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Paaridar](/MonsterFamilies.aspx?ID=254)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 198</row>\n\nMonks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become paaridars, amalgamations that blend the features of their former ancestry with the form of another creature. The transformation challenges the limits of the paaridar's body and soul, demanding continual discipline to maintain control.\n\n The rituals to make this transformation were developed by Paaridus, namesake of this loose monastic order. The process requires a captive creature—a victim to draw powers from. Over days of intense rituals, the monk displaces their own chakras with those of the victim. This unnatural process transforms the ki, and thereby the body. The lower chakras are considered “safer” to replace. Most Paaridars stop at the root, sacral, and navel chakras. To go farther risks losing control of one's emotions and intellect entirely, a fate Paaridus himself succumbed to. Paaridars consider this his sacrifice and lesson, but other monks recognize that even one step on this path is profane. The creature victimized by the ritual remains—still alive, but only a husk, as the transformed chakras within leave it weak and removed from its nature.\r\n\r\n<title level=\"2\">Members</title>\r\n[Manticore Paaridar](/Monsters.aspx?ID=1259) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Other Paaridar</title>\r\n\r\nTo make a Paaridar with chakras from a different creature, such as a [dragon](/Traits.aspx?ID=50), [minotaur](/Monsters.aspx?ID=301), or [aeon](/MonsterFamilies.aspx?ID=2), swap out the spike Strike and Sharp Riposte for more appropriate abilities. Remove the fly Speed if the creature isn't winged, and add other Speeds as relevant. Change the Strikes and their damage types as needed (don't change the bonus or total damage).\r\n</aside>",
|
||
"name": "Paaridar",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 198</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMonks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 198"
|
||
],
|
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"source_category": "Rulebooks",
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 198</row>",
|
||
"speed": {},
|
||
"summary": "Monks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become …",
|
||
"summary_markdown": "Monks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become …",
|
||
"text": " Paaridar Source Bestiary 3 pg. 198 Monks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become paaridars, amalgamations that blend the features of their former ancestry with the form of another creature. The transformation challenges the limits of the paaridar's body and soul, demanding continual discipline to maintain control. The rituals to make this transformation were developed by Paaridus, namesake of this loose monastic order. The process requires a captive creature—a victim to draw powers from. Over days of intense rituals, the monk displaces their own chakras with those of the victim. This unnatural process transforms the ki, and thereby the body. The lower chakras are considered “safer” to replace. Most Paaridars stop at the root, sacral, and navel chakras. To go farther risks losing control of one's emotions and intellect entirely, a fate Paaridus himself succumbed to. Paaridars consider this his sacrifice and lesson, but other monks recognize that even one step on this path is profane. The creature victimized by the ritual remains—still alive, but only a husk, as the transformed chakras within leave it weak and removed from its nature. Members Manticore Paaridar (Creature 7) Other Paaridar To make a Paaridar with chakras from a different creature, such as a dragon, minotaur, or aeon, swap out the spike Strike and Sharp Riposte for more appropriate abilities. Remove the fly Speed if the creature isn't winged, and add other Speeds as relevant. Change the Strikes and their damage types as needed (don't change the bonus or total damage). ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=254",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Phantom",
|
||
"creature_family_markdown": "Phantom",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-255",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Phantom](/MonsterFamilies.aspx?ID=255)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 202</row>\n\nThe typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul enters the River of Souls and eventually reaches the [Boneyard](/Planes.aspx?ID=15), where it is judged by [Pharasma](/Deities.aspx?ID=14). The judged soul moves onto its appropriate domain of final rest—[Heaven](/Planes.aspx?ID=17), [Hell](/Planes.aspx?ID=18), [Abaddon](/Planes.aspx?ID=12), and so forth—where it becomes a [petitioner](/Monsters.aspx?ID=758).\n\n Complications arise, however, when a soul in queue for judgment prematurely departs from the River of Souls and is shunted into the [Ethereal Plane](/Planes.aspx?ID=9). Whether as a result of nefarious interlopers like [night hags](/Monsters.aspx?ID=257), malignant planar magic, or even fate, these souls become dislodged from the natural order of life and death and linger in a sort of purgatory. Unlike petitioners, these ethereal phantoms retain memories of their life before death, and unlike spirits such as [ghosts](/MonsterFamilies.aspx?ID=51), phantoms aren't tinged with the foul influences of undeath—at least, not at first, though the threat of corruption hangs heavy over a phantom's existence. Some eventually succumb to that fate, while others eventually rejoin the River of Souls. Until then, these wandering souls are a kind unto themselves—one without a true home, agenda, or purpose.\n\n Many phantoms have no desire to remain in their strange state of purgatory, either because they seek to continue their journey through the River of Souls or because they fear the corruption of undeath. In order to complete the natural spiritual cycle and become judged so they can continue to the afterlife, a phantom must simply find a way back into the River of Souls. Such a quest is no easy feat, however—the hazy mists of the Ethereal Plane can befuddle even the most experienced traveler, and numerous predators prowl the realm in search of stray souls to bind or devour. \n\n<title level=\"2\" right=\"\">Creating Phantoms</title> Phantom creatures have statistics similar to those they held as physical beings. You can turn an existing living creature into a phantom by trading their usual traits for the [ethereal](/Traits.aspx?ID=63), [incorporeal](/Traits.aspx?ID=222), and [spirit](/Traits.aspx?ID=149) traits. Their Strikes gain the [magical](/Traits.aspx?ID=103) and [force](/Traits.aspx?ID=75) traits (and the [finesse](/Traits.aspx?ID=179) trait, for melee Strikes) and deal force damage instead of their original damage type. Phantoms gain immunity to [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), and precision damage and resistance to all damage (except force or [_ghost touch_](/Equipment.aspx?ID=297); double resistance vs. non-magical) from being incorporeal. Many phantoms gain occult innate spells or special powers related to the Ethereal Plane, such as those described in the stat blocks on these pages. If you give a phantom more than one new ability, consider increasing their level and adjusting their statistics to match.\r\n\r\n<title level=\"2\">Members</title>\r\n[Phantom Beast](/Monsters.aspx?ID=1264) (Creature 8), [Phantom Knight](/Monsters.aspx?ID=1263) (Creature 4)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Finding the Way Home</title>\r\n\r\nPhantoms who seek to escape from undeath but aren't ready to move on can form links with summoners, using the summoner's force of personality as a safe harbor for their own soul. A phantom connected to and manifested by a summoner maintains an ectoplasmic but ultimately corporeal form.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Passionate Souls</title>\r\n\r\nMany phantoms manifest from their own powerful emotions causing literal waves in the River of Souls that washed them ashore. This leads to many phantoms with emotionally themed abilities. The most common of these are anger, dedication, fear, hatred, jealousy, misery, and zeal.\r\n</aside>",
|
||
"name": "Phantom",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 202</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
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"Bestiary 3 pg. 202"
|
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],
|
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"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 202</row>",
|
||
"speed": {},
|
||
"summary": "The typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul …",
|
||
"summary_markdown": "The typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul …",
|
||
"text": " Phantom Source Bestiary 3 pg. 202 The typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul enters the River of Souls and eventually reaches the Boneyard, where it is judged by Pharasma. The judged soul moves onto its appropriate domain of final rest—Heaven, Hell, Abaddon, and so forth—where it becomes a petitioner. Complications arise, however, when a soul in queue for judgment prematurely departs from the River of Souls and is shunted into the Ethereal Plane. Whether as a result of nefarious interlopers like night hags, malignant planar magic, or even fate, these souls become dislodged from the natural order of life and death and linger in a sort of purgatory. Unlike petitioners, these ethereal phantoms retain memories of their life before death, and unlike spirits such as ghosts, phantoms aren't tinged with the foul influences of undeath—at least, not at first, though the threat of corruption hangs heavy over a phantom's existence. Some eventually succumb to that fate, while others eventually rejoin the River of Souls. Until then, these wandering souls are a kind unto themselves—one without a true home, agenda, or purpose. Many phantoms have no desire to remain in their strange state of purgatory, either because they seek to continue their journey through the River of Souls or because they fear the corruption of undeath. In order to complete the natural spiritual cycle and become judged so they can continue to the afterlife, a phantom must simply find a way back into the River of Souls. Such a quest is no easy feat, however—the hazy mists of the Ethereal Plane can befuddle even the most experienced traveler, and numerous predators prowl the realm in search of stray souls to bind or devour. Creating Phantoms Phantom creatures have statistics similar to those they held as physical beings. You can turn an existing living creature into a phantom by trading their usual traits for the ethereal, incorporeal, and spirit traits. Their Strikes gain the magical and force traits (and the finesse trait, for melee Strikes) and deal force damage instead of their original damage type. Phantoms gain immunity to disease, paralyzed, poison, and precision damage and resistance to all damage (except force or ghost touch ; double resistance vs. non-magical) from being incorporeal. Many phantoms gain occult innate spells or special powers related to the Ethereal Plane, such as those described in the stat blocks on these pages. If you give a phantom more than one new ability, consider increasing their level and adjusting their statistics to match. Members Phantom Beast (Creature 8), Phantom Knight (Creature 4) Finding the Way Home Phantoms who seek to escape from undeath but aren't ready to move on can form links with summoners, using the summoner's force of personality as a safe harbor for their own soul. A phantom connected to and manifested by a summoner maintains an ectoplasmic but ultimately corporeal form. Passionate Souls Many phantoms manifest from their own powerful emotions causing literal waves in the River of Souls that washed them ashore. This leads to many phantoms with emotionally themed abilities. The most common of these are anger, dedication, fear, hatred, jealousy, misery, and zeal. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=255",
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"weakness": {}
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},
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"category": "creature-family",
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"creature_family": "Ram",
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"creature_family_markdown": "Ram",
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"exclude_from_search": false,
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"id": "creature-family-256",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Ram](/MonsterFamilies.aspx?ID=256)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 212</row>\n\nRams are sturdy, stubborn herd animals suited to rugged terrain and cold weather. Regardless of their territory, all share a stubborn nature and surefootedness, navigating uncertain terrain with ease and weathering all seasons in scattered herds.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ringhorn Ram](/Monsters.aspx?ID=1273) (Creature 0), [Rosethorn](/Monsters.aspx?ID=1274) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mindspun Rams</title>\r\n\r\nRosethorn rams developed their unique horns along the steep slopes of the rugged Mindspin Mountains in western Avistan, where foraging is scarce but abundant natural caverns provide shelter from predators and the elements. Though the creatures have since spread, most cultures in Avistan refer to them as Mindspin rams.\r\n</aside>",
|
||
"name": "Ram",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
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"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 212</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nRams are sturdy, stubborn herd animals suited to rugged terrain and cold weather. Regardless of their territory, all share a stubborn nature and …\r\n</summary>",
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"summary": "Rams are sturdy, stubborn herd animals suited to rugged terrain and cold weather. Regardless of their territory, all share a stubborn nature and …",
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"summary_markdown": "Rams are sturdy, stubborn herd animals suited to rugged terrain and cold weather. Regardless of their territory, all share a stubborn nature and …",
|
||
"text": " Ram Source Bestiary 3 pg. 212 Rams are sturdy, stubborn herd animals suited to rugged terrain and cold weather. Regardless of their territory, all share a stubborn nature and surefootedness, navigating uncertain terrain with ease and weathering all seasons in scattered herds. Members Ringhorn Ram (Creature 0), Rosethorn (Creature 2) Mindspun Rams Rosethorn rams developed their unique horns along the steep slopes of the rugged Mindspin Mountains in western Avistan, where foraging is scarce but abundant natural caverns provide shelter from predators and the elements. Though the creatures have since spread, most cultures in Avistan refer to them as Mindspin rams. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=256",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Samsaran",
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"creature_family_markdown": "Samsaran",
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"exclude_from_search": false,
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"id": "creature-family-257",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Samsaran](/MonsterFamilies.aspx?ID=257)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 224</row>\n\nA unique connection to the cycle of life and death defines the mortal lives of samsarans. With a tendency toward reclusiveness, samsarans have delicate builds, enigmatic and pupilless eyes, and blood as clear as water. When a samsaran dies, their body vanishes and their soul instantly reincarnates into a newborn child elsewhere on the same plane: usually another samsaran, but occasionally a humanoid of a different ancestry.\n\n Though all samsarans have an innate understanding of their nature, they consciously remember little from their former lives. Some, however, are occasionally struck by disjointed memories or flashes of déjà vu linked to a previous existence that can earn them a reputation for preternatural wisdom and insight. Most samsarans prefer to lead studious lives filled with moments of deep reflection. Their sights remain set on the eternal and on enlightenment, reducing the appeal of the short-term material gains one can achieve in just one lifetime. A samsaran ceases their cycle of reincarnation only upon reaching perfect state of enlightenment—or falling so far from harmony that they proceed to a doomed afterlife.\n\n The ancestral home of the samsarans lies in Zi Ha, a remote mountain nation in Tian Xia. These treacherous mountains help ensure the solitude most samsarans prefer, and they're further protected by misguiding illusions, defensive wards, and secure fortifications.\r\n\r\n<title level=\"2\">Members</title>\r\n[Samsaran Anchorite](/Monsters.aspx?ID=1286) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Eternal Cycle</title>\r\n\r\nSamsarans rarely bear children, and they often send their offspring to be raised in [human](/Ancestries.aspx?ID=6) society, where they live lives much like their adopted kin. These offspring occasionally reincarnate as samsarans themselves. This influx of new souls balances out those who, after leading a perfected existence, finally pass on to the River of Souls. \r\n</aside>",
|
||
"name": "Samsaran",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 224</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA unique connection to the cycle of life and death defines the mortal lives of samsarans. With a tendency toward reclusiveness, samsarans have …\r\n</summary>",
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"speed": {},
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"summary": "A unique connection to the cycle of life and death defines the mortal lives of samsarans. With a tendency toward reclusiveness, samsarans have …",
|
||
"summary_markdown": "A unique connection to the cycle of life and death defines the mortal lives of samsarans. With a tendency toward reclusiveness, samsarans have …",
|
||
"text": " Samsaran Source Bestiary 3 pg. 224 A unique connection to the cycle of life and death defines the mortal lives of samsarans. With a tendency toward reclusiveness, samsarans have delicate builds, enigmatic and pupilless eyes, and blood as clear as water. When a samsaran dies, their body vanishes and their soul instantly reincarnates into a newborn child elsewhere on the same plane: usually another samsaran, but occasionally a humanoid of a different ancestry. Though all samsarans have an innate understanding of their nature, they consciously remember little from their former lives. Some, however, are occasionally struck by disjointed memories or flashes of déjà vu linked to a previous existence that can earn them a reputation for preternatural wisdom and insight. Most samsarans prefer to lead studious lives filled with moments of deep reflection. Their sights remain set on the eternal and on enlightenment, reducing the appeal of the short-term material gains one can achieve in just one lifetime. A samsaran ceases their cycle of reincarnation only upon reaching perfect state of enlightenment—or falling so far from harmony that they proceed to a doomed afterlife. The ancestral home of the samsarans lies in Zi Ha, a remote mountain nation in Tian Xia. These treacherous mountains help ensure the solitude most samsarans prefer, and they're further protected by misguiding illusions, defensive wards, and secure fortifications. Members Samsaran Anchorite (Creature 1) The Eternal Cycle Samsarans rarely bear children, and they often send their offspring to be raised in human society, where they live lives much like their adopted kin. These offspring occasionally reincarnate as samsarans themselves. This influx of new souls balances out those who, after leading a perfected existence, finally pass on to the River of Souls. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=257",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Shabti",
|
||
"creature_family_markdown": "Shabti",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-258",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Shabti](/MonsterFamilies.aspx?ID=258)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 229</row>\n\nCobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins upon death. Those rulers and nobles afraid of [Pharasma's](/Deities.aspx?ID=14) judgment use the shabti to receive cosmic punishment in their stead. Unaware that they're copies of another soul, shabti endure this fate for some time before being discovered by Pharasma's [psychopomps](/MonsterFamilies.aspx?ID=83), who reveal the truth to the shabti and strive to met out the avoided punishment to the shabti's creator, using whatever information available. In this case, the shabti is liberated and left to wander Golarion on their own.\n\n Freed but without purpose, many shabti try to recreate the lives that they think they were supposed to lead, replaying out the themes and situations from false memories that fill their heads. Others find themselves tormented for ages by the fact they were solely created to endure punishment for sins committed by another. Some shabti revel in the freedom of their new endless existence, traveling the world in search of sensation and meaning.\n\n A rare few shabti find purpose in aiding Pharasma. They seek to do justice in the god's name and preserve the natural order. Some follow this path as repayment for being freed, while others want to ensure that others don't suffer in their creators' stead.\r\n\r\n<title level=\"2\">Members</title>\r\n[Shabti Redeemer](/Monsters.aspx?ID=1291) (Creature 4), [Shabti Slayer](/Monsters.aspx?ID=2423) (Creature 16), [Shabti Votary](/Monsters.aspx?ID=2424) (Creature 18)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Liberated Shabtis</title>\r\n\r\nWhile some freed shabtis embrace the false memories of their creators, others look inward, examining every thought with a critical eye as they fashion themselves a new identity. Many enjoy traveling and value new experiences. As immortals, shabtis are patient, and many spend centuries undergoing their journey of self-discovery and becoming.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Religious Expression</title>\r\n\r\nReligious shabtis often venerate the deity of the person they emulate, [Pharasma](/Deities.aspx?ID=14), or a [psychopomp](/MonsterFamilies.aspx?ID=83) usher (in honor of the psychopomps that freed them). Others seek solace in the teachings of deities who value self-discovery, freedom, introspection, and travel, particularly [Arazni](/Deities.aspx?ID=31), [Arshea](/Deities.aspx?ID=113), the [Black Butterfly](/Deities.aspx?ID=115), [Cayden Cailean](/Deities.aspx?ID=4), [Desna](/Deities.aspx?ID=5), and [Tsukiyo](/Deities.aspx?ID=48).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Soverign Shabti</title>\r\n\r\nRoyals of Ancient Osirion bound their souls to hollow figurines called _sovereign shabti_ to create a shabti. This act ensured that upon the royal's death, the _sovereign shabti_ sped up their judgment in the afterlife and created a shabti to suffer their punishment, after which the figurine would crumble.\r\n</aside>",
|
||
"name": "Shabti",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 229</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins …\r\n</summary>",
|
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"source": [
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"Bestiary 3"
|
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"speed": {},
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"summary": "Cobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins …",
|
||
"summary_markdown": "Cobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins …",
|
||
"text": " Shabti Source Bestiary 3 pg. 229 Cobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins upon death. Those rulers and nobles afraid of Pharasma's judgment use the shabti to receive cosmic punishment in their stead. Unaware that they're copies of another soul, shabti endure this fate for some time before being discovered by Pharasma's psychopomps, who reveal the truth to the shabti and strive to met out the avoided punishment to the shabti's creator, using whatever information available. In this case, the shabti is liberated and left to wander Golarion on their own. Freed but without purpose, many shabti try to recreate the lives that they think they were supposed to lead, replaying out the themes and situations from false memories that fill their heads. Others find themselves tormented for ages by the fact they were solely created to endure punishment for sins committed by another. Some shabti revel in the freedom of their new endless existence, traveling the world in search of sensation and meaning. A rare few shabti find purpose in aiding Pharasma. They seek to do justice in the god's name and preserve the natural order. Some follow this path as repayment for being freed, while others want to ensure that others don't suffer in their creators' stead. Members Shabti Redeemer (Creature 4), Shabti Slayer (Creature 16), Shabti Votary (Creature 18) Liberated Shabtis While some freed shabtis embrace the false memories of their creators, others look inward, examining every thought with a critical eye as they fashion themselves a new identity. Many enjoy traveling and value new experiences. As immortals, shabtis are patient, and many spend centuries undergoing their journey of self-discovery and becoming. Religious Expression Religious shabtis often venerate the deity of the person they emulate, Pharasma, or a psychopomp usher (in honor of the psychopomps that freed them). Others seek solace in the teachings of deities who value self-discovery, freedom, introspection, and travel, particularly Arazni, Arshea, the Black Butterfly, Cayden Cailean, Desna, and Tsukiyo. Soverign Shabti Royals of Ancient Osirion bound their souls to hollow figurines called sovereign shabti to create a shabti. This act ensured that upon the royal's death, the sovereign shabti sped up their judgment in the afterlife and created a shabti to suffer their punishment, after which the figurine would crumble. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=258",
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"weakness": {}
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||
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"category": "creature-family",
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"creature_family": "Siktempora",
|
||
"creature_family_markdown": "Siktempora",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-259",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Siktempora](/MonsterFamilies.aspx?ID=259)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 232</row>\n\nIn the [Dimension of Time](/Planes.aspx?ID=21), intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of emotion caused by a historic event or a settlement passing down a powerful sentiment for generations. These accretions eventually give birth to siktemporas. Each siktempora feels, with all their being, a singular intense emotion linked to the circumstances that spawned them. A rare few, however, are created when an emotionally invested creature attempts to travel to the Dimension of Time or interferes with the flow of time, which can create paradoxes or manipulate past events.\n\n Siktemporas usually isolate themselves on the Dimension of Time in mindscapes infused with the emotion that created them, but some travel to other planes. These wanderers long to indulge in more of their core emotion or to engender more of that feeling, thus perpetuating their own kind.\r\n\r\n<title level=\"2\">Members</title>\r\n[Hatred Siktempora](/Monsters.aspx?ID=1297) (Creature 18), [Love Siktempora](/Monsters.aspx?ID=1296) (Creature 16), [Misery Siktempora](/Monsters.aspx?ID=1294) (Creature 12), [Triumph Siktempora](/Monsters.aspx?ID=1295) (Creature 14)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Siktemporas</title>\r\n\r\nAlmost any intense emotion that exists over time can give birth to a siktempora. What few reports exist of the [Dimension of Time](/Planes.aspx?ID=21) give references to siktemporas of anger, joy, and whimsy, while ancient tales tell of creatures similar to siktemporas that hold sway over dedication and discovery, awe and infatuation, or pity and panic. Some sages even discuss the existence of hybrid siktemporas, created by epoch events that inspired two different emotions in equal intensity\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Siktempora Lairs</title>\r\n\r\nWhile many siktemporas on the [Material Plane](/Planes.aspx?ID=1) seek out the emotions that built them with utmost fervor, after eons of emotional intensity, some claim an area for their respite. A love siktempora might live in the attic of a coffee shop whose employees are skilled matchmakers, while a hatred siktempora might dwell beneath the floorboards of a vindictive organization that seeks to spread injustice.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Siktempora Treasures</title>\r\n\r\nSiktemporas hold few practical items on them, but they regularly hoard items associated with the events that spawned them. A [misery siktempora](/Monsters.aspx?ID=1294) created by the pain of a mass killing might hunt the perpetrators down and carry the weapon used, while a [love siktempora](/Monsters.aspx?ID=1296) might hold the series of love letters that gave birth to them close to their chests\r\n</aside>",
|
||
"name": "Siktempora",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 232</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIn the Dimension of Time , intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of …\r\n</summary>",
|
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|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 232</row>",
|
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"speed": {},
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||
"summary": "In the Dimension of Time , intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of …",
|
||
"summary_markdown": "In the Dimension of Time , intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of …",
|
||
"text": " Siktempora Source Bestiary 3 pg. 232 In the Dimension of Time, intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of emotion caused by a historic event or a settlement passing down a powerful sentiment for generations. These accretions eventually give birth to siktemporas. Each siktempora feels, with all their being, a singular intense emotion linked to the circumstances that spawned them. A rare few, however, are created when an emotionally invested creature attempts to travel to the Dimension of Time or interferes with the flow of time, which can create paradoxes or manipulate past events. Siktemporas usually isolate themselves on the Dimension of Time in mindscapes infused with the emotion that created them, but some travel to other planes. These wanderers long to indulge in more of their core emotion or to engender more of that feeling, thus perpetuating their own kind. Members Hatred Siktempora (Creature 18), Love Siktempora (Creature 16), Misery Siktempora (Creature 12), Triumph Siktempora (Creature 14) Other Siktemporas Almost any intense emotion that exists over time can give birth to a siktempora. What few reports exist of the Dimension of Time give references to siktemporas of anger, joy, and whimsy, while ancient tales tell of creatures similar to siktemporas that hold sway over dedication and discovery, awe and infatuation, or pity and panic. Some sages even discuss the existence of hybrid siktemporas, created by epoch events that inspired two different emotions in equal intensity Siktempora Lairs While many siktemporas on the Material Plane seek out the emotions that built them with utmost fervor, after eons of emotional intensity, some claim an area for their respite. A love siktempora might live in the attic of a coffee shop whose employees are skilled matchmakers, while a hatred siktempora might dwell beneath the floorboards of a vindictive organization that seeks to spread injustice. Siktempora Treasures Siktemporas hold few practical items on them, but they regularly hoard items associated with the events that spawned them. A misery siktempora created by the pain of a mass killing might hunt the perpetrators down and carry the weapon used, while a love siktempora might hold the series of love letters that gave birth to them close to their chests ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=259",
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|
||
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"category": "creature-family",
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"creature_family": "Skelm",
|
||
"creature_family_markdown": "Skelm",
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||
"exclude_from_search": false,
|
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"id": "creature-family-260",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Skelm](/MonsterFamilies.aspx?ID=260)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 238</row>\n\nRage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.\n\n An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.\n\n Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.\r\n\r\n<title level=\"2\">Members</title>\r\n[Palace Skelm](/Monsters.aspx?ID=1303) (Creature 8), [Shrine Skelm](/Monsters.aspx?ID=1302) (Creature 5), [Soul Skelm](/Monsters.aspx?ID=1304) (Creature 10), [Street Skelm](/Monsters.aspx?ID=1301) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Mockeries of Masculinity</title>\r\n\r\nSkelm women don't appear to exist. The few researchers who have tracked skelm mating behavior have found skelms' offspring are undifferentiated members of the mother's ancestry. The fact that skelms are cruelly manipulative shapeshifters, but all male, has led to the theory that skelms are the mystical male counterpart to [hags](/MonsterFamilies.aspx?ID=59).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Skelm Antlers</title>\r\n\r\nAll skelms have branching antlers resembling those of a stag. Skelms with smaller antlers shame and bully skelms with larger antlers, although they always use some other excuse. However, skelms pretend they don't have antlers at all when dealing with non-skelms, regardless of evidence or argument. Skelms will even gore enemies with their antlers in combat, even if afterwards they deny the action they obviously just took.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Skelm Origins</title>\r\n\r\nThe transformation from man to skelm takes place over a remarkably short period of time—sometimes as little as a few hours—as the physical changes involved are relatively minor compared to the emotional devotion required.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Skelm Society</title>\r\n\r\nAlliances between skelms rarely last long, as it's only a matter of time before one wounds another's incredibly fragile ego, breaking the alliance. Many form hierarchical clubs with mortal members to delay such conflict while also identifying prospective new skelms.\r\n</aside>",
|
||
"name": "Skelm",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 238</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nRage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their …\r\n</summary>",
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"source": [
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"Bestiary 3"
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 238</row>",
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"speed": {},
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"summary": "Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their …",
|
||
"summary_markdown": "Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their …",
|
||
"text": " Skelm Source Bestiary 3 pg. 238 Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy. An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge. Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger. Members Palace Skelm (Creature 8), Shrine Skelm (Creature 5), Soul Skelm (Creature 10), Street Skelm (Creature 3) Mockeries of Masculinity Skelm women don't appear to exist. The few researchers who have tracked skelm mating behavior have found skelms' offspring are undifferentiated members of the mother's ancestry. The fact that skelms are cruelly manipulative shapeshifters, but all male, has led to the theory that skelms are the mystical male counterpart to hags. Skelm Antlers All skelms have branching antlers resembling those of a stag. Skelms with smaller antlers shame and bully skelms with larger antlers, although they always use some other excuse. However, skelms pretend they don't have antlers at all when dealing with non-skelms, regardless of evidence or argument. Skelms will even gore enemies with their antlers in combat, even if afterwards they deny the action they obviously just took. Skelm Origins The transformation from man to skelm takes place over a remarkably short period of time—sometimes as little as a few hours—as the physical changes involved are relatively minor compared to the emotional devotion required. Skelm Society Alliances between skelms rarely last long, as it's only a matter of time before one wounds another's incredibly fragile ego, breaking the alliance. Many form hierarchical clubs with mortal members to delay such conflict while also identifying prospective new skelms. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=260",
|
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"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
|
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"creature_family": "Skull Swarm",
|
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"creature_family_markdown": "Skull Swarm",
|
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"exclude_from_search": false,
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"id": "creature-family-261",
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Skull Swarm](/MonsterFamilies.aspx?ID=261)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 244</row>\n\nA skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind. \r\n\r\n<title level=\"2\">Members</title>\r\n[Clacking Skull Swarm](/Monsters.aspx?ID=1307) (Creature 10), [Feral Skull Swarm](/Monsters.aspx?ID=1308) (Creature 12), [Sorcerous Skull Swarm](/Monsters.aspx?ID=1309) (Creature 14)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Beheaded Swarms</title>\r\n\r\nSkull swarms are closely related to the undead creatures known as [beheaded](/MonsterFamilies.aspx?ID=220) and are fundamentally little more than a collection of independent beheaded acting in concert toward their shared goals. In addition to the skull swarms detailed here, swarms of other types of beheaded with corresponding abilities can be found in any region plagued by excessive decapitation.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Sea Skulls</title>\r\n\r\nSkull swarms are most commonly encountered amid ruins where vast and uncontrolled necromantic energies have erupted, but they can also appear in aquatic environments with clusters of clacking skulls from [merfolk](/MonsterFamilies.aspx?ID=73) and [sea devil](/MonsterFamilies.aspx?ID=88), feral skulls of fish and cetaceans, or even disembodied shark jaws and cephalopod beaks. Such swarms have a swim Speed, rather than a fly Speed or land Speed.\r\n</aside>",
|
||
"name": "Skull Swarm",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 244</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are …\r\n</summary>",
|
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"source": [
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"Bestiary 3"
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|
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"source_raw": [
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"Bestiary 3 pg. 244"
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 244</row>",
|
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"speed": {},
|
||
"summary": "A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are …",
|
||
"summary_markdown": "A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are …",
|
||
"text": " Skull Swarm Source Bestiary 3 pg. 244 A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind. Members Clacking Skull Swarm (Creature 10), Feral Skull Swarm (Creature 12), Sorcerous Skull Swarm (Creature 14) Beheaded Swarms Skull swarms are closely related to the undead creatures known as beheaded and are fundamentally little more than a collection of independent beheaded acting in concert toward their shared goals. In addition to the skull swarms detailed here, swarms of other types of beheaded with corresponding abilities can be found in any region plagued by excessive decapitation. Sea Skulls Skull swarms are most commonly encountered amid ruins where vast and uncontrolled necromantic energies have erupted, but they can also appear in aquatic environments with clusters of clacking skulls from merfolk and sea devil, feral skulls of fish and cetaceans, or even disembodied shark jaws and cephalopod beaks. Such swarms have a swim Speed, rather than a fly Speed or land Speed. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=261",
|
||
"weakness": {}
|
||
},
|
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{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Skunk",
|
||
"creature_family_markdown": "Skunk",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-262",
|
||
"image": [
|
||
"/Images/Monsters/Skunk.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Skunk](/MonsterFamilies.aspx?ID=262)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 246</row>\n\nWith their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Skunk](/Monsters.aspx?ID=1311) (Creature 1), [Skunk](/Monsters.aspx?ID=1310) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Skunk Musk in Alchemy</title>\r\n\r\nIn a quest to create less lethal bombs, some alchemists have turned to skunks for inspiration. Reputedly, the resulting stink bombs are vastly more powerful than naturally occurring skunk musk. Few adventuring groups, however, encourage their alchemists to deploy such devices.\r\n</aside>",
|
||
"name": "Skunk",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 246</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWith their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
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"source_raw": [
|
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"Bestiary 3 pg. 246"
|
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],
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 246</row>",
|
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"speed": {},
|
||
"summary": "With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of …",
|
||
"summary_markdown": "With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of …",
|
||
"text": " Skunk Source Bestiary 3 pg. 246 With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic. Members Giant Skunk (Creature 1), Skunk (Creature -1) Skunk Musk in Alchemy In a quest to create less lethal bombs, some alchemists have turned to skunks for inspiration. Reputedly, the resulting stink bombs are vastly more powerful than naturally occurring skunk musk. Few adventuring groups, however, encourage their alchemists to deploy such devices. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=262",
|
||
"weakness": {}
|
||
},
|
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{
|
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"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Sloth",
|
||
"creature_family_markdown": "Sloth",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-263",
|
||
"image": [
|
||
"/Images/Monsters/Sloth.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Sloth](/MonsterFamilies.aspx?ID=263)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 248</row>\n\nDespite their long, hooked claws being one of their most distinctive features, sloths are herbivorous creatures. Smaller sloths use their claws to climb from tree to tree, seeking fruits and young leaves among the canopy. Larger species can reach up to 20 feet tall and weigh more than 10,000 pounds.\r\n\r\n<title level=\"2\">Members</title>\r\n[Megatherium](/Monsters.aspx?ID=1314) (Creature 5), [Three-Toed Sloth](/Monsters.aspx?ID=1313) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Sloths, Moths, and Moss</title>\r\n\r\nSloths tend to gain a green tinge to their fur as they age, a result of a peculiar strain of mossy algae that grows only on these arboreal creatures. This algae, in turn, feeds a unique species of moth that also makes its home exclusively in sloths' fur—along with other parasites, such as beetles and cockroaches. \r\n</aside>",
|
||
"name": "Sloth",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 248</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDespite their long, hooked claws being one of their most distinctive features, sloths are herbivorous creatures. Smaller sloths use their claws to …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
||
],
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"source_raw": [
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"Bestiary 3 pg. 248"
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 248</row>",
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"speed": {},
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||
"summary": "Despite their long, hooked claws being one of their most distinctive features, sloths are herbivorous creatures. Smaller sloths use their claws to …",
|
||
"summary_markdown": "Despite their long, hooked claws being one of their most distinctive features, sloths are herbivorous creatures. Smaller sloths use their claws to …",
|
||
"text": " Sloth Source Bestiary 3 pg. 248 Despite their long, hooked claws being one of their most distinctive features, sloths are herbivorous creatures. Smaller sloths use their claws to climb from tree to tree, seeking fruits and young leaves among the canopy. Larger species can reach up to 20 feet tall and weigh more than 10,000 pounds. Members Megatherium (Creature 5), Three-Toed Sloth (Creature -1) Sloths, Moths, and Moss Sloths tend to gain a green tinge to their fur as they age, a result of a peculiar strain of mossy algae that grows only on these arboreal creatures. This algae, in turn, feeds a unique species of moth that also makes its home exclusively in sloths' fur—along with other parasites, such as beetles and cockroaches. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=263",
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||
"weakness": {}
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||
},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Spirit Guide",
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||
"creature_family_markdown": "Spirit Guide",
|
||
"exclude_from_search": false,
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||
"id": "creature-family-264",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Spirit Guide](/MonsterFamilies.aspx?ID=264)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 252</row>\n\nSpirit guides are a distinctive form of spiritual entity with a tenuous attachment to the [Material Plane](/Planes.aspx?ID=1). Some legends say that the first spirit guides were the perfect conceptual forms of animals, and that from them, eagles, foxes, bears, and other mortal animals were born. Each guide displayed an interest in mortal affairs, watching over communities and imparting their gifts. Fox shared his cunning with the mortals he befriended, while Bear taught them how to survive and endure.\n\n Over the passing of countless mortal generations, new spirit guides were born, many of them possessing traits from two or more of the original spirit guides. In the ancient human nation of Sarkoris, the people abandoned the worship of traditional gods in favor of venerating the spirit guides who watched over them. While the people of some neighboring nations saw this as heresy, to the old Sarkorians, this worship was perfectly natural. The same beings who had taught their forebears lessons that allowed them to survive and thrive still walked among them.\n\n Spirit guides can form bonds with mortal partners. While many spirit guides create a permanent bond with a mortal, such as the relationship between the spirit guides of Sarkoris and the mortal spiritual leaders known as god callers, some instead form temporary bonds, either to test the prospective mortal before committing or because a permanent bond is undesirable. It's not uncommon for a single spirit guide to form bonds with recurring generations of a family or community, protecting and guiding mortals they've grown fond of or who do them a great service.\r\n\r\n<title level=\"2\">Members</title>\r\n[Cunning Guide](/Monsters.aspx?ID=1319) (Creature 1), [Feathered Bear](/Monsters.aspx?ID=1320) (Creature 10), [Green Monkey](/Monsters.aspx?ID=2463) (Creature 3), [Stone-Breasted Owl](/Monsters.aspx?ID=2464) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Permanent Bonds</title>\r\n\r\nA spirit guide can form a permanent, close bond with a mortal, granting both new abilities. Such bonded pairs can see through one another's eyes, coordinate their actions to an unparalleled degree, and come to one another's aid in an instant. Stories tell that a pair thus linked shares even their life essence between them, growing and learning together throughout the mortal's life.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Spirit Guide Companions</title>\r\n\r\nOne way to gain the aid of a spirit guide is to take the [scion of Domora](/Archetypes.aspx?ID=202) archetype. This archetype allows character to choose a spirit guide to accompany them on their adventures—provided they first prove themselves worthy of the honor.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Strength and Adversity</title>\r\n\r\nIn the region of the Broken Lands known as the Sarkoris Scar, spirit guides are active participants in the fight against the [demons](/MonsterFamilies.aspx?ID=28) who infest that poisoned land. Battle-tested knights and Sarkorian reclaimers alike have countless stories of being rescued from certain doom by a charging bear cloaked in feathers and tearing [wrath demons](/Monsters.aspx?ID=100) out of the skies, or ghostly eagles with dragon scales swooping in to snatch warriors clear of a [pride demon's](/Monsters.aspx?ID=103) descending blades. Others speak of discovering caches of safe food, clean water, and other supplies left by ghostly foxes or martens.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">The Sarkoris Scar</title>\r\n\r\nSome spirit guides encountered in the haunted badlands now known as the Sarkoris Scar are remnants of god calling, an ancient tradition practiced by many Sarkorian cultures. Severed from their callers by the demonic war that devastated the land for over a century, such gods now roam the blasted landscape, occasionally helping those they find worthy.\r\n</aside>",
|
||
"name": "Spirit Guide",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 252</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSpirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane . Some legends say that the first spirit …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
||
],
|
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|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 252</row>",
|
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"speed": {},
|
||
"summary": "Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane . Some legends say that the first spirit …",
|
||
"summary_markdown": "Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane . Some legends say that the first spirit …",
|
||
"text": " Spirit Guide Source Bestiary 3 pg. 252 Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane. Some legends say that the first spirit guides were the perfect conceptual forms of animals, and that from them, eagles, foxes, bears, and other mortal animals were born. Each guide displayed an interest in mortal affairs, watching over communities and imparting their gifts. Fox shared his cunning with the mortals he befriended, while Bear taught them how to survive and endure. Over the passing of countless mortal generations, new spirit guides were born, many of them possessing traits from two or more of the original spirit guides. In the ancient human nation of Sarkoris, the people abandoned the worship of traditional gods in favor of venerating the spirit guides who watched over them. While the people of some neighboring nations saw this as heresy, to the old Sarkorians, this worship was perfectly natural. The same beings who had taught their forebears lessons that allowed them to survive and thrive still walked among them. Spirit guides can form bonds with mortal partners. While many spirit guides create a permanent bond with a mortal, such as the relationship between the spirit guides of Sarkoris and the mortal spiritual leaders known as god callers, some instead form temporary bonds, either to test the prospective mortal before committing or because a permanent bond is undesirable. It's not uncommon for a single spirit guide to form bonds with recurring generations of a family or community, protecting and guiding mortals they've grown fond of or who do them a great service. Members Cunning Guide (Creature 1), Feathered Bear (Creature 10), Green Monkey (Creature 3), Stone-Breasted Owl (Creature 5) Permanent Bonds A spirit guide can form a permanent, close bond with a mortal, granting both new abilities. Such bonded pairs can see through one another's eyes, coordinate their actions to an unparalleled degree, and come to one another's aid in an instant. Stories tell that a pair thus linked shares even their life essence between them, growing and learning together throughout the mortal's life. Spirit Guide Companions One way to gain the aid of a spirit guide is to take the scion of Domora archetype. This archetype allows character to choose a spirit guide to accompany them on their adventures—provided they first prove themselves worthy of the honor. Strength and Adversity In the region of the Broken Lands known as the Sarkoris Scar, spirit guides are active participants in the fight against the demons who infest that poisoned land. Battle-tested knights and Sarkorian reclaimers alike have countless stories of being rescued from certain doom by a charging bear cloaked in feathers and tearing wrath demons out of the skies, or ghostly eagles with dragon scales swooping in to snatch warriors clear of a pride demon's descending blades. Others speak of discovering caches of safe food, clean water, and other supplies left by ghostly foxes or martens. The Sarkoris Scar Some spirit guides encountered in the haunted badlands now known as the Sarkoris Scar are remnants of god calling, an ancient tradition practiced by many Sarkorian cultures. Severed from their callers by the demonic war that devastated the land for over a century, such gods now roam the blasted landscape, occasionally helping those they find worthy. ",
|
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"url": "/MonsterFamilies.aspx?ID=264",
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"category": "creature-family",
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"creature_family": "Squirrel",
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"creature_family_markdown": "Squirrel",
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"id": "creature-family-265",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Squirrel](/MonsterFamilies.aspx?ID=265)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 257</row>\n\nSquirrels' ability to dart into sticky situations, extract berries or nuts from the most precarious of circumstances, and then hide their loot from prying eyes make them nature's thieves in trees. Their cute appearance—soft fur, big eyes, and fluffy tails—makes them inconspicuous and endearing, at least to some. Their reputation among humanoids is split between those who consider them cute little creatures and others who believe they're vermin.\n\n Usually no more than a nuisance on their own, they can become a dangerous annoyance under the command of a [druid](/Classes.aspx?ID=6), [fey](/Traits.aspx?ID=69), or other creature that practices nature magic or is otherwise tied to the natural world. With their ability to reach remote places, excellent eyesight, and adept problem-solving, squirrels can perform effective reconnaissance for druids.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Flying Squirrel](/Monsters.aspx?ID=1326) (Creature 2), [Squirrel Swarm](/Monsters.aspx?ID=1325) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Squirreled Away</title>\r\n\r\nSquirrels make a great deal of effort to conceal their hiding places. Running in erratic paths, they stop and pretend to bury their prize in one place before scampering to another location and burying their treat. Sometimes they'll even drop a part of their find to trick followers into thinking they've won so they cease their pursuit.\r\n</aside>",
|
||
"name": "Squirrel",
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"rarity": "common",
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"release_date": "2021-04-07",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 257</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSquirrels' ability to dart into sticky situations, extract berries or nuts from the most precarious of circumstances, and then hide their loot from …\r\n</summary>",
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"summary": "Squirrels' ability to dart into sticky situations, extract berries or nuts from the most precarious of circumstances, and then hide their loot from …",
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"summary_markdown": "Squirrels' ability to dart into sticky situations, extract berries or nuts from the most precarious of circumstances, and then hide their loot from …",
|
||
"text": " Squirrel Source Bestiary 3 pg. 257 Squirrels' ability to dart into sticky situations, extract berries or nuts from the most precarious of circumstances, and then hide their loot from prying eyes make them nature's thieves in trees. Their cute appearance—soft fur, big eyes, and fluffy tails—makes them inconspicuous and endearing, at least to some. Their reputation among humanoids is split between those who consider them cute little creatures and others who believe they're vermin. Usually no more than a nuisance on their own, they can become a dangerous annoyance under the command of a druid, fey, or other creature that practices nature magic or is otherwise tied to the natural world. With their ability to reach remote places, excellent eyesight, and adept problem-solving, squirrels can perform effective reconnaissance for druids. Members Giant Flying Squirrel (Creature 2), Squirrel Swarm (Creature 1) Squirreled Away Squirrels make a great deal of effort to conceal their hiding places. Running in erratic paths, they stop and pretend to bury their prize in one place before scampering to another location and burying their treat. Sometimes they'll even drop a part of their find to trick followers into thinking they've won so they cease their pursuit. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=265",
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"category": "creature-family",
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"creature_family": "Stheno",
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"creature_family_markdown": "Stheno",
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"exclude_from_search": false,
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"id": "creature-family-266",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Stheno](/MonsterFamilies.aspx?ID=266)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 258</row>\n\nWith living snakes for hair, sthenos, who are descended from [medusas](/Monsters.aspx?ID=297), are a curious and independent ancestry. A newly emergent people, sthenos have existed for just barely over a century. Only a few generations have passed since their genesis, and some adult sthenos remember members of the original generation. Indeed, since sthenos can live about as long as humans, a few of the original sthenos might yet live somewhere. As a people without a traditional homeland, sthenos seek to find societies that welcome them, which can be a challenging endeavor. With more than a passing resemblance to medusas, given their ophidian hair and striking features, they find most places are wary if not outright hostile to their presence.\n\n All sthenos descend from a single woman of the same name. Stheno rebelled against the poisoned gift of nightmares that the goddess [Lamashtu](/Deities.aspx?ID=11) granted her sisters, the powerful medusa matriarchs known as euryales. Stheno prayed to [Shelyn](/Deities.aspx?ID=17), goddess of art and love, for help in overcoming her twisted birthright. Eventually, Lamashtu's power struck Stheno down, but Stheno's remaining faith and will imbued each of the hundred snakes from her hair with a mind and will of its own. Each snake grew into an individual stheno, and a new ancestry was born that day.\n\n Sthenos have been slowly spreading across the land, their numbers growing as they can have children with humans. In these families, children of all genders are born either fully human or fully stheno, seemingly at random. Sthenos with a welcoming community to call home tend toward large families with many children, perhaps from some survival instinct as early members of a new ancestry.\n\n Sthenos, unsurprisingly, have a great love for snakes, and they tend to keep other snakes as pets and companions to their hair. Stheno hair snakes are non-venomous and love to eat insects within their reach. They are semi-autonomous, though their behaviors are colored by the stheno's emotions. An angry stheno might find their snakes lashing out at the subject of their wrath, while an amorous stheno's snakes might just want to snuggle instead.\r\n\r\n<title level=\"2\">Members</title>\r\n[Stheno Harpist](/Monsters.aspx?ID=1327) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Stheno Outlooks</title>\r\n\r\nMost sthenos are passionate and loyal. Many worship [Shelyn](/Deities.aspx?ID=17), the goddess of the arts, for her role in the genesis of their ancestry, but their outlooks and faiths vary as widely as those of humans. Sthenos have spent the past century eagerly developing arts and cultures all their own, and most have some sort of artistic passion, even if mundane or based in violence. \r\n</aside>",
|
||
"name": "Stheno",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 258</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWith living snakes for hair, sthenos, who are descended from medusas , are a curious and independent ancestry. A newly emergent people, sthenos have …\r\n</summary>",
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"summary": "With living snakes for hair, sthenos, who are descended from medusas , are a curious and independent ancestry. A newly emergent people, sthenos have …",
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"summary_markdown": "With living snakes for hair, sthenos, who are descended from medusas , are a curious and independent ancestry. A newly emergent people, sthenos have …",
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||
"text": " Stheno Source Bestiary 3 pg. 258 With living snakes for hair, sthenos, who are descended from medusas, are a curious and independent ancestry. A newly emergent people, sthenos have existed for just barely over a century. Only a few generations have passed since their genesis, and some adult sthenos remember members of the original generation. Indeed, since sthenos can live about as long as humans, a few of the original sthenos might yet live somewhere. As a people without a traditional homeland, sthenos seek to find societies that welcome them, which can be a challenging endeavor. With more than a passing resemblance to medusas, given their ophidian hair and striking features, they find most places are wary if not outright hostile to their presence. All sthenos descend from a single woman of the same name. Stheno rebelled against the poisoned gift of nightmares that the goddess Lamashtu granted her sisters, the powerful medusa matriarchs known as euryales. Stheno prayed to Shelyn, goddess of art and love, for help in overcoming her twisted birthright. Eventually, Lamashtu's power struck Stheno down, but Stheno's remaining faith and will imbued each of the hundred snakes from her hair with a mind and will of its own. Each snake grew into an individual stheno, and a new ancestry was born that day. Sthenos have been slowly spreading across the land, their numbers growing as they can have children with humans. In these families, children of all genders are born either fully human or fully stheno, seemingly at random. Sthenos with a welcoming community to call home tend toward large families with many children, perhaps from some survival instinct as early members of a new ancestry. Sthenos, unsurprisingly, have a great love for snakes, and they tend to keep other snakes as pets and companions to their hair. Stheno hair snakes are non-venomous and love to eat insects within their reach. They are semi-autonomous, though their behaviors are colored by the stheno's emotions. An angry stheno might find their snakes lashing out at the subject of their wrath, while an amorous stheno's snakes might just want to snuggle instead. Members Stheno Harpist (Creature 1) Stheno Outlooks Most sthenos are passionate and loyal. Many worship Shelyn, the goddess of the arts, for her role in the genesis of their ancestry, but their outlooks and faiths vary as widely as those of humans. Sthenos have spent the past century eagerly developing arts and cultures all their own, and most have some sort of artistic passion, even if mundane or based in violence. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=266",
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"creature_family": "Strix",
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"creature_family_markdown": "Strix",
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"exclude_from_search": false,
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"id": "creature-family-267",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Strix](/MonsterFamilies.aspx?ID=267)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 259</row>\n\nStrix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed facing forward. Their lurching head movements and vertical eyelids give an unnerving quality to their humanoid appearances.\n\n Strix, called itarii in their own language, live in tightly bonded roosts nestled into the cliffs and treetops of Golarion's highest elevations. Their societies mostly share a communalist, tribal structure, each led by a female leader called a rokoa. Their dwindling population, combined with the adversity they face, promotes interconnectedness and empathy, even between different tribes. By contrast, strix face an ageless conflict with the [human](/Ancestries.aspx?ID=6) populations that surround their home at Devil's Perch, forced to fiercely defend their ancestral territories against human incursion. As a result, strix distrust humans on sight, though these grudges typically don't extend to human offshoots, such as half-orcs and half-elves.\n\n Oral tradition tells that the strix who live among the spires of Devil's Perch, an area in the southwest region of Cheliax's Menador Mountains, were banished there by a massive storm as punishment for an ancient, forgotten transgression. Strix communities debate whether this curse still haunts their people. Those that believe so cite the endless bloody conflict between the strix tribes and the nearby humans, who regard the strix as winged devils to be purged from their territories. Due to strix's deep emotional connection to each member of their tribe, any strix life taken by human hands leads to swift retaliation, which humans use to paint strix as monsters. This cycle of retribution, along with continuous loss of strix land, has bred generations of hatred.\r\n\r\n<title level=\"2\">Members</title>\r\n[Strix Kinmate](/Monsters.aspx?ID=1328) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Strix Storytelling</title>\r\n\r\nStrix history and mythology is passed down through a verbal tradition. Every strix, even those from different tribes, knows nearly identical tales of their ancestral history and spiritual sermons. Always performing the tales in their own language, strix share their ancestral stories only with those they consider kin. Even among outsiders, strix hold the skill of storytelling in high regard and are fond of finely performed verbal narratives. \r\n</aside>",
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||
"name": "Strix",
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||
"rarity": "common",
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||
"release_date": "2021-04-07",
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||
"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 259</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nStrix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed …\r\n</summary>",
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"speed": {},
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"summary": "Strix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed …",
|
||
"summary_markdown": "Strix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed …",
|
||
"text": " Strix Source Bestiary 3 pg. 259 Strix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed facing forward. Their lurching head movements and vertical eyelids give an unnerving quality to their humanoid appearances. Strix, called itarii in their own language, live in tightly bonded roosts nestled into the cliffs and treetops of Golarion's highest elevations. Their societies mostly share a communalist, tribal structure, each led by a female leader called a rokoa. Their dwindling population, combined with the adversity they face, promotes interconnectedness and empathy, even between different tribes. By contrast, strix face an ageless conflict with the human populations that surround their home at Devil's Perch, forced to fiercely defend their ancestral territories against human incursion. As a result, strix distrust humans on sight, though these grudges typically don't extend to human offshoots, such as half-orcs and half-elves. Oral tradition tells that the strix who live among the spires of Devil's Perch, an area in the southwest region of Cheliax's Menador Mountains, were banished there by a massive storm as punishment for an ancient, forgotten transgression. Strix communities debate whether this curse still haunts their people. Those that believe so cite the endless bloody conflict between the strix tribes and the nearby humans, who regard the strix as winged devils to be purged from their territories. Due to strix's deep emotional connection to each member of their tribe, any strix life taken by human hands leads to swift retaliation, which humans use to paint strix as monsters. This cycle of retribution, along with continuous loss of strix land, has bred generations of hatred. Members Strix Kinmate (Creature 2) Strix Storytelling Strix history and mythology is passed down through a verbal tradition. Every strix, even those from different tribes, knows nearly identical tales of their ancestral history and spiritual sermons. Always performing the tales in their own language, strix share their ancestral stories only with those they consider kin. Even among outsiders, strix hold the skill of storytelling in high regard and are fond of finely performed verbal narratives. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=267",
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"category": "creature-family",
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"creature_family": "Terra-Cotta Warrior",
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"creature_family_markdown": "Terra-Cotta Warrior",
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"exclude_from_search": false,
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"id": "creature-family-268",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Terra-Cotta Warrior](/MonsterFamilies.aspx?ID=268)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 263</row>\n\nTerra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features.\r\n\r\n<title level=\"2\">Members</title>\r\n[Terra-Cotta Garrison](/Monsters.aspx?ID=1333) (Creature 13), [Terra-Cotta Soldier](/Monsters.aspx?ID=1332) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Runic Impressions</title>\r\n\r\nAt its creation, a terra-cotta warrior can be engraved with runes as if it were a weapon with an item level equal to its creature level, applying these runes to the weapons it wields. Such runes can't be removed and engraved on items. The soldier here has only a [_+1 weapon potency_](/Equipment.aspx?ID=281) rune and a [_striking_](/Equipment.aspx?ID=280) rune, but more powerful versions with more powerful potency and property runes have been known to exist.\r\n</aside>",
|
||
"name": "Terra-Cotta Warrior",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 263</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTerra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the …\r\n</summary>",
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"speed": {},
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"summary": "Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the …",
|
||
"summary_markdown": "Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the …",
|
||
"text": " Terra-Cotta Warrior Source Bestiary 3 pg. 263 Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features. Members Terra-Cotta Garrison (Creature 13), Terra-Cotta Soldier (Creature 6) Runic Impressions At its creation, a terra-cotta warrior can be engraved with runes as if it were a weapon with an item level equal to its creature level, applying these runes to the weapons it wields. Such runes can't be removed and engraved on items. The soldier here has only a +1 weapon potency rune and a striking rune, but more powerful versions with more powerful potency and property runes have been known to exist. ",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=268",
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},
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{
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"category": "creature-family",
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"creature_family": "Terror Bird",
|
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"creature_family_markdown": "Terror Bird",
|
||
"exclude_from_search": false,
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"id": "creature-family-269",
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"image": [
|
||
"/Images/Monsters/TerrorBird.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Terror Bird](/MonsterFamilies.aspx?ID=269)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 264</row>\n\nTerror birds aren't one species but rather a family of deadly, flightless avian predators. All terror birds are capable of bursts of great speed and have powerful beaks that can tear apart the flesh of their prey. Most stalk large, open prairies and steppes, competing directly with other sizable predators such as large cats and wolves.\r\n\r\n<title level=\"2\">Members</title>\r\n[Terror Bird](/Monsters.aspx?ID=1334) (Creature 2), [Terror Shrike](/Monsters.aspx?ID=1335) (Creature 4)",
|
||
"name": "Terror Bird",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 264</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTerror birds aren't one species but rather a family of deadly, flightless avian predators. All terror birds are capable of bursts of great speed and …\r\n</summary>",
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"source": [
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"Bestiary 3"
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"speed": {},
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"summary": "Terror birds aren't one species but rather a family of deadly, flightless avian predators. All terror birds are capable of bursts of great speed and …",
|
||
"summary_markdown": "Terror birds aren't one species but rather a family of deadly, flightless avian predators. All terror birds are capable of bursts of great speed and …",
|
||
"text": " Terror Bird Source Bestiary 3 pg. 264 Terror birds aren't one species but rather a family of deadly, flightless avian predators. All terror birds are capable of bursts of great speed and have powerful beaks that can tear apart the flesh of their prey. Most stalk large, open prairies and steppes, competing directly with other sizable predators such as large cats and wolves. Members Terror Bird (Creature 2), Terror Shrike (Creature 4)",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=269",
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"weakness": {}
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||
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"category": "creature-family",
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"creature_family": "Tooth Fairy",
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||
"creature_family_markdown": "Tooth Fairy",
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||
"exclude_from_search": false,
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"id": "creature-family-270",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Tooth Fairy](/MonsterFamilies.aspx?ID=270)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 273</row>\n\nTooth fairies spawn when a child's tooth (or, less commonly, an entire child) is buried in terrain rife with fey energies. Hatching from the buried teeth like larvae from an egg, tooth fairies build crude pliers from whatever they can find, then go hunting for more teeth—regardless of the owners' willingness.\r\n\r\n<title level=\"2\">Members</title>\r\n[Tooth Fairy](/Monsters.aspx?ID=1344) (Creature -1), [Tooth Fairy Swarm](/Monsters.aspx?ID=1345) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Folk Traditions</title>\r\n\r\nTooth fairies fear cats and flee from even newborn kittens. The antipathy is mutual, as all cats hunt and kill tooth fairies with relish.\n\n In some towns, adults leave a small coin under a child's pillow as a bribe for the tooth fairies so that they don't hurt anyone in the house, which sometimes works.\r\n</aside>",
|
||
"name": "Tooth Fairy",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 273</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTooth fairies spawn when a child's tooth (or, less commonly, an entire child) is buried in terrain rife with fey energies. Hatching from the buried …\r\n</summary>",
|
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"source": [
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"Bestiary 3"
|
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"Bestiary 3 pg. 273"
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 273</row>",
|
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"speed": {},
|
||
"summary": "Tooth fairies spawn when a child's tooth (or, less commonly, an entire child) is buried in terrain rife with fey energies. Hatching from the buried …",
|
||
"summary_markdown": "Tooth fairies spawn when a child's tooth (or, less commonly, an entire child) is buried in terrain rife with fey energies. Hatching from the buried …",
|
||
"text": " Tooth Fairy Source Bestiary 3 pg. 273 Tooth fairies spawn when a child's tooth (or, less commonly, an entire child) is buried in terrain rife with fey energies. Hatching from the buried teeth like larvae from an egg, tooth fairies build crude pliers from whatever they can find, then go hunting for more teeth—regardless of the owners' willingness. Members Tooth Fairy (Creature -1), Tooth Fairy Swarm (Creature 3) Folk Traditions Tooth fairies fear cats and flee from even newborn kittens. The antipathy is mutual, as all cats hunt and kill tooth fairies with relish. In some towns, adults leave a small coin under a child's pillow as a bribe for the tooth fairies so that they don't hurt anyone in the house, which sometimes works. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=270",
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"weakness": {}
|
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},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Trilobite",
|
||
"creature_family_markdown": "Trilobite",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-271",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Trilobite](/MonsterFamilies.aspx?ID=271)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 275</row>\n\nOften overlooked as little more than water-dwelling pests, trilobites are a varied species of arthropods found throughout the seas and oceans of Golarion. So ancient and widespread are these critters that trilobite fossils are as commonly found as living specimens.\r\n\r\n<title level=\"2\">Members</title>\r\n[Trilobite](/Monsters.aspx?ID=1347) (Creature -1), [Trilobite Swarm](/Monsters.aspx?ID=1348) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Tremendous Variety</title>\r\n\r\nScholars of the sea have identified thousands of varieties of trilobites, each distinguished by appearance, habitat, size, and diet. The smallest trilobites are an inch or two long, while individuals measuring almost two feet long have been found in the depths of the ocean. Some hide in silt, using tall eyestalks to spot prey, while others have wide, sweeping, wing-like heads; certain kinds are even covered in spines. This variety in appearance has led to distinctive jewelry in seaside villages that imitates local trilobite populations.\r\n</aside>",
|
||
"name": "Trilobite",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 275</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOften overlooked as little more than water-dwelling pests, trilobites are a varied species of arthropods found throughout the seas and oceans of …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
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],
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"source_raw": [
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"Bestiary 3 pg. 275"
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],
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 275</row>",
|
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"speed": {},
|
||
"summary": "Often overlooked as little more than water-dwelling pests, trilobites are a varied species of arthropods found throughout the seas and oceans of …",
|
||
"summary_markdown": "Often overlooked as little more than water-dwelling pests, trilobites are a varied species of arthropods found throughout the seas and oceans of …",
|
||
"text": " Trilobite Source Bestiary 3 pg. 275 Often overlooked as little more than water-dwelling pests, trilobites are a varied species of arthropods found throughout the seas and oceans of Golarion. So ancient and widespread are these critters that trilobite fossils are as commonly found as living specimens. Members Trilobite (Creature -1), Trilobite Swarm (Creature 3) Tremendous Variety Scholars of the sea have identified thousands of varieties of trilobites, each distinguished by appearance, habitat, size, and diet. The smallest trilobites are an inch or two long, while individuals measuring almost two feet long have been found in the depths of the ocean. Some hide in silt, using tall eyestalks to spot prey, while others have wide, sweeping, wing-like heads; certain kinds are even covered in spines. This variety in appearance has led to distinctive jewelry in seaside villages that imitates local trilobite populations. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=271",
|
||
"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Tsukumogami",
|
||
"creature_family_markdown": "Tsukumogami",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-272",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Tsukumogami](/MonsterFamilies.aspx?ID=272)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 276</row>\n\nTsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a [kami](/MonsterFamilies.aspx?ID=243). Tsukumogami range from harmless to malicious, each individual personality a result of how the object was treated before its awakening. Well-cared-for objects tend to birth helpful, friendly tsukumogami, while mistreated or abandoned objects twist into malevolent and violent beings. Most tsukumogami are, by nature, mischievous, and oftentimes want nothing more than to occupy the attention of living creatures.\n\n Tsukumogami can commonly be found in areas with a strong cultural belief in the value of caring for objects, which helps items survive long enough to become tsukumogami. Towns and villages with large tsukumogami populations are referred to as “sleepless towns” due to the nightly tsukumogami celebrations, which can become so raucous that they prevent the living residents from sleeping peacefully. \r\n\r\n<title level=\"2\">Members</title>\r\n[Chouchin-Obake](/Monsters.aspx?ID=1351) (Creature 6), [Ittan-Momen](/Monsters.aspx?ID=1349) (Creature 2), [Kasa-Obake](/Monsters.aspx?ID=1350) (Creature 4)",
|
||
"name": "Tsukumogami",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 276</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami . Tsukumogami range from harmless to …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
||
],
|
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|
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"Bestiary 3 pg. 276"
|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 276</row>",
|
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"speed": {},
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"summary": "Tsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami . Tsukumogami range from harmless to …",
|
||
"summary_markdown": "Tsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami . Tsukumogami range from harmless to …",
|
||
"text": " Tsukumogami Source Bestiary 3 pg. 276 Tsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami. Tsukumogami range from harmless to malicious, each individual personality a result of how the object was treated before its awakening. Well-cared-for objects tend to birth helpful, friendly tsukumogami, while mistreated or abandoned objects twist into malevolent and violent beings. Most tsukumogami are, by nature, mischievous, and oftentimes want nothing more than to occupy the attention of living creatures. Tsukumogami can commonly be found in areas with a strong cultural belief in the value of caring for objects, which helps items survive long enough to become tsukumogami. Towns and villages with large tsukumogami populations are referred to as “sleepless towns” due to the nightly tsukumogami celebrations, which can become so raucous that they prevent the living residents from sleeping peacefully. Members Chouchin-Obake (Creature 6), Ittan-Momen (Creature 2), Kasa-Obake (Creature 4)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=272",
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||
"weakness": {}
|
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},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Vampire, Nosferatu",
|
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"creature_family_markdown": "Vampire, Nosferatu",
|
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"exclude_from_search": false,
|
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"id": "creature-family-273",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Vampire, Nosferatu](/MonsterFamilies.aspx?ID=273)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 282</row>\n\nAmong the most ancient of vampires are the nosferatus, twisted remnants of mortals who died in great plagues of old. Perhaps because of their age, nosferatus can no longer create more of their kind. Yet they still lurk among the living, manipulating the hearts and minds of their prey to either serve them beyond the limits of natural life or to become sustenance for the nosferatu like so many others before.\r\n\r\n<title level=\"2\">Members</title>\r\n[Nosferatu Malefactor](/Monsters.aspx?ID=1357) (Creature 10), [Nosferatu Overlord](/Monsters.aspx?ID=1358) (Creature 15), [Nosferatu Thrall](/Monsters.aspx?ID=1356) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Among the Living</title>\r\n\r\nThough terrifying in appearance, nosferatus typically dwell among mortals. They might reside in a decrepit manor nestled in a quiet neighborhood. They may also occupy an abandoned castle, preying on weary travelers who mistake their lair as a haven from the elements.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building a Nosferatu</title>\r\n\r\nThough nosferatus can't create more of their kind, many of these ancient vampires lurk in the world's various shadows, taking a variety of forms. If you have time, it's more effective to build a new nosferatu from the ground up using the standard monster creation rules, which were used to create the [nosferatu thrall](/Monsters.aspx?ID=1356), [nosferatu malefactor](/Monsters.aspx?ID=1357), and [nosferatu overlord](/Monsters.aspx?ID=1358), but you can also use the guidelines presented under Creating a Nosferatu to turn an existing creature into a nosferatu, adjusting the monster as you see fit. In either case, specific nosferatu abilities like negative healing, Feral Corruption, and Drink Blood work the same.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building a Nosferatu Thrall</title>\r\n\r\nWhile a nosferatu can't turn a living creature into another nosferatu, they can create a thrall through a 1-day ritual. They can maintain a number of thralls up to their Charisma modifier; creating new thralls beyond this limit releases earlier thralls from service. You can convert any non-[mindless](/Traits.aspx?ID=108) living creature into a nosferatu thrall by applying the nosferatu thrall abilities and increasing its level by 1. A creature that's immune to [mental](/Traits.aspx?ID=106) effects can't become a nosferatu thrall. You can also build a nosferatu thrall from scratch using the [monster creation](/Rules.aspx?ID=995) rules in the _Gamemastery Guide_ and applying the above modifications.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Monster of Legend</title>\r\n\r\nThe word nosferatu has appeared in print since the mid-18th century, purported by Western Europeans to be a Romanian word for vampire, inspiring some of horror fiction's best writers. No clear etymology exists, and while it's unknown whether the word's roots are actually Romanian, the vampire itself is an enduring element of Romanian folklore.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Vampire</title>\r\n\r\n**Related Families**\r\n[Vampire](/MonsterFamilies.aspx?ID=97), [Vampire, Jiang-Shi](/MonsterFamilies.aspx?ID=286), [Vampire, Strigoi](/MonsterFamilies.aspx?ID=314), [Vampire, Vetalarana](/MonsterFamilies.aspx?ID=311), [Vampire, Vrykolakas](/MonsterFamilies.aspx?ID=159)\r\n\r\n<title level=\"2\">Creating a Nosferatu</title>\r\n\r\nYou can turn an existing living creature into a nosferatu using the following steps. A creature below 8th level isn't significant enough to be a nosferatu and should likely be a regular [vampire](/MonsterFamilies.aspx?ID=97) instead.\n\n Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>It gains the [undead](/Traits.aspx?ID=160) and [vampire](/Traits.aspx?ID=242) traits, and it becomes evil.</li><li>Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.</li><li>Increase Speed by 5 feet or to 30 feet, whichever results in a higher Speed.</li><li>Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead.</li><li>Reduce HP by the amount listed on the table.</li><li>The nosferatu gains [fast healing](/MonsterAbilities.aspx?ID=15) and resistance to physical damage (except [magical](/Traits.aspx?ID=103) wood) as indicated in the table. These abilities are the reason the nosferatu has fewer HP.</li></ul> \n<table> <tr><td>**Starting Level**</td><td>**HP Decrease**</td><td>**Fast Healing/Resistance**</td></tr> <tr><td>8-14</td><td>-40</td><td>10</td></tr> <tr><td>15+</td><td>-60</td><td>15</td></tr></table> \n\n<title level=\"3\" right=\"\">Basic Nosferatu Abilities</title> If the base creature becoming a nosferatu has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as [human](/Traits.aspx?ID=90) and [humanoid](/Traits.aspx?ID=91). You might also need to adjust abilities that conflict with the nosferatu's theme.\n\n All nosferatus gain the following abilities.\n\n **[Darkvision](/MonsterAbilities.aspx?ID=12)**\n\n **[Negative Healing](/MonsterAbilities.aspx?ID=42)**\n\n **Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sleep](/Traits.aspx?ID=145)\n\n **Nosferatu Vulnerabilities**\n<ul><li>**Revulsion** A nosferatu can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to [Raise a Shield](/Actions.aspx?ID=98)). If the nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the [fleeing](/Conditions.aspx?ID=17) condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 Will save as a single action, which has the [concentrate](/Traits.aspx?ID=32) trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).</li><li>**Stake** A magical wooden stake (such as one affected by a [_weapon potency_ rune](/Equipment.aspx?ID=281), [_magic weapon_](/Spells.aspx?ID=182), or similar magic) driven through the nosferatu's heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is [unconscious](/Conditions.aspx?ID=38). If the stake is removed, the nosferatu can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu's head is severed and anointed with holy water while the stake is in place, the nosferatu is destroyed.</li><li>**Sunlight** If exposed to direct sunlight, a nosferatu immediately becomes [slowed 1](/Conditions.aspx?ID=35). The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the nosferatu loses all their actions in this way, they're destroyed.</li></ul>\n\n **Plagued Coffin Restoration** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118)) Unlike other undead, a nosferatu isn't destroyed at 0 HP. Instead, they disperse into an immense number of individual rats heading in every direction in an attempt to return to their coffin. If even a single rat reaches the coffin, the nosferatu can recover. A nosferatu regains their strength through resting in earth taken from the grave of a creature who died of plague. If their body rests in their earth-filled coffin for 1 hour, the nosferatu gains 1 HP, after which their fast healing begins to function normally. If the coffin doesn't contain this plagued grave dirt, they instead need to rest in their coffin for 1 day before they gain 1 HP and regain their fast healing. \n\n**[Change Shape](/MonsterAbilities.aspx?ID=8)** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32), [divine](/Traits.aspx?ID=48), [polymorph](/Traits.aspx?ID=127), [transmutation](/Traits.aspx?ID=157)) The nosferatu transforms into a [swarm](/Traits.aspx?ID=239) of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. Each enemy in the swarm's space takes 2d10 piercing damage and must attempt a basic Reflex save with a [high DC for the creature's level](/Rules.aspx?ID=1020). A creature that fails its save is exposed to plague of ancients (see below). \n\n**Command Thrall** <actions string=\"Free Action\" /> ([auditory](/Traits.aspx?ID=16), [divine](/Traits.aspx?ID=48), [mental](/Traits.aspx?ID=106)) **Requirements** One of the nosferatu's thralls is present and can hear the nosferatu; **Effect** The nosferatu gives a single command to one of their thralls, which the thrall follows to the best of its ability during its next turn. \n\n**Divine Innate Spells** The nosferatu can cast [_telekinetic haul_](/Spells.aspx?ID=332) (heightened to half their level rounded up) three times per day as a divine innate spell. They use a high DC for their level. \n\n**Plague of Ancients** ([disease](/Traits.aspx?ID=46), [virulent](/Traits.aspx?ID=162)) **Saving Throw** Fortitude (use a high DC for the nosferatu's level); **Onset** 1 day; **Stage 1** [drained 1](/Conditions.aspx?ID=10) (1 day); **Stage 2** drained 2 and [enfeebled 2](/Conditions.aspx?ID=13) (1 day); **Stage 3** [doomed 1](/Conditions.aspx?ID=9), drained 3, and enfeebled 3 (1 day); **Stage 4** doomed 2, drained 3, and enfeebled 3 (1 day); **Stage 5** [unconscious](/Conditions.aspx?ID=38) (1 day); **Stage 6** death \n\n**Dominate** <actions string=\"Two Actions\" /> ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [visual](/Traits.aspx?ID=163)) The nosferatu can cast [_dominate_](/Spells.aspx?ID=87) at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the [visual](/Traits.aspx?ID=163) trait. The save DC uses a high DC for the nosferatu's level, and a creature that succeeds is temporarily immune to that nosferatu's Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell. \n\n**Drink Blood** <actions string=\"Single Action\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Requirements** The nosferatu's last action was a successful fangs Strike; **Effect** The nosferatu sinks their fangs into the targeted creature to drink its blood. This requires an [Athletics](/Skills.aspx?ID=3) check against the creature's Fortitude DC. On a success, the creature becomes [drained 1](/Conditions.aspx?ID=10), and the nosferatu regains HP equal to 10% of their maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the nosferatu, but increases the creature's drained condition value by 1. A nosferatu can also consume blood that's been emptied into a vessel for sustenance, but they gain no HP from doing so.<br /> The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 [Medicine](/Skills.aspx?ID=9) check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. \n\n<title level=\"3\" right=\"\">Nosferatu Overlord Abilities</title> A truly primeval nosferatu can gain extraordinary powers over their foes. Creatures must have lived for millennia and be 14th level or higher to become a nosferatu overlord.\n\n **Air of Sickness** ([aura](/Traits.aspx?ID=206)) 30 feet. A creature entering or starting its turn in the aura must attempt a Fortitude save with a moderate DC for the nosferatu's level. On a failure, the creature is [sickened 1](/Conditions.aspx?ID=34) and takes a –2 status penalty to saves made to resist [diseases](/Traits.aspx?ID=46) and remove the sickened condition for 1 hour.\n\n **Divine Innate Spells** As nosferatu, but they can also cast [_vampiric exsanguination_](/Spells.aspx?ID=353) twice per day as a divine innate spell.\n\n **Paralytic Fear** <actions string=\"Free Action\" /> ([divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106)) **Requirements** The nosferatu overlord's last action was a successful claw Strike; **Effect** The nosferatu drags the target of the Strike close and freezes its mind in terror. The target must attempt a Will save with a moderate DC for the nosferatu's level. <br />**Critical Success** The target is unaffected. <br />**Success** The target is [immobilized](/Conditions.aspx?ID=24) by fear until the end of the nosferatu's next turn. <br />**Failure** The target is [restrained](/Conditions.aspx?ID=33) and takes a –2 circumstance penalty to its Fortitude DC against the nosferatu's Drink Blood ability until the end of the nosferatu's next turn. <br />**Critical Failure** As failure, and the target is [frightened 2](/Conditions.aspx?ID=19). \n\n<title level=\"3\" right=\"\">Nosferatu Thrall Abilities</title> Any creature under a nosferatu's thrall gains the following abilities. \n\n[**Fast Healing**](/MonsterAbilities.aspx?ID=15) A nosferatu thrall gains fast healing 5 from being sustained by their master's blood. \n\n**Weaknesses** The strain of being controlled wears on the nosferatu thrall's mind, giving them weakness 10 to [mental](/Traits.aspx?ID=106) damage. \n\n**Mindbound** ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61)) A nosferatu master exerts a fierce hold over their thrall's mind. If any creature other than the thrall's master targets them with an effect that would give them the [controlled](/Conditions.aspx?ID=6) condition, the thrall's master rolls a [counteract](/Rules.aspx?ID=371) check against it using their Dominate DC - 10 as the counteract check modifier. \n\n**Mortal Shield** <actions string=\"Reaction\" /> **Trigger** The thrall's master would take damage from a Strike or spell attack and is in an adjacent square; **Effect** The thrall throws themself in front of their master, taking half the damage of the attack (before applying any weaknesses or resistances). The thrall's master takes the remaining damage, applying any weaknesses or resistances as normal. \n\n**Rally** <actions string=\"Reaction\" /> **Trigger** The thrall ends their turn more than 30 feet away from their master; **Effect** The thrall Strides up to their Speed toward their master.",
|
||
"name": "Vampire, Nosferatu",
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 282</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAmong the most ancient of vampires are the nosferatus, twisted remnants of mortals who died in great plagues of old. Perhaps because of their age, …\r\n</summary>",
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"summary": "Among the most ancient of vampires are the nosferatus, twisted remnants of mortals who died in great plagues of old. Perhaps because of their age, …",
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"text": " Vampire, Nosferatu Source Bestiary 3 pg. 282 Among the most ancient of vampires are the nosferatus, twisted remnants of mortals who died in great plagues of old. Perhaps because of their age, nosferatus can no longer create more of their kind. Yet they still lurk among the living, manipulating the hearts and minds of their prey to either serve them beyond the limits of natural life or to become sustenance for the nosferatu like so many others before. Members Nosferatu Malefactor (Creature 10), Nosferatu Overlord (Creature 15), Nosferatu Thrall (Creature 8) Among the Living Though terrifying in appearance, nosferatus typically dwell among mortals. They might reside in a decrepit manor nestled in a quiet neighborhood. They may also occupy an abandoned castle, preying on weary travelers who mistake their lair as a haven from the elements. Building a Nosferatu Though nosferatus can't create more of their kind, many of these ancient vampires lurk in the world's various shadows, taking a variety of forms. If you have time, it's more effective to build a new nosferatu from the ground up using the standard monster creation rules, which were used to create the nosferatu thrall, nosferatu malefactor, and nosferatu overlord, but you can also use the guidelines presented under Creating a Nosferatu to turn an existing creature into a nosferatu, adjusting the monster as you see fit. In either case, specific nosferatu abilities like negative healing, Feral Corruption, and Drink Blood work the same. Building a Nosferatu Thrall While a nosferatu can't turn a living creature into another nosferatu, they can create a thrall through a 1-day ritual. They can maintain a number of thralls up to their Charisma modifier; creating new thralls beyond this limit releases earlier thralls from service. You can convert any non-mindless living creature into a nosferatu thrall by applying the nosferatu thrall abilities and increasing its level by 1. A creature that's immune to mental effects can't become a nosferatu thrall. You can also build a nosferatu thrall from scratch using the monster creation rules in the Gamemastery Guide and applying the above modifications. Monster of Legend The word nosferatu has appeared in print since the mid-18th century, purported by Western Europeans to be a Romanian word for vampire, inspiring some of horror fiction's best writers. No clear etymology exists, and while it's unknown whether the word's roots are actually Romanian, the vampire itself is an enduring element of Romanian folklore. Vampire Related Families Vampire, Vampire, Jiang-Shi, Vampire, Strigoi, Vampire, Vetalarana, Vampire, Vrykolakas Creating a Nosferatu You can turn an existing living creature into a nosferatu using the following steps. A creature below 8th level isn't significant enough to be a nosferatu and should likely be a regular vampire instead. Increase the creature's level by 1 and change its statistics as follows. It gains the undead and vampire traits, and it becomes evil. Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. Increase Speed by 5 feet or to 30 feet, whichever results in a higher Speed. Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead. Reduce HP by the amount listed on the table. The nosferatu gains fast healing and resistance to physical damage (except magical wood) as indicated in the table. These abilities are the reason the nosferatu has fewer HP. Starting Level HP Decrease Fast Healing/Resistance 8-14 -40 10 15+ -60 15 Basic Nosferatu Abilities If the base creature becoming a nosferatu has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the nosferatu's theme. All nosferatus gain the following abilities. Darkvision Negative Healing Immunities death effects, disease, paralyzed, poison, sleep Nosferatu Vulnerabilities Revulsion A nosferatu can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raise a Shield). If the nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Stake A magical wooden stake (such as one affected by a weapon potency rune, magic weapon , or similar magic) driven through the nosferatu's heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is unconscious. If the stake is removed, the nosferatu can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu's head is severed and anointed with holy water while the stake is in place, the nosferatu is destroyed. Sunlight If exposed to direct sunlight, a nosferatu immediately becomes slowed 1. The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the nosferatu loses all their actions in this way, they're destroyed. Plagued Coffin Restoration (divine, necromancy, negative) Unlike other undead, a nosferatu isn't destroyed at 0 HP. Instead, they disperse into an immense number of individual rats heading in every direction in an attempt to return to their coffin. If even a single rat reaches the coffin, the nosferatu can recover. A nosferatu regains their strength through resting in earth taken from the grave of a creature who died of plague. If their body rests in their earth-filled coffin for 1 hour, the nosferatu gains 1 HP, after which their fast healing begins to function normally. If the coffin doesn't contain this plagued grave dirt, they instead need to rest in their coffin for 1 day before they gain 1 HP and regain their fast healing. Change Shape Single Action (concentrate, divine, polymorph, transmutation) The nosferatu transforms into a swarm of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. Each enemy in the swarm's space takes 2d10 piercing damage and must attempt a basic Reflex save with a high DC for the creature's level. A creature that fails its save is exposed to plague of ancients (see below). Command Thrall Free Action (auditory, divine, mental) Requirements One of the nosferatu's thralls is present and can hear the nosferatu; Effect The nosferatu gives a single command to one of their thralls, which the thrall follows to the best of its ability during its next turn. Divine Innate Spells The nosferatu can cast telekinetic haul (heightened to half their level rounded up) three times per day as a divine innate spell. They use a high DC for their level. Plague of Ancients (disease, virulent) Saving Throw Fortitude (use a high DC for the nosferatu's level); Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 2 and enfeebled 2 (1 day); Stage 3 doomed 1, drained 3, and enfeebled 3 (1 day); Stage 4 doomed 2, drained 3, and enfeebled 3 (1 day); Stage 5 unconscious (1 day); Stage 6 death Dominate Two Actions (divine, enchantment, incapacitation, mental, visual) The nosferatu can cast dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. The save DC uses a high DC for the nosferatu's level, and a creature that succeeds is temporarily immune to that nosferatu's Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell. Drink Blood Single Action (divine, necromancy) Requirements The nosferatu's last action was a successful fangs Strike; Effect The nosferatu sinks their fangs into the targeted creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 1, and the nosferatu regains HP equal to 10% of their maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the nosferatu, but increases the creature's drained condition value by 1. A nosferatu can also consume blood that's been emptied into a vessel for sustenance, but they gain no HP from doing so. The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. Nosferatu Overlord Abilities A truly primeval nosferatu can gain extraordinary powers over their foes. Creatures must have lived for millennia and be 14th level or higher to become a nosferatu overlord. Air of Sickness (aura) 30 feet. A creature entering or starting its turn in the aura must attempt a Fortitude save with a moderate DC for the nosferatu's level. On a failure, the creature is sickened 1 and takes a –2 status penalty to saves made to resist diseases and remove the sickened condition for 1 hour. Divine Innate Spells As nosferatu, but they can also cast vampiric exsanguination twice per day as a divine innate spell. Paralytic Fear Free Action (divine, emotion, fear, incapacitation, mental) Requirements The nosferatu overlord's last action was a successful claw Strike; Effect The nosferatu drags the target of the Strike close and freezes its mind in terror. The target must attempt a Will save with a moderate DC for the nosferatu's level. Critical Success The target is unaffected. Success The target is immobilized by fear until the end of the nosferatu's next turn. Failure The target is restrained and takes a –2 circumstance penalty to its Fortitude DC against the nosferatu's Drink Blood ability until the end of the nosferatu's next turn. Critical Failure As failure, and the target is frightened 2. Nosferatu Thrall Abilities Any creature under a nosferatu's thrall gains the following abilities. Fast Healing A nosferatu thrall gains fast healing 5 from being sustained by their master's blood. Weaknesses The strain of being controlled wears on the nosferatu thrall's mind, giving them weakness 10 to mental damage. Mindbound (divine, enchantment) A nosferatu master exerts a fierce hold over their thrall's mind. If any creature other than the thrall's master targets them with an effect that would give them the controlled condition, the thrall's master rolls a counteract check against it using their Dominate DC - 10 as the counteract check modifier. Mortal Shield Reaction Trigger The thrall's master would take damage from a Strike or spell attack and is in an adjacent square; Effect The thrall throws themself in front of their master, taking half the damage of the attack (before applying any weaknesses or resistances). The thrall's master takes the remaining damage, applying any weaknesses or resistances as normal. Rally Reaction Trigger The thrall ends their turn more than 30 feet away from their master; Effect The thrall Strides up to their Speed toward their master.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Vanara](/MonsterFamilies.aspx?ID=274)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 286</row>\n\nVanaras are monkey-like humanoids who dwell in treetop villages high in the canopies of lush jungles and verdant forests. Like the monkeys they resemble, vanaras manifest a wide variety of different fur colors, body types, and facial features, but they all have in common long, dexterous fingers and toes, as well as nimble and curious minds. Many of them learn to use their tails to capably manipulate objects.\n\n Vanaras are a friendly people, but their boundless curiosity and love of pranks has a tendency to strain their relationships with other humanoids, and thus they usually make their homes far from urban areas. The majority of vanara settlements are found in southeastern Casmaron, among the lush jungles where they first originated. Devotion to monastic training and magical study has led to secondary populations forming in the Impossible Kingdom of Jalmeray, eastern Katapesh, and northeastern Nex. Nonetheless, young vanaras seized by wanderlust may roam far across the world, and travelers from many distant lands may in turn visit vanara communities in search of the wisdom of their elders and sages.\n\n Vanara culture prizes order and discipline, leading to many vanaras studying monastic practices. They also value compassion, kindness, and community, whether that community is their own or one they're visiting. Most vanaras are quick to offer aid to those in distress and rarely hesitate in the face of evil, no matter the danger it presents. The leaders of vanara villages tend to be religious figures, or occasionally others possessing similar values and experience. Vanaras venerate [Ragdya](/Deities.aspx?ID=194), the Sage of the Mountain, who encourages seeking enlightenment through worldly action and sees the virtues of pranks and humor.\r\n\r\n<title level=\"2\">Members</title>\r\n[Vanara Disciple](/Monsters.aspx?ID=1359) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Hero and the King</title>\r\n\r\nLegend says a human hero beseeched a vanara army to help defeat an immortal [rakshasa](/MonsterFamilies.aspx?ID=85). After the enemy fell, the hero made a pact with the vanaras' king that should either of their peoples ever be threatened again by rakshasas, the other would come to their aid.\r\n</aside>",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 286</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nVanaras are monkey-like humanoids who dwell in treetop villages high in the canopies of lush jungles and verdant forests. Like the monkeys they …\r\n</summary>",
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"summary": "Vanaras are monkey-like humanoids who dwell in treetop villages high in the canopies of lush jungles and verdant forests. Like the monkeys they …",
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"text": " Vanara Source Bestiary 3 pg. 286 Vanaras are monkey-like humanoids who dwell in treetop villages high in the canopies of lush jungles and verdant forests. Like the monkeys they resemble, vanaras manifest a wide variety of different fur colors, body types, and facial features, but they all have in common long, dexterous fingers and toes, as well as nimble and curious minds. Many of them learn to use their tails to capably manipulate objects. Vanaras are a friendly people, but their boundless curiosity and love of pranks has a tendency to strain their relationships with other humanoids, and thus they usually make their homes far from urban areas. The majority of vanara settlements are found in southeastern Casmaron, among the lush jungles where they first originated. Devotion to monastic training and magical study has led to secondary populations forming in the Impossible Kingdom of Jalmeray, eastern Katapesh, and northeastern Nex. Nonetheless, young vanaras seized by wanderlust may roam far across the world, and travelers from many distant lands may in turn visit vanara communities in search of the wisdom of their elders and sages. Vanara culture prizes order and discipline, leading to many vanaras studying monastic practices. They also value compassion, kindness, and community, whether that community is their own or one they're visiting. Most vanaras are quick to offer aid to those in distress and rarely hesitate in the face of evil, no matter the danger it presents. The leaders of vanara villages tend to be religious figures, or occasionally others possessing similar values and experience. Vanaras venerate Ragdya, the Sage of the Mountain, who encourages seeking enlightenment through worldly action and sees the virtues of pranks and humor. Members Vanara Disciple (Creature 1) The Hero and the King Legend says a human hero beseeched a vanara army to help defeat an immortal rakshasa. After the enemy fell, the hero made a pact with the vanaras' king that should either of their peoples ever be threatened again by rakshasas, the other would come to their aid. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Vishkanya](/MonsterFamilies.aspx?ID=275)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 288</row>\n\nFrom a distance, vishkanyas share more than a passing resemblance to humans. However, a closer inspection reveals ophidian eyes with gold or white coloring, a forked tongue, and tiny, smooth scales set in serpentine patterns atop their skin. Even so, most onlookers assume these features to be an indicator of tiefling heritage or draconic magic, never suspecting how truly unusual the subject of their speculation is.\n\n Among outsiders, little is known of the vishkanya ancestry other than that a vishkanya carries a potent venom within their blood and saliva, knowledge which has led to widespread fear and distrust. To avoid persecution, vishkanyas entrench themselves deep into their chosen societies and train in the arts of subtlety. Drawn to work that allows them to put their skills to good use, vishkanyas often take the roles of spy, mercenary, bodyguard, and even assassin. Some of the best-known guilds in the world employ vishkanyas, including the paired Assassins' Guild and Poisoners' Guild of Daggermark in the River Kingdoms, the implacable Red Mantis Assassins, and the famed Grand Sarret academy for courtiers in the Impossible Kingdom of Jalmeray. In most cases, these employers know their employee's true identity, but not always.\n\n Due to the measures they must take to ensure their survival, vishkanyas don't congregate openly. Instead, they meet in secret, creating support networks and advisory bodies. Leading these gatherings are the most respected of vishkanya women, who work diligently to keep their ancestry and traditions alive. These underground communities are slow to spread, and leaving them means abandoning what little social and cultural support a vishkanya has. As a result, very few vishkanyas have emigrated from their Vudran homelands into the Inner Sea region or other lands.\r\n\r\n<title level=\"2\">Members</title>\r\n[Vishkanya Infiltrator](/Monsters.aspx?ID=1361) (Creature 3)",
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"text": " Vishkanya Source Bestiary 3 pg. 288 From a distance, vishkanyas share more than a passing resemblance to humans. However, a closer inspection reveals ophidian eyes with gold or white coloring, a forked tongue, and tiny, smooth scales set in serpentine patterns atop their skin. Even so, most onlookers assume these features to be an indicator of tiefling heritage or draconic magic, never suspecting how truly unusual the subject of their speculation is. Among outsiders, little is known of the vishkanya ancestry other than that a vishkanya carries a potent venom within their blood and saliva, knowledge which has led to widespread fear and distrust. To avoid persecution, vishkanyas entrench themselves deep into their chosen societies and train in the arts of subtlety. Drawn to work that allows them to put their skills to good use, vishkanyas often take the roles of spy, mercenary, bodyguard, and even assassin. Some of the best-known guilds in the world employ vishkanyas, including the paired Assassins' Guild and Poisoners' Guild of Daggermark in the River Kingdoms, the implacable Red Mantis Assassins, and the famed Grand Sarret academy for courtiers in the Impossible Kingdom of Jalmeray. In most cases, these employers know their employee's true identity, but not always. Due to the measures they must take to ensure their survival, vishkanyas don't congregate openly. Instead, they meet in secret, creating support networks and advisory bodies. Leading these gatherings are the most respected of vishkanya women, who work diligently to keep their ancestry and traditions alive. These underground communities are slow to spread, and leaving them means abandoning what little social and cultural support a vishkanya has. As a result, very few vishkanyas have emigrated from their Vudran homelands into the Inner Sea region or other lands. Members Vishkanya Infiltrator (Creature 3)",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Wayang](/MonsterFamilies.aspx?ID=276)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 290</row>\n\nIn hushed tones, superstitious people tell their children stories of wayangs— living shadows who come out at night to eat misbehaving children. Mostly, these stories are just fictions of fearful minds, but it's true that wayangs were originally creatures of shadow, straddling the edge between light and darkness. The ancestors of modern day wayangs set out on a great exodus some 10,000 years ago, leaving their native [Shadow Plane](/MonsterFamilies.aspx?ID=89) to seek out a new home. On Golarion, they found a great cataclysm had blocked out the sun behind a cloud of smoke and ash, enshrouding the planet in a seemingly endless night, and here they made their new home. When the light returned, wayangs retreated into what shadowy places they could find, avoiding contact with humans and other peoples of the light, who viewed the small, gaunt beings as suspicious reminders of difficult times.\n\n Many wayang groups are nomadic, though many other groups have sedentary communities. Some live in homes carved out of natural caves, where they create works of art from stalagmites and other natural features. Others live in treetop villages in rain forests where sunlight barely penetrates the thick canopy of the forest. Wayangs are most populous in southeastern Tian Xia, especially in the archipelago of Minata, also known as the Wandering Isles, but their travels can sometimes take them to even further lands.\n\n Despite their sinister reputation and secretive nature, wayangs are joyous creatures who tell stories and express their emotions through whisper-singing, dancing, and shadow puppetry, enhancing their performances with shadow magic. Similarly, they weave shadow magic into their deadly fighting styles, but wayangs are not a violent people, usually fighting only to protect what's theirs. Wayangs decorate their stringy hair with beads and their dusky skin with tattooed white dots that form pictures, with each picture silently telling stories about their family's history or their worship of various deities of shadow.\r\n\r\n<title level=\"2\">Members</title>\r\n[Wayang Whisperblade](/Monsters.aspx?ID=1363) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Wayang Whisper-Song</title>\r\n\r\nWayangs are used to living in hiding, and their arts and culture have adapted accordingly. As a consequence, wayangs prefer quiet performances to loud ones. Regardless, they love to sing, and so have created an art form known as wayang whisper-song. Wayang musicians are skilled at singing in frequencies and registers that vary from soft tones the audience might feel only as vibrations on their skin to resonant whispers that can be heard hundreds of feet away.\r\n</aside>",
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"name": "Wayang",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 290</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIn hushed tones, superstitious people tell their children stories of wayangs— living shadows who come out at night to eat misbehaving children. …\r\n</summary>",
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"text": " Wayang Source Bestiary 3 pg. 290 In hushed tones, superstitious people tell their children stories of wayangs— living shadows who come out at night to eat misbehaving children. Mostly, these stories are just fictions of fearful minds, but it's true that wayangs were originally creatures of shadow, straddling the edge between light and darkness. The ancestors of modern day wayangs set out on a great exodus some 10,000 years ago, leaving their native Shadow Plane to seek out a new home. On Golarion, they found a great cataclysm had blocked out the sun behind a cloud of smoke and ash, enshrouding the planet in a seemingly endless night, and here they made their new home. When the light returned, wayangs retreated into what shadowy places they could find, avoiding contact with humans and other peoples of the light, who viewed the small, gaunt beings as suspicious reminders of difficult times. Many wayang groups are nomadic, though many other groups have sedentary communities. Some live in homes carved out of natural caves, where they create works of art from stalagmites and other natural features. Others live in treetop villages in rain forests where sunlight barely penetrates the thick canopy of the forest. Wayangs are most populous in southeastern Tian Xia, especially in the archipelago of Minata, also known as the Wandering Isles, but their travels can sometimes take them to even further lands. Despite their sinister reputation and secretive nature, wayangs are joyous creatures who tell stories and express their emotions through whisper-singing, dancing, and shadow puppetry, enhancing their performances with shadow magic. Similarly, they weave shadow magic into their deadly fighting styles, but wayangs are not a violent people, usually fighting only to protect what's theirs. Wayangs decorate their stringy hair with beads and their dusky skin with tattooed white dots that form pictures, with each picture silently telling stories about their family's history or their worship of various deities of shadow. Members Wayang Whisperblade (Creature 1) Wayang Whisper-Song Wayangs are used to living in hiding, and their arts and culture have adapted accordingly. As a consequence, wayangs prefer quiet performances to loud ones. Regardless, they love to sing, and so have created an art form known as wayang whisper-song. Wayang musicians are skilled at singing in frequencies and registers that vary from soft tones the audience might feel only as vibrations on their skin to resonant whispers that can be heard hundreds of feet away. ",
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"creature_family": "Weasel",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Weasel](/MonsterFamilies.aspx?ID=277)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 291</row>\n\nWeasels are lithe, clever predators known for both their beautiful, sleek fur and their ability to crawl into tight spaces. Pound for pound, few animals are as voracious as weasels. Insatiably hungry, they eat almost half their own weight each day, leading them to constantly hunt for new prey to satisfy their hunger. \r\n\r\n<title level=\"2\">Members</title>\r\n[Megalictis](/Monsters.aspx?ID=1365) (Creature 3), [Weasel](/Monsters.aspx?ID=1364) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Weasel Musk</title>\r\n\r\nWeasels have a particularly strong musk that they use to mark their territories. This primarily discourages other weasels from competing for prey, but it can also be used to discourage predators. It's certainly effective against trappers and fur traders, who find the smell nearly impossible to remove from the pelts, and thus trappers favor the closely related stoat (also known as an ermine), which has similarly soft fur but less pungent defenses.\r\n</aside>",
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"name": "Weasel",
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"rarity": "common",
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"release_date": "2021-04-07",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 291</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWeasels are lithe, clever predators known for both their beautiful, sleek fur and their ability to crawl into tight spaces. Pound for pound, few …\r\n</summary>",
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"summary": "Weasels are lithe, clever predators known for both their beautiful, sleek fur and their ability to crawl into tight spaces. Pound for pound, few …",
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"text": " Weasel Source Bestiary 3 pg. 291 Weasels are lithe, clever predators known for both their beautiful, sleek fur and their ability to crawl into tight spaces. Pound for pound, few animals are as voracious as weasels. Insatiably hungry, they eat almost half their own weight each day, leading them to constantly hunt for new prey to satisfy their hunger. Members Megalictis (Creature 3), Weasel (Creature -1) Weasel Musk Weasels have a particularly strong musk that they use to mark their territories. This primarily discourages other weasels from competing for prey, but it can also be used to discourage predators. It's certainly effective against trappers and fur traders, who find the smell nearly impossible to remove from the pelts, and thus trappers favor the closely related stoat (also known as an ermine), which has similarly soft fur but less pungent defenses. ",
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"creature_family": "Wyrwood",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Wyrwood](/MonsterFamilies.aspx?ID=278)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 298</row>\n\nOriginally created as sapient magical servants, wyrwoods reclaimed the means to make more of their kind from their oppressive originators; now, they fiercely defend their freedom and autonomy. These small, nimble living machines rely on their wits and speed to evade foes and gather information. Most wyrwoods are precise and calculating, to the point that many outsiders perceive them as unfeeling, but they're also highly curious and passionate about matters that pique their interest. Regardless of personal agenda, wyrwoods prioritize the survival of their people above all else, even to the detriment of others when necessary.\n\n Despite gaining their freedom, wyrwoods struggle to establish a home in Avistan. Some Avistani still view wyrwoods as tools of a secretive cabal, while others consider them traitorous servants who turned on their creators. Fearing for their safety, many wyrwoods fled the Inner Sea region to create a new home in Arcadia. In the coastal city of Segada, wyrwoods live in relative peace and safety, but they still prefer insular lifestyles.\n\n Given their extreme self-reliance, wyrwoods have learned a degree of adaptability that far surpasses that of other cultures. When a wyrwood community finds itself in need of a specific skill or function, a member of the community—either a volunteer or one selected communally—takes it upon themself to learn the required abilities. They don't view any task as lesser or demeaning, as hubris is foreign to a wyrwood's construct nature.\n\n A wyrwood's soul is tied to the magical stone that serves as their heart, which sometimes survives even when their construct body perishes. Another wyrwood might take the surviving heart from a close companion and incorporate it into their own body. In some cases, multiple wyrwoods might live on in a single body.\r\n\r\n<title level=\"2\">Members</title>\r\n[Wyrwood Sneak](/Monsters.aspx?ID=1372) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Secrets of Creation</title>\r\n\r\nWhen the wyrwoods rebelled against their creators, they took the secret of their creation for themselves. Now, only they know how to make more of their kind. Scholars believe the process involves a lengthy, complex ritual that melds a wyrwood's wooden body with the magical focus stone that acts as their heart—but by guarding these secrets, wyrwoods ensure that none of them will ever be created in slavery again.\r\n</aside>",
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"name": "Wyrwood",
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"rarity": "common",
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"release_date": "2021-04-07",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 298</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOriginally created as sapient magical servants, wyrwoods reclaimed the means to make more of their kind from their oppressive originators; now, they …\r\n</summary>",
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"summary": "Originally created as sapient magical servants, wyrwoods reclaimed the means to make more of their kind from their oppressive originators; now, they …",
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"summary_markdown": "Originally created as sapient magical servants, wyrwoods reclaimed the means to make more of their kind from their oppressive originators; now, they …",
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"text": " Wyrwood Source Bestiary 3 pg. 298 Originally created as sapient magical servants, wyrwoods reclaimed the means to make more of their kind from their oppressive originators; now, they fiercely defend their freedom and autonomy. These small, nimble living machines rely on their wits and speed to evade foes and gather information. Most wyrwoods are precise and calculating, to the point that many outsiders perceive them as unfeeling, but they're also highly curious and passionate about matters that pique their interest. Regardless of personal agenda, wyrwoods prioritize the survival of their people above all else, even to the detriment of others when necessary. Despite gaining their freedom, wyrwoods struggle to establish a home in Avistan. Some Avistani still view wyrwoods as tools of a secretive cabal, while others consider them traitorous servants who turned on their creators. Fearing for their safety, many wyrwoods fled the Inner Sea region to create a new home in Arcadia. In the coastal city of Segada, wyrwoods live in relative peace and safety, but they still prefer insular lifestyles. Given their extreme self-reliance, wyrwoods have learned a degree of adaptability that far surpasses that of other cultures. When a wyrwood community finds itself in need of a specific skill or function, a member of the community—either a volunteer or one selected communally—takes it upon themself to learn the required abilities. They don't view any task as lesser or demeaning, as hubris is foreign to a wyrwood's construct nature. A wyrwood's soul is tied to the magical stone that serves as their heart, which sometimes survives even when their construct body perishes. Another wyrwood might take the surviving heart from a close companion and incorporate it into their own body. In some cases, multiple wyrwoods might live on in a single body. Members Wyrwood Sneak (Creature 1) Secrets of Creation When the wyrwoods rebelled against their creators, they took the secret of their creation for themselves. Now, only they know how to make more of their kind. Scholars believe the process involves a lengthy, complex ritual that melds a wyrwood's wooden body with the magical focus stone that acts as their heart—but by guarding these secrets, wyrwoods ensure that none of them will ever be created in slavery again. ",
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"creature_family": "Divine Warden",
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"id": "creature-family-279",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Divine Warden](/MonsterFamilies.aspx?ID=279)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 72</row>\n\nCreated through complex rituals performed by a faith's adherents, divine wardens have been imbued with a fraction of the power that courses through a [champion](/Classes.aspx?ID=4) or [cleric](/Classes.aspx?ID=5) of a particular deity. This divine spark allows the divine warden to serve as the protector for a temple, shrine, or other holy site. Such guardians aren't intrinsically bound to a fixed location, but they rarely leave the temple or site over which they watch.\n\n Most divine wardens have been crafted from clay, stone, wood, or similar materials and typically have features that resemble a deity or a deity's herald. Divine wardens often have other abilities typically exhibited by constructs, such as armor plating, the ability to disguise themselves as statues, or other similar benefits.\n\n The faithful worshippers who craft divine wardens typically animate the constructs using a special ritual in which the followers beseech their deity to empower the guardian. The divine mandate that imbues a divine warden with power also allows the sentinel to recognize enemies of its deity and prevents the construct from attacking other members of the faith, unless these patrons choose to attack it first.\n\n In rare cases or particularly dire times, a deity might create a divine warden by directly animating an existing statue or idol to aid faithful followers. These divine guardians are most likely to be found outside of their original locations, assisting displaced congregations or pursuing those who might harm the faithful. \r\n\r\n<title level=\"2\">Members</title>\r\n[Divine Warden Of Brigh](/Monsters.aspx?ID=1137) (Creature 10), [Divine Warden Of Nethys](/Monsters.aspx?ID=1121) (Creature 5)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Heroes of the Faith</title>\r\n\r\nIn the rare instances where a deity personally creates a divine warden, the deity tends to animate depictions of great heroes from their faith. The specific image of the hero serves to inspire devotees and act as a leader in combat. Occasionally, the deity will call on the spirit of the hero to actually embody the divine warden, allowing the hero to fight for their faith once again.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Mouths of the Gods</title>\r\n\r\nWhile most divine wardens lack the ability to speak, a deity might imbue a divine warden with the capability by quoting scripture. The guardian can therefore communicate the deity's will to their faithful, though typically in a cryptic fashion. Divine wardens might also have the ability to lead in song or prayer.\r\n</aside>\n\n<title level=\"2\">Creating a Divine Warden</title>\r\n\r\nYou can build a divine warden from the ground up using the standard rules for monster creation (which is how the divine warden on the following page was built), or you can turn an existing construct into a divine warden by taking the following steps. In either case, the specific divine warden abilities listed below work the same. \n\nSelect the deity that empowered the divine warden. This deity is the divine warden's patron deity. Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>It gains the [uncommon](/Traits.aspx?ID=159) and [divine](/Traits.aspx?ID=48) traits. Its alignment changes to match that of its patron deity. For example, a divine warden of a lawful good deity becomes a lawful good creature.</li><li>Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. If the creature didn't have any listed DCs, use the moderate DC for a creature of its level for any new abilities that require a DC. </li><li>Increase its Hit Points as shown on the table below.</li></ul> \n<table> <tr><td>**Starting Level**</td><td>**HP Increase**</td></tr> <tr><td>1 or lower</td><td>10</td></tr> <tr><td>2-4</td><td>15</td></tr> <tr><td>5-19</td><td>20</td></tr> <tr><td>20+</td><td>30</td></tr></table> \n\n<title level=\"2\" right=\"\">Divine Warden Abilities</title> A divine warden retains any abilities it had previously, and it gains the abilities listed below. You might need to adjust or remove other abilities that conflict with the construct's new theme as a divine warden.\n\n **Divine Destruction** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 1d6 damage per level. This damage is either positive or negative, determined by the patron deity's divine font (chosen at the divine warden's creation if the deity offers a choice), and this ability gains the corresponding trait. Each creature in the area must attempt a Will save with the following outcomes. <br />**Critical Success** The creature takes half damage. <br />**Success** The creature takes full damage. <br />**Failure** The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes [enfeebled 1](/Conditions.aspx?ID=13) and [stupefied 1](/Conditions.aspx?ID=37) for 1 day; this is a [curse](/Traits.aspx?ID=38) effect that uses the Will save DC as the [counteract](/Rules.aspx?ID=371) DC. <br />**Critical Failure** As failure, except the creature becomes enfeebled 2 and stupefied 2. \n\n**Divine Innate Spells** A divine warden whose patron deity has any alignment components gains [_divine lance_](/Spells.aspx?ID=84) as an innate cantrip. A divine warden with a neutral patron deity instead gains [_daze_](/Spells.aspx?ID=61) as an innate cantrip. \n\n**Divine Domain Spells** The divine warden selects two of its patron deity's domains. The divine warden can cast the basic domain spell for its chosen domains. The divine warden has a focus pool of 1 Focus Point. It can't [Refocus](/Actions.aspx?ID=71), but its focus pool automatically refills 24 hours after it last used a Focus Point. If the divine warden is at least 10th level, it also gains the advanced domain spells for its chosen domains, and its focus pool increases to 2 Focus Points. \n\n**Faith Bound** ([abjuration](/Traits.aspx?ID=2), [divine](/Traits.aspx?ID=48)) A divine warden can't attack a creature that openly wears or displays the religious symbol of the divine warden's patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn't faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to [Sense Motive](/Actions.aspx?ID=85)). \n\n**Faithful Weapon** A divine warden always wields its patron deity's favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity's favored weapon gains the effects of a [_striking_](/Equipment.aspx?ID=280) rune while the divine warden wields it; at 12th level, these effects are of a _greater striking_ rune, and at 19th level, they're instead of a _major striking_ rune. \n\n**Instrument of Faith** The divine warden is a beacon for its deity's faith. A [cleric](/Classes.aspx?ID=5) of the divine warden's patron deity can channel a [_heal_](/Spells.aspx?ID=148) spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space.",
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"name": "Divine Warden",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 72</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCreated through complex rituals performed by a faith's adherents, divine wardens have been imbued with a fraction of the power that courses through a …\r\n</summary>",
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"text": " Divine Warden Source Bestiary 3 pg. 72 Created through complex rituals performed by a faith's adherents, divine wardens have been imbued with a fraction of the power that courses through a champion or cleric of a particular deity. This divine spark allows the divine warden to serve as the protector for a temple, shrine, or other holy site. Such guardians aren't intrinsically bound to a fixed location, but they rarely leave the temple or site over which they watch. Most divine wardens have been crafted from clay, stone, wood, or similar materials and typically have features that resemble a deity or a deity's herald. Divine wardens often have other abilities typically exhibited by constructs, such as armor plating, the ability to disguise themselves as statues, or other similar benefits. The faithful worshippers who craft divine wardens typically animate the constructs using a special ritual in which the followers beseech their deity to empower the guardian. The divine mandate that imbues a divine warden with power also allows the sentinel to recognize enemies of its deity and prevents the construct from attacking other members of the faith, unless these patrons choose to attack it first. In rare cases or particularly dire times, a deity might create a divine warden by directly animating an existing statue or idol to aid faithful followers. These divine guardians are most likely to be found outside of their original locations, assisting displaced congregations or pursuing those who might harm the faithful. Members Divine Warden Of Brigh (Creature 10), Divine Warden Of Nethys (Creature 5) Heroes of the Faith In the rare instances where a deity personally creates a divine warden, the deity tends to animate depictions of great heroes from their faith. The specific image of the hero serves to inspire devotees and act as a leader in combat. Occasionally, the deity will call on the spirit of the hero to actually embody the divine warden, allowing the hero to fight for their faith once again. Mouths of the Gods While most divine wardens lack the ability to speak, a deity might imbue a divine warden with the capability by quoting scripture. The guardian can therefore communicate the deity's will to their faithful, though typically in a cryptic fashion. Divine wardens might also have the ability to lead in song or prayer. Creating a Divine Warden You can build a divine warden from the ground up using the standard rules for monster creation (which is how the divine warden on the following page was built), or you can turn an existing construct into a divine warden by taking the following steps. In either case, the specific divine warden abilities listed below work the same. Select the deity that empowered the divine warden. This deity is the divine warden's patron deity. Increase the creature's level by 1 and change its statistics as follows. It gains the uncommon and divine traits. Its alignment changes to match that of its patron deity. For example, a divine warden of a lawful good deity becomes a lawful good creature. Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. If the creature didn't have any listed DCs, use the moderate DC for a creature of its level for any new abilities that require a DC. Increase its Hit Points as shown on the table below. Starting Level HP Increase 1 or lower 10 2-4 15 5-19 20 20+ 30 Divine Warden Abilities A divine warden retains any abilities it had previously, and it gains the abilities listed below. You might need to adjust or remove other abilities that conflict with the construct's new theme as a divine warden. Divine Destruction (divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 1d6 damage per level. This damage is either positive or negative, determined by the patron deity's divine font (chosen at the divine warden's creation if the deity offers a choice), and this ability gains the corresponding trait. Each creature in the area must attempt a Will save with the following outcomes. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes enfeebled 1 and stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC. Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2. Divine Innate Spells A divine warden whose patron deity has any alignment components gains divine lance as an innate cantrip. A divine warden with a neutral patron deity instead gains daze as an innate cantrip. Divine Domain Spells The divine warden selects two of its patron deity's domains. The divine warden can cast the basic domain spell for its chosen domains. The divine warden has a focus pool of 1 Focus Point. It can't Refocus, but its focus pool automatically refills 24 hours after it last used a Focus Point. If the divine warden is at least 10th level, it also gains the advanced domain spells for its chosen domains, and its focus pool increases to 2 Focus Points. Faith Bound (abjuration, divine) A divine warden can't attack a creature that openly wears or displays the religious symbol of the divine warden's patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn't faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to Sense Motive). Faithful Weapon A divine warden always wields its patron deity's favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity's favored weapon gains the effects of a striking rune while the divine warden wields it; at 12th level, these effects are of a greater striking rune, and at 19th level, they're instead of a major striking rune. Instrument of Faith The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Kitsune](/MonsterFamilies.aspx?ID=280)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 150</row>\n\nKitsune are shapeshifting, fox-like humanoids who have been blessed by the spirits. They can shift from the form of a fox-headed humanoid into a specific alternate form unique to each kitsune, usually either a tailless form—such as a humanoid body without any fox features (typically of the prevalent ancestry where they grew up)—or a fox form. Kitsune revel in joy and beauty, often practicing storytelling, dance, and other creative arts. However, they also have a penchant for playing pranks on the joyless and self-important, earning them a reputation as tricksters. Favored by the goddess Daikitsu, kitsune seem to be almost supernaturally lucky, perpetually dodging danger by the narrowest margins.\n\n While kitsune settlements do exist, most kitsune are incredibly curious and often leave home at a young age to encounter new people and sights. Some kitsune spend years in their tailless form, living disguised among humanoids in urban or rural societies whose inhabitants have no clue of their true nature. Others go to the opposite extreme, spending most of their lives in the form of a fox, only to reveal themselves at the most opportune moment. For many kitsune, revealing their true form to someone is a sign of great trust, but it's also not uncommon for kitsune to display their dual nature openly.\n\n Kitsune's connection to the spiritual world grants them a number of magical abilities. Aside from their innate shapeshifting powers, kitsune naturally develop more potent magic as they mature, and they seem to effortlessly pick up skills that would rival the most practiced spellcasters. Those who truly apply themselves to honing their magic usually become remarkable at their craft.\n\n A kitsune is born with one tail, but as their magical powers grow, so do their number of tails. Elders blessed with great magical wisdom can have as many as nine, though according to popular legend, this level of power can take up to a thousand years to achieve.\n\n<title level=\"2\">Members</title>\r\n[Kitsune Trickster](/Monsters.aspx?ID=1209) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Lady of Foxes</title>\r\n\r\n[Daikitsu](/Deities.aspx?ID=174), a deity worshiped in Tian Xia as the patron of agriculture and craftsmanship, is directly responsible for the creation of kitsune. The first kitsune descended from Daikitsu's attendants sent to the [Material Plane](/Planes.aspx?ID=1). Nine-tailed kitsune have served as heralds of Daikitsu throughout history\r\n</aside>",
|
||
"name": "Kitsune",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 150</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKitsune are shapeshifting, fox-like humanoids who have been blessed by the spirits. They can shift from the form of a fox-headed humanoid into a …\r\n</summary>",
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"Bestiary 3"
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"speed": {},
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"summary": "Kitsune are shapeshifting, fox-like humanoids who have been blessed by the spirits. They can shift from the form of a fox-headed humanoid into a …",
|
||
"summary_markdown": "Kitsune are shapeshifting, fox-like humanoids who have been blessed by the spirits. They can shift from the form of a fox-headed humanoid into a …",
|
||
"text": " Kitsune Source Bestiary 3 pg. 150 Kitsune are shapeshifting, fox-like humanoids who have been blessed by the spirits. They can shift from the form of a fox-headed humanoid into a specific alternate form unique to each kitsune, usually either a tailless form—such as a humanoid body without any fox features (typically of the prevalent ancestry where they grew up)—or a fox form. Kitsune revel in joy and beauty, often practicing storytelling, dance, and other creative arts. However, they also have a penchant for playing pranks on the joyless and self-important, earning them a reputation as tricksters. Favored by the goddess Daikitsu, kitsune seem to be almost supernaturally lucky, perpetually dodging danger by the narrowest margins. While kitsune settlements do exist, most kitsune are incredibly curious and often leave home at a young age to encounter new people and sights. Some kitsune spend years in their tailless form, living disguised among humanoids in urban or rural societies whose inhabitants have no clue of their true nature. Others go to the opposite extreme, spending most of their lives in the form of a fox, only to reveal themselves at the most opportune moment. For many kitsune, revealing their true form to someone is a sign of great trust, but it's also not uncommon for kitsune to display their dual nature openly. Kitsune's connection to the spiritual world grants them a number of magical abilities. Aside from their innate shapeshifting powers, kitsune naturally develop more potent magic as they mature, and they seem to effortlessly pick up skills that would rival the most practiced spellcasters. Those who truly apply themselves to honing their magic usually become remarkable at their craft. A kitsune is born with one tail, but as their magical powers grow, so do their number of tails. Elders blessed with great magical wisdom can have as many as nine, though according to popular legend, this level of power can take up to a thousand years to achieve. Members Kitsune Trickster (Creature 2) The Lady of Foxes Daikitsu, a deity worshiped in Tian Xia as the patron of agriculture and craftsmanship, is directly responsible for the creation of kitsune. The first kitsune descended from Daikitsu's attendants sent to the Material Plane. Nine-tailed kitsune have served as heralds of Daikitsu throughout history ",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=280",
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"weakness": {}
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{
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"category": "creature-family",
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"creature_family": "Locathah",
|
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"creature_family_markdown": "Locathah",
|
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"exclude_from_search": false,
|
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"id": "creature-family-281",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Locathah](/MonsterFamilies.aspx?ID=281)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 164</row>\n\nDeep in the sea, schools of locathah—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from the backs of their [giant moray eel](/Monsters.aspx?ID=175) mounts. The first hunters to strike are armed with barbed harpoons that deploy large fans of seaweed, slowing and exhausting their prey. A daring few locathahs use the embedded harpoon as a handle to ride prey for a short time. Once the creature is tired, remaining hunters finish it with longspears. Locathahs developed this hunting tradition to forge skilled warriors and deter potential attackers, partially in response to centuries of oppression and mistreatment from other aquatic cultures.\n\n Locathahs rarely hunt land-dwellers, instead offering to trade their services as guides in exchange for metal and ceramic items they can't build underwater—and for tubers, which they consider earthy delicacies. They render aid to damaged sailing ships and rescue shipwrecked sailors, providing food and guidance.\n\n Locathah communities—usually villages of 200 individuals or fewer—are matriarchal. The ruler is also as its primary egg-layer, providing each generation with powerful familial bonds. The communities are tight-knit and loyal. Matriarchs are advised and assisted by primal spellcasters and healers, who are often accompanied by [octopus](/MonsterFamilies.aspx?ID=143) companions.\r\n\r\n<title level=\"2\">Members</title>\r\n[Locathah Hunter](/Monsters.aspx?ID=1223) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Xidao</title>\r\n\r\nIn Tian Xia, the underwater nation of Xidao lies in the shallow gulf between Minkai and the mainland. Though the nation-states that make up Xidao are independent, locathahs comprise the majority of the population and are in charge for all practical purposes. Stone obelisks called trade spires reach above the surface of the gulf to collect offerings from travelers. Locathahs monitor these and guide or trade with those who donate. \r\n</aside>",
|
||
"name": "Locathah",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 164</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDeep in the sea, schools of locathah—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from …\r\n</summary>",
|
||
"source": [
|
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"Bestiary 3"
|
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|
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|
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"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 164</row>",
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"speed": {},
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"summary": "Deep in the sea, schools of locathah—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from …",
|
||
"summary_markdown": "Deep in the sea, schools of locathah—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from …",
|
||
"text": " Locathah Source Bestiary 3 pg. 164 Deep in the sea, schools of locathah—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from the backs of their giant moray eel mounts. The first hunters to strike are armed with barbed harpoons that deploy large fans of seaweed, slowing and exhausting their prey. A daring few locathahs use the embedded harpoon as a handle to ride prey for a short time. Once the creature is tired, remaining hunters finish it with longspears. Locathahs developed this hunting tradition to forge skilled warriors and deter potential attackers, partially in response to centuries of oppression and mistreatment from other aquatic cultures. Locathahs rarely hunt land-dwellers, instead offering to trade their services as guides in exchange for metal and ceramic items they can't build underwater—and for tubers, which they consider earthy delicacies. They render aid to damaged sailing ships and rescue shipwrecked sailors, providing food and guidance. Locathah communities—usually villages of 200 individuals or fewer—are matriarchal. The ruler is also as its primary egg-layer, providing each generation with powerful familial bonds. The communities are tight-knit and loyal. Matriarchs are advised and assisted by primal spellcasters and healers, who are often accompanied by octopus companions. Members Locathah Hunter (Creature 3) Xidao In Tian Xia, the underwater nation of Xidao lies in the shallow gulf between Minkai and the mainland. Though the nation-states that make up Xidao are independent, locathahs comprise the majority of the population and are in charge for all practical purposes. Stone obelisks called trade spires reach above the surface of the gulf to collect offerings from travelers. Locathahs monitor these and guide or trade with those who donate. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=281",
|
||
"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Deadly Puffball",
|
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"creature_family_markdown": "Deadly Puffball",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-282",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Deadly Puffball](/MonsterFamilies.aspx?ID=282)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #165: Eyes of Empty Death](/Sources.aspx?ID=81) pg. 79</row>\n\nMany benign puffball fungi cling to the detritus of forest floors in Darklands caverns. These fungi's giant versions are more mobile and dangerous.\r\n\r\n<title level=\"2\">Members</title>\r\n[Dragon's Blood Puffball](/Monsters.aspx?ID=1380) (Creature 8), [Reaper Skull Puffball](/Monsters.aspx?ID=1381) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Valuable Spores</title>\r\n\r\nAlchemists, naturalists, and other collectors prize samples from unusual underground fungi. Deadly puffballs are even more valuable. The carefully harvested scraps of an exploded deadly puffball can fetch as much as 150 gp to the right buyer.\r\n</aside>",
|
||
"name": "Deadly Puffball",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #165: Eyes of Empty Death](/Sources.aspx?ID=81) pg. 79</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMany benign puffball fungi cling to the detritus of forest floors in Darklands caverns. These fungi's giant versions are more mobile and dangerous.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #165: Eyes of Empty Death"
|
||
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|
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"source_raw": [
|
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"Pathfinder #165: Eyes of Empty Death pg. 79"
|
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],
|
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"source_category": "Adventure Paths",
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"source_group": "Abomination Vaults",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #165: Eyes of Empty Death](/Sources.aspx?ID=81) pg. 79</row>",
|
||
"speed": {},
|
||
"summary": "Many benign puffball fungi cling to the detritus of forest floors in Darklands caverns. These fungi's giant versions are more mobile and dangerous.",
|
||
"summary_markdown": "Many benign puffball fungi cling to the detritus of forest floors in Darklands caverns. These fungi's giant versions are more mobile and dangerous.",
|
||
"text": " Deadly Puffball Source Pathfinder #165: Eyes of Empty Death pg. 79 Many benign puffball fungi cling to the detritus of forest floors in Darklands caverns. These fungi's giant versions are more mobile and dangerous. Members Dragon's Blood Puffball (Creature 8), Reaper Skull Puffball (Creature 9) Valuable Spores Alchemists, naturalists, and other collectors prize samples from unusual underground fungi. Deadly puffballs are even more valuable. The carefully harvested scraps of an exploded deadly puffball can fetch as much as 150 gp to the right buyer. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=282",
|
||
"weakness": {}
|
||
},
|
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Dhuthorex",
|
||
"creature_family_markdown": "Dhuthorex",
|
||
"exclude_from_search": false,
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"id": "creature-family-283",
|
||
"image": [
|
||
"/Images/Monsters/Dhuthorex.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Dhuthorex](/MonsterFamilies.aspx?ID=283)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #165: Eyes of Empty Death](/Sources.aspx?ID=81) pg. 80</row>\n\nStrange things swim in sunless seas, but few as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.\r\n\r\n<title level=\"2\">Members</title>\r\n[Deepwater Dhuthorex](/Monsters.aspx?ID=1382) (Creature 9), [Dread Dhuthorex](/Monsters.aspx?ID=1383) (Creature 11)",
|
||
"name": "Dhuthorex",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #165: Eyes of Empty Death](/Sources.aspx?ID=81) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nStrange things swim in sunless seas, but few as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #165: Eyes of Empty Death"
|
||
],
|
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"source_raw": [
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"Pathfinder #165: Eyes of Empty Death pg. 80"
|
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|
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"source_category": "Adventure Paths",
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"source_group": "Abomination Vaults",
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||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #165: Eyes of Empty Death](/Sources.aspx?ID=81) pg. 80</row>",
|
||
"speed": {},
|
||
"summary": "Strange things swim in sunless seas, but few as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.",
|
||
"summary_markdown": "Strange things swim in sunless seas, but few as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.",
|
||
"text": " Dhuthorex Source Pathfinder #165: Eyes of Empty Death pg. 80 Strange things swim in sunless seas, but few as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously. Members Deepwater Dhuthorex (Creature 9), Dread Dhuthorex (Creature 11)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=283",
|
||
"weakness": {}
|
||
},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Anugobu",
|
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"creature_family_markdown": "Anugobu",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-284",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Anugobu](/MonsterFamilies.aspx?ID=284)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 80</row>\n\nRenowned in Tengah folklore as divinely gifted artisans and crafters, anugobus are a curious group of tiny humanoids native to the central islands of Minata. Countless stories describe anugobus sneaking around Minatan cities to tinker with and improve upon other humanoids' structures and architecture.\n\n Owing to their slight stature and relatively frail bodies, anugobus are said to be particularly shy of larger peoples and creatures. Whether under cover of darkness, during a festival that draws people away from their domiciles, or simply whenever they think they're unseen, anugobus in folklore perform their wondrous restorations and crafting projects in secret nearly without exception. Many popular Tengah stories feature homes ruined by a natural disaster that are then magically restored the next morning or unfinished projects like half-built bridges that are mysteriously completed while its workers wonder at how this was accomplished.\n\n According to most legends, anugobus are unparalleled masters of architecture and engineering and use this expertise to erect complex structures or greatly improve upon already-existing buildings. Some have questioned these extraordinary stories, but anyone who witnesses an anugobu walk on the walls and ceilings of buildings while improving them knows that such tales aren't that far-fetched.\n\n In reality, anugobus are as diverse as any species of humanoid, though they all possess innate gifts for mending and construction, and they can walk on walls and ceilings. Anugobus resemble exceptionally small humans with superficial similarities to Tian-Sings. Most anugobus stand no more than 2 feet tall and weigh about 30 pounds—a diminutive stature that allows them to move in and out of crevices and remain unnoticed by taller folks. Nearly all verifiable anugobu encounters have taken place on the isles of Minata.\n\n In many anugobu cultures, each anugobu seeks an ultimate life goal, which they call their wonder. A wonder is any particular project that enraptures an anugobu in a way no other will. Any project can be an anugobu's wonder, from repairing a majestic cathedral to hunting a particularly dangerous animal to exploring a mysterious cave. When an anugobu discovers their wonder, it's not uncommon for them to fall into an awestruck trance and commit themselves fully to completing the work, sometimes binging on the project for days or weeks at a time. When an anugobu finishes the last minute details on their wonder, their life's work is considered complete, and they spend the rest of their days aiding other anugobus with their own journeys or taking on apprentices to pass on their skills.\r\n\r\n<title level=\"2\">Members</title>\r\n[Anugobu Apprentice](/Monsters.aspx?ID=1392) (Creature 3), [Anugobu Wondercrafter](/Monsters.aspx?ID=1393) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Anugobu Tools</title>\r\n\r\nAnugobus need a bewildering variety of fine handmade tools for their crafts, and human-sized tools simply won't do. It's not uncommon for an anugobu to use dozens of custom-made tools for a single project or even craft a special tool for a single specific use. Though anugobus also wield useful magic, most prefer to work with their hands and supplement their handiwork with only the minor spells they're born with. To say nothing of their value as cultural artifacts, the tools in an anugobu's workshop are typically worth upwards of 300 gp in total.\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Anugobu Workshops</title>\r\n\r\nAn anugobu's inherent magical powers manifest a unique extradimensional space that they call their workshop. Most anugobus keep all their belongings within this space. Of course, anugobus know that this security system isn't foolproof, since the workshop is visible whenever an anugobu is inside. Thus, to further secure their workshops anugobus, tend to open the extradimensional portal into solid surfaces like walls. When the space is used in this way, the anugobu can step inside, but other any creatures' attempts to do so are foiled by the solid matter in the way.\r\n</aside>",
|
||
"name": "Anugobu",
|
||
"rarity": "common",
|
||
"release_date": "2021-07-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nRenowned in Tengah folklore as divinely gifted artisans and crafters, anugobus are a curious group of tiny humanoids native to the central islands of …\r\n</summary>",
|
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"source": [
|
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"Pathfinder #166: Despair on Danger Island"
|
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],
|
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"Pathfinder #166: Despair on Danger Island pg. 80"
|
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"source_category": "Adventure Paths",
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"source_group": "Fists of the Ruby Phoenix",
|
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 80</row>",
|
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"speed": {},
|
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"summary": "Renowned in Tengah folklore as divinely gifted artisans and crafters, anugobus are a curious group of tiny humanoids native to the central islands of …",
|
||
"summary_markdown": "Renowned in Tengah folklore as divinely gifted artisans and crafters, anugobus are a curious group of tiny humanoids native to the central islands of …",
|
||
"text": " Anugobu Source Pathfinder #166: Despair on Danger Island pg. 80 Renowned in Tengah folklore as divinely gifted artisans and crafters, anugobus are a curious group of tiny humanoids native to the central islands of Minata. Countless stories describe anugobus sneaking around Minatan cities to tinker with and improve upon other humanoids' structures and architecture. Owing to their slight stature and relatively frail bodies, anugobus are said to be particularly shy of larger peoples and creatures. Whether under cover of darkness, during a festival that draws people away from their domiciles, or simply whenever they think they're unseen, anugobus in folklore perform their wondrous restorations and crafting projects in secret nearly without exception. Many popular Tengah stories feature homes ruined by a natural disaster that are then magically restored the next morning or unfinished projects like half-built bridges that are mysteriously completed while its workers wonder at how this was accomplished. According to most legends, anugobus are unparalleled masters of architecture and engineering and use this expertise to erect complex structures or greatly improve upon already-existing buildings. Some have questioned these extraordinary stories, but anyone who witnesses an anugobu walk on the walls and ceilings of buildings while improving them knows that such tales aren't that far-fetched. In reality, anugobus are as diverse as any species of humanoid, though they all possess innate gifts for mending and construction, and they can walk on walls and ceilings. Anugobus resemble exceptionally small humans with superficial similarities to Tian-Sings. Most anugobus stand no more than 2 feet tall and weigh about 30 pounds—a diminutive stature that allows them to move in and out of crevices and remain unnoticed by taller folks. Nearly all verifiable anugobu encounters have taken place on the isles of Minata. In many anugobu cultures, each anugobu seeks an ultimate life goal, which they call their wonder. A wonder is any particular project that enraptures an anugobu in a way no other will. Any project can be an anugobu's wonder, from repairing a majestic cathedral to hunting a particularly dangerous animal to exploring a mysterious cave. When an anugobu discovers their wonder, it's not uncommon for them to fall into an awestruck trance and commit themselves fully to completing the work, sometimes binging on the project for days or weeks at a time. When an anugobu finishes the last minute details on their wonder, their life's work is considered complete, and they spend the rest of their days aiding other anugobus with their own journeys or taking on apprentices to pass on their skills. Members Anugobu Apprentice (Creature 3), Anugobu Wondercrafter (Creature 7) Anugobu Tools Anugobus need a bewildering variety of fine handmade tools for their crafts, and human-sized tools simply won't do. It's not uncommon for an anugobu to use dozens of custom-made tools for a single project or even craft a special tool for a single specific use. Though anugobus also wield useful magic, most prefer to work with their hands and supplement their handiwork with only the minor spells they're born with. To say nothing of their value as cultural artifacts, the tools in an anugobu's workshop are typically worth upwards of 300 gp in total. Anugobu Workshops An anugobu's inherent magical powers manifest a unique extradimensional space that they call their workshop. Most anugobus keep all their belongings within this space. Of course, anugobus know that this security system isn't foolproof, since the workshop is visible whenever an anugobu is inside. Thus, to further secure their workshops anugobus, tend to open the extradimensional portal into solid surfaces like walls. When the space is used in this way, the anugobu can step inside, but other any creatures' attempts to do so are foiled by the solid matter in the way. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=284",
|
||
"weakness": {}
|
||
},
|
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{
|
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"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Hantu",
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"creature_family_markdown": "Hantu",
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"id": "creature-family-285",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Hantu](/MonsterFamilies.aspx?ID=285)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 84</row>\n\nHantus are manifestations of the powerful nature spirits that inhabit all things, from animals to objects to the environment itself. As spiritual representations of whatever they inhabit, hantus follow no preordained agenda. Some hantus choose to act as guardians, defending the forest or waterway that they represent, while others simply set out into the world and experience the wonders of life in ways that their physical form—be it a boulder, bamboo stand, or tapir—would typically be unable to enjoy.\n\n Hantus are most well known in the archipelago of Minata, particularly in the southern islands of Rendah Pulu, where animists believe that hantus manifest in locations imbued with significant spiritual power. To the residents of Rendah Pulu, hantus exist as manifestations of their culture's anxieties, fears, and ills. An individual who encounters a hantu might interpret the meeting as a sign that they have dwelt for too long on their particular worries (or the opposite: they have ignored the source of their anxieties for too long).\n\n Interestingly, although hantus are [incorporeal](/Traits.aspx?ID=222), they still retain tangible characteristics as varied as hantus themselves. Some give off a potent odor, such as the scent of durian or jasmine. Others leave corporeal droppings, such as literal animal waste or tufts of fur left on a tree trunk.\n\n<title level=\"2\">Members</title>\r\n[Hantu Belian](/Monsters.aspx?ID=1397) (Creature 11), [Hantu Denai](/Monsters.aspx?ID=1396) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Calling a Hantu</title>\r\n\r\nThe spiritual nature of a hantu allows divine spellcasters to draw them forth with complex rituals. These rituals typically require a piece of the entity that the hantu embodies, such as a cup of water from a river or a bit of fur from a tapir. A successful ritual tugs a hantu toward the site of the ritual. A hantu typically listens to the requests of those who summoned it; whether it agrees to these requests, on the other hand, is another story.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Hantus</title>\r\n\r\nHantus can manifest from any manner of object or being, so an endless variety of the spirits exist. The following are some of the best-known examples of hantu kind. \n\n**Hantu Batu**: These playful stone spirits throw rocks and pebbles with alarming frequency. \n\n**Hantu Beruk**: These monkey spirits possess people (especially those with a naturally stoic or sober demeanor) and use their bodies to perform great acrobatic feats or perform mesmerizing dances. \n\n**Hantu Hutan**: These jungle spirits defends their homes by shapeshifting into animals and plants to keep eyes on those who dare enter their domain. \n\n**Hantu Tinggi**: These giant tree spirits tower above forest canopies. They tend to defend a location by using their great height to pick up intruders and place them elsewhere.\r\n</aside>",
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"name": "Hantu",
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"rarity": "common",
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"release_date": "2021-07-07",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHantus are manifestations of the powerful nature spirits that inhabit all things, from animals to objects to the environment itself. As spiritual …\r\n</summary>",
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"source": [
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"Pathfinder #166: Despair on Danger Island"
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"Pathfinder #166: Despair on Danger Island pg. 84"
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"source_category": "Adventure Paths",
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"source_group": "Fists of the Ruby Phoenix",
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 84</row>",
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"speed": {},
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"summary": "Hantus are manifestations of the powerful nature spirits that inhabit all things, from animals to objects to the environment itself. As spiritual …",
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"summary_markdown": "Hantus are manifestations of the powerful nature spirits that inhabit all things, from animals to objects to the environment itself. As spiritual …",
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"text": " Hantu Source Pathfinder #166: Despair on Danger Island pg. 84 Hantus are manifestations of the powerful nature spirits that inhabit all things, from animals to objects to the environment itself. As spiritual representations of whatever they inhabit, hantus follow no preordained agenda. Some hantus choose to act as guardians, defending the forest or waterway that they represent, while others simply set out into the world and experience the wonders of life in ways that their physical form—be it a boulder, bamboo stand, or tapir—would typically be unable to enjoy. Hantus are most well known in the archipelago of Minata, particularly in the southern islands of Rendah Pulu, where animists believe that hantus manifest in locations imbued with significant spiritual power. To the residents of Rendah Pulu, hantus exist as manifestations of their culture's anxieties, fears, and ills. An individual who encounters a hantu might interpret the meeting as a sign that they have dwelt for too long on their particular worries (or the opposite: they have ignored the source of their anxieties for too long). Interestingly, although hantus are incorporeal, they still retain tangible characteristics as varied as hantus themselves. Some give off a potent odor, such as the scent of durian or jasmine. Others leave corporeal droppings, such as literal animal waste or tufts of fur left on a tree trunk. Members Hantu Belian (Creature 11), Hantu Denai (Creature 9) Calling a Hantu The spiritual nature of a hantu allows divine spellcasters to draw them forth with complex rituals. These rituals typically require a piece of the entity that the hantu embodies, such as a cup of water from a river or a bit of fur from a tapir. A successful ritual tugs a hantu toward the site of the ritual. A hantu typically listens to the requests of those who summoned it; whether it agrees to these requests, on the other hand, is another story. Other Hantus Hantus can manifest from any manner of object or being, so an endless variety of the spirits exist. The following are some of the best-known examples of hantu kind. Hantu Batu : These playful stone spirits throw rocks and pebbles with alarming frequency. Hantu Beruk : These monkey spirits possess people (especially those with a naturally stoic or sober demeanor) and use their bodies to perform great acrobatic feats or perform mesmerizing dances. Hantu Hutan : These jungle spirits defends their homes by shapeshifting into animals and plants to keep eyes on those who dare enter their domain. Hantu Tinggi : These giant tree spirits tower above forest canopies. They tend to defend a location by using their great height to pick up intruders and place them elsewhere. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=285",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Vampire, Jiang-Shi",
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"creature_family_markdown": "Vampire, Jiang-Shi",
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"id": "creature-family-286",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Vampire, Jiang-Shi](/MonsterFamilies.aspx?ID=286)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 157</row>\n\nJiang-shi are terrifying hopping [vampires](/MonsterFamilies.aspx?ID=97) from Tian Xia. Though similar to other vampires—they are [undead](/Traits.aspx?ID=160), they drain vital energy from the living, and they can be slain only in specific ways—jiang-shi feast upon the breath of the living, also known as qi or ki, instead of blood. While they possess unique powers, including their magic-deflecting paper fulus, extraordinary jumping ability, and immunity to sunlight, jiang-shi also possess unique vulnerabilities, such as the inability to see living creatures save through breathsense, a revulsion to bells and mirrors, and near-stupefying melancholia. Thankfully, most jiang-shi can't create vampiric spawn.\n\n<title level=\"2\">Members</title>\r\n[Minister Of Tumult](/Monsters.aspx?ID=1409) (Creature 14), [Minister Of Tumult](/Monsters.aspx?ID=1910) (Creature 14), [Provincial Jiang-Shi](/Monsters.aspx?ID=1408) (Creature 11), [Provincial Jiang-Shi](/Monsters.aspx?ID=1909) (Creature 11)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Dreamers of the Dark</title>\r\n\r\nJiang-shi typically arise from priests or holy workers who have died but chose to make their way back from the afterlife. While in a state of repose, a jiang-shi is haunted by dream visions of the netherworld. Many recall endless privations and instinctively seek to share their agonies while awake. Some recall humiliation and swear none shall master them again. A few even glimpse the multiverse's secrets and plot to drain the heavens dry.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Hierarchies of Breath and Death</title>\r\n\r\nUnlike their blood-drinking cousins, jiang-shi subsist on mortals' breath and vitality in the form of qi, also known in some regions as ki. As a jiang-shi inhales more qi, it becomes stronger in body and mind. A truly gluttonous jiang-shi becomes even more powerful and attains a higher status than its peers. Such ancient vampires are known as “ministers,” and they seek to feast on only the most rarefied qi of the cosmos.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Jiang-Shi and Fulus</title>\r\n\r\nA typical Tian exorcism for a jiang-shi involves the subdual of the vampire followed by a lengthy prayer to [Pharasma](/Deities.aspx?ID=14). The exorcist then affixes a [fulu](/equipment/consumables/fulu) charm upon the jiang-shi's brow, an object believed to ease the undead's eternal nightmares.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Scorned by Heaven and Earth</title>\r\n\r\nJiang-shi crave qi, but are also repelled by harmonious arrangements of qi, such as that which occurs in rice, hen eggs, mirrors, and certain types of wood.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Vampire</title>\r\n\r\n**Related Families**\r\n[Vampire](/MonsterFamilies.aspx?ID=97), [Vampire, Nosferatu](/MonsterFamilies.aspx?ID=273), [Vampire, Strigoi](/MonsterFamilies.aspx?ID=314), [Vampire, Vetalarana](/MonsterFamilies.aspx?ID=311), [Vampire, Vrykolakas](/MonsterFamilies.aspx?ID=159)\r\n\r\n<title level=\"2\">Creating a Jiang-Shi</title>\r\n\r\nWhile it's best to create a jiang-shi from scratch, you can turn an existing living creature into a jiang-shi using the following steps.\n\n Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>It gains the [undead](/Traits.aspx?ID=160) and [vampire](/Traits.aspx?ID=242) traits, and usually becomes evil.</li><li>Increase the creature's AC, attack modifiers, DCs, saving throws, and skill modifiers by 1.</li><li>Reduce the creature's Speed by 10 feet, to a minimum of 15 feet.</li><li>Increase the creature's damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's breath weapon), increase the damage by 2 instead.</li><li>Reduce the creature's HP by the amount listed on the table.</li><li>The jiang-shi gains [fast healing](/MonsterAbilities.aspx?ID=15) and resistance to physical damage (except [darkwood](/Equipment.aspx?ID=273)) as indicated in the table. These abilities are the reason the jiang-shi has less HP.</li></ul> <table class =\"inner\"> <tr><td>**Starting Level**</td><td>**HP Decrease**</td><td>**Fast Healing/Resistance**</td></tr> <tr><td>3-4</td><td>–20</td><td>5</td></tr> <tr><td>5-7</td><td>–30</td><td>7</td></tr> <tr><td>8-14</td><td>–40</td><td>10</td></tr> <tr><td>15+</td><td>–60</td><td>15</td></tr></table> \n\n<title level=\"3\" right=\"\">Basic Jiang-Shi Abilities</title> If the base creature becoming a jiang-shi has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as [human](/Traits.aspx?ID=90) and [humanoid](/Traits.aspx?ID=91). You might also need to adjust abilities that conflict with the jiang-shi's theme. All jiang-shi gain the following abilities. \n\n**[Darkvision](/MonsterAbilities.aspx?ID=12)** \n\n**Breathsense** 60 feet ([precise](/Rules.aspx?ID=411)). A jiang-shi can't perceive living creatures beyond 5 feet except with their breathsense. A living creature within the listed range who holds its breath is invisible to the jiang-shi for as long as it hold its breath. To hold its breath in this way, a creature must have one hand free to fully plug its nose or cover its mouth. (Refer to [Drowning and Suffocation](/Rules.aspx?ID=468) for the full rules on holding breath.) \n\n**[Negative Healing](/MonsterAbilities.aspx?ID=42)** \n\n**Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sleep](/Traits.aspx?ID=145), [prone](/Conditions.aspx?ID=31) \n\n**One More Breath** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118)); Unlike other undead, a jiang-shi isn't destroyed at 0 HP. Instead, they fall [unconscious](/Conditions.aspx?ID=38) and awaken in 1 minute with 1 Hit Point. Scattering at least 1 Bulk of glutinous rice or hen eggs on an unconscious jiang-shi destroys them permanently. If the jiang-shi was reduced to 0 HP by an attack from a weapon made of [darkwood](/Equipment.aspx?ID=273), they're destroyed immediately \n\n**Jiang-shi Vulnerabilities** All jiang-shi possess the following vulnerabilities.\n<ul><li>**Revulsion** A jiang-shi can't voluntarily come within 10 feet of a brandished mirror or the sound of ringing handbells. A creature can Interact with a mirror or handbell to brandish or ring that item for 1 round (similar to [Raising a Shield](/Actions.aspx?ID=98)). If the jiang-shi involuntarily comes within 10 feet of an object of their revulsion, they gain the [fleeing](/Conditions.aspx?ID=17) condition, running from the object of their revulsion until they are 10 feet or farther from the object. After 1 round of being exposed to the object of their revulsion, a jiang-shi can attempt a DC 25 Will save as a single action, which has the [concentrate](/Traits.aspx?ID=32) trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).</li><li>**Bitter Epiphany** A jiang-shi is afflicted by severe melancholia when reminded of their debased nature and the truth of their existential disconnection from living beings. When a jiang-shi sees an altar with at least 1 Bulk of food offerings to ancestor spirits, they must attempt a DC 25 Will save. They are then temporarily immune to bitter epiphany for 1 minute.<br /> **Critical Success** The jiang-shi is unaffected.<br /> **Success** The jiang-shi is [stupefied 1](/Conditions.aspx?ID=37) for 1 round.<br /> **Failure** The jiang-shi is stupefied 2 for 1 minute.<br /> **Critical Failure** The jiang-shi is stupefied 2 and [confused](/Conditions.aspx?ID=5) for 1 minute. </li></ul>**Warped Fulu** The jiang-shi has corrupted the fulu attached to their brow. The jiang-shi is immune to spells cast from a magic item without expending a spell slot, such as from a scroll or wand. A creature can [Steal](/Actions.aspx?ID=68) a jiang-shi's fulu to remove it, rolling against the jiang-shi's Perception DC. This immediately ends the jiang-shi's immunity to these effects. If a creature then destroys a jiang-shi's removed fulu with an Interact action, the jiang-shi also loses their [fast healing](/MonsterAbilities.aspx?ID=15) ability. A jiang-shi can create a replacement fulu by spending 1 uninterrupted hour inscribing a strip of paper (or similar) with a writing instrument. \n\n**Rigor Mortis** The jiang-shi ignores difficult terrain and effects that would render it [prone](/Conditions.aspx?ID=31). A jiang-shi can't take the [Drop Prone](/Actions.aspx?ID=78) action. When a jiang-shi [Leap](/Actions.aspx?ID=81), it doesn't trigger reactions that are normally triggered by [move](/Traits.aspx?ID=114) actions, such as [Attacks of Opportunity](/Actions.aspx?ID=8). \n\n**Claws** If the base creature had hands, its fingernails thicken and grow to terrible proportions, granting it an unarmed claw Strike that deals slashing damage, has the [agile](/Traits.aspx?ID=170) trait, and can [Grab](/MonsterAbilities.aspx?ID=18). Use the moderate damage for the creature's level on the [Strike Damage](/Rules.aspx?ID=1018) table. \n\n**Drain Qi** <actions string=\"Single Action\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Requirement** A [grabbed](/Conditions.aspx?ID=20), [paralyzed](/Conditions.aspx?ID=28), [restrained](/Conditions.aspx?ID=33), [unconscious](/Conditions.aspx?ID=38), or willing creature is within the jiang-shi's reach; **Effect** The jiang-shi drains the victim's life energy, or qi, through their breath. This requires an [Athletics](/Skills.aspx?ID=3) check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is [drained 1](/Conditions.aspx?ID=10) and the jiang-shi regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Draining qi from a creature that's already drained doesn't restore any HP to the jiang-shi but increases the victim's drained condition value by 1. If the victim has the ability to cast ki spells, it can spend 1 Focus Point to avoid becoming drained. This protects it only from the current attack, not from subsequent attempts to Drain Qi.<br /> A victim's drained condition value decreases by 1 every week. If the creature restricts their diet to glutinous rice for at least 1 day and spends 10 minutes dancing, jogging, or otherwise engaging in vigorous physical activity by succeeding at a DC 25 Athletics check, it reduces its drained condition by 1. \n\n<title level=\"3\" right=\"\">Jiang-Shi Minister Abilities</title> Those rare jiang-shi who have devoured at least a thousand victims' qi have shed many of their frailties and become able to create jiang-shi from their slain victims. These imperious undead address themselves as “ministers” or by other grandiose titles, and they mock lesser jiang-shi as mere “provincials.”\n\n Ministers gain additional jiang-shi abilities, as detailed below. A creature below level 13 is not significant enough to become a minister—you should instead simply make such a creature into a regular jiang-shi or rebuild the creature so that it's at least level 13 before becoming a minister. \n\n**Resistances** The jiang-shi resists all physical damage (except magical [darkwood](/Equipment.aspx?ID=273)). \n\n**Dark Enlightenment** The jiang-shi is no longer limited to seeing living creatures with only their breathsense, and they no longer have the Revulsion vulnerability. They can perceive living creatures normally with either [darkvision](/MonsterAbilities.aspx?ID=12) or breathsense, and they can take the [Drop Prone](/Actions.aspx?ID=78) action. \n\n**Distant Steps** When the jiang-shi [Leaps](/Actions.aspx?ID=81), they can add 10 feet to the horizontal and/or vertical distance they move without affecting the Leap DC. The jiang-shi can stand and walk on water and other solid or liquid surfaces that wouldn't normally support their weight. \n\n**Tumult of the Blood** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)); The third time a jiang-shi successfully Drains Qi within a single minute, they become [quickened](/Conditions.aspx?ID=32) for 1 minute. They can use their extra action only to Strike or Stride.",
|
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"name": "Vampire, Jiang-Shi",
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"rarity": "common",
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"release_date": "2022-04-27",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 157</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nJiang-shi are terrifying hopping vampires from Tian Xia. Though similar to other vampires—they are undead , they drain vital energy from the …\r\n</summary>",
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"source": [
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"Book of the Dead"
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"source_markdown": "<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 157</row>",
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"summary": "Jiang-shi are terrifying hopping vampires from Tian Xia. Though similar to other vampires—they are undead , they drain vital energy from the …",
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"summary_markdown": "Jiang-shi are terrifying hopping vampires from Tian Xia. Though similar to other vampires—they are undead , they drain vital energy from the …",
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"text": " Vampire, Jiang-Shi Source Book of the Dead pg. 157 Jiang-shi are terrifying hopping vampires from Tian Xia. Though similar to other vampires—they are undead, they drain vital energy from the living, and they can be slain only in specific ways—jiang-shi feast upon the breath of the living, also known as qi or ki, instead of blood. While they possess unique powers, including their magic-deflecting paper fulus, extraordinary jumping ability, and immunity to sunlight, jiang-shi also possess unique vulnerabilities, such as the inability to see living creatures save through breathsense, a revulsion to bells and mirrors, and near-stupefying melancholia. Thankfully, most jiang-shi can't create vampiric spawn. Members Minister Of Tumult (Creature 14), Minister Of Tumult (Creature 14), Provincial Jiang-Shi (Creature 11), Provincial Jiang-Shi (Creature 11) Dreamers of the Dark Jiang-shi typically arise from priests or holy workers who have died but chose to make their way back from the afterlife. While in a state of repose, a jiang-shi is haunted by dream visions of the netherworld. Many recall endless privations and instinctively seek to share their agonies while awake. Some recall humiliation and swear none shall master them again. A few even glimpse the multiverse's secrets and plot to drain the heavens dry. Hierarchies of Breath and Death Unlike their blood-drinking cousins, jiang-shi subsist on mortals' breath and vitality in the form of qi, also known in some regions as ki. As a jiang-shi inhales more qi, it becomes stronger in body and mind. A truly gluttonous jiang-shi becomes even more powerful and attains a higher status than its peers. Such ancient vampires are known as “ministers,” and they seek to feast on only the most rarefied qi of the cosmos. Jiang-Shi and Fulus A typical Tian exorcism for a jiang-shi involves the subdual of the vampire followed by a lengthy prayer to Pharasma. The exorcist then affixes a fulu charm upon the jiang-shi's brow, an object believed to ease the undead's eternal nightmares. Scorned by Heaven and Earth Jiang-shi crave qi, but are also repelled by harmonious arrangements of qi, such as that which occurs in rice, hen eggs, mirrors, and certain types of wood. Vampire Related Families Vampire, Vampire, Nosferatu, Vampire, Strigoi, Vampire, Vetalarana, Vampire, Vrykolakas Creating a Jiang-Shi While it's best to create a jiang-shi from scratch, you can turn an existing living creature into a jiang-shi using the following steps. Increase the creature's level by 1 and change its statistics as follows. It gains the undead and vampire traits, and usually becomes evil. Increase the creature's AC, attack modifiers, DCs, saving throws, and skill modifiers by 1. Reduce the creature's Speed by 10 feet, to a minimum of 15 feet. Increase the creature's damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's breath weapon), increase the damage by 2 instead. Reduce the creature's HP by the amount listed on the table. The jiang-shi gains fast healing and resistance to physical damage (except darkwood) as indicated in the table. These abilities are the reason the jiang-shi has less HP. Starting Level HP Decrease Fast Healing/Resistance 3-4 –20 5 5-7 –30 7 8-14 –40 10 15+ –60 15 Basic Jiang-Shi Abilities If the base creature becoming a jiang-shi has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the jiang-shi's theme. All jiang-shi gain the following abilities. Darkvision Breathsense 60 feet (precise). A jiang-shi can't perceive living creatures beyond 5 feet except with their breathsense. A living creature within the listed range who holds its breath is invisible to the jiang-shi for as long as it hold its breath. To hold its breath in this way, a creature must have one hand free to fully plug its nose or cover its mouth. (Refer to Drowning and Suffocation for the full rules on holding breath.) Negative Healing Immunities death effects, disease, paralyzed, poison, sleep, prone One More Breath (divine, necromancy, negative); Unlike other undead, a jiang-shi isn't destroyed at 0 HP. Instead, they fall unconscious and awaken in 1 minute with 1 Hit Point. Scattering at least 1 Bulk of glutinous rice or hen eggs on an unconscious jiang-shi destroys them permanently. If the jiang-shi was reduced to 0 HP by an attack from a weapon made of darkwood, they're destroyed immediately Jiang-shi Vulnerabilities All jiang-shi possess the following vulnerabilities. Revulsion A jiang-shi can't voluntarily come within 10 feet of a brandished mirror or the sound of ringing handbells. A creature can Interact with a mirror or handbell to brandish or ring that item for 1 round (similar to Raising a Shield). If the jiang-shi involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they are 10 feet or farther from the object. After 1 round of being exposed to the object of their revulsion, a jiang-shi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Bitter Epiphany A jiang-shi is afflicted by severe melancholia when reminded of their debased nature and the truth of their existential disconnection from living beings. When a jiang-shi sees an altar with at least 1 Bulk of food offerings to ancestor spirits, they must attempt a DC 25 Will save. They are then temporarily immune to bitter epiphany for 1 minute. Critical Success The jiang-shi is unaffected. Success The jiang-shi is stupefied 1 for 1 round. Failure The jiang-shi is stupefied 2 for 1 minute. Critical Failure The jiang-shi is stupefied 2 and confused for 1 minute. Warped Fulu The jiang-shi has corrupted the fulu attached to their brow. The jiang-shi is immune to spells cast from a magic item without expending a spell slot, such as from a scroll or wand. A creature can Steal a jiang-shi's fulu to remove it, rolling against the jiang-shi's Perception DC. This immediately ends the jiang-shi's immunity to these effects. If a creature then destroys a jiang-shi's removed fulu with an Interact action, the jiang-shi also loses their fast healing ability. A jiang-shi can create a replacement fulu by spending 1 uninterrupted hour inscribing a strip of paper (or similar) with a writing instrument. Rigor Mortis The jiang-shi ignores difficult terrain and effects that would render it prone. A jiang-shi can't take the Drop Prone action. When a jiang-shi Leap, it doesn't trigger reactions that are normally triggered by move actions, such as Attacks of Opportunity. Claws If the base creature had hands, its fingernails thicken and grow to terrible proportions, granting it an unarmed claw Strike that deals slashing damage, has the agile trait, and can Grab. Use the moderate damage for the creature's level on the Strike Damage table. Drain Qi Single Action (divine, necromancy) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the jiang-shi's reach; Effect The jiang-shi drains the victim's life energy, or qi, through their breath. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the jiang-shi regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Draining qi from a creature that's already drained doesn't restore any HP to the jiang-shi but increases the victim's drained condition value by 1. If the victim has the ability to cast ki spells, it can spend 1 Focus Point to avoid becoming drained. This protects it only from the current attack, not from subsequent attempts to Drain Qi. A victim's drained condition value decreases by 1 every week. If the creature restricts their diet to glutinous rice for at least 1 day and spends 10 minutes dancing, jogging, or otherwise engaging in vigorous physical activity by succeeding at a DC 25 Athletics check, it reduces its drained condition by 1. Jiang-Shi Minister Abilities Those rare jiang-shi who have devoured at least a thousand victims' qi have shed many of their frailties and become able to create jiang-shi from their slain victims. These imperious undead address themselves as “ministers” or by other grandiose titles, and they mock lesser jiang-shi as mere “provincials.” Ministers gain additional jiang-shi abilities, as detailed below. A creature below level 13 is not significant enough to become a minister—you should instead simply make such a creature into a regular jiang-shi or rebuild the creature so that it's at least level 13 before becoming a minister. Resistances The jiang-shi resists all physical damage (except magical darkwood). Dark Enlightenment The jiang-shi is no longer limited to seeing living creatures with only their breathsense, and they no longer have the Revulsion vulnerability. They can perceive living creatures normally with either darkvision or breathsense, and they can take the Drop Prone action. Distant Steps When the jiang-shi Leaps, they can add 10 feet to the horizontal and/or vertical distance they move without affecting the Leap DC. The jiang-shi can stand and walk on water and other solid or liquid surfaces that wouldn't normally support their weight. Tumult of the Blood (divine, necromancy); The third time a jiang-shi successfully Drains Qi within a single minute, they become quickened for 1 minute. They can use their extra action only to Strike or Stride.",
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"creature_family": "Kaava",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Kaava](/MonsterFamilies.aspx?ID=287)</title>\r\n\r\n<row gap=\"tiny\">**Source** [The Mwangi Expanse](/Sources.aspx?ID=89) pg. 300 <sup>2.0</sup></row>\n\nKaava are stealthy, jungle-dwelling humanoids with short down feathers that can easily be mistaken for fur from a distance. Kaava have tough scales beneath these feathers. Both the scales and feathers have mutable pigmentation that allows a kaava to blend into surrounding foliage like a chameleon. \r\n\r\n<title level=\"2\">Members</title>\r\n[Kaava Stalker](/Monsters.aspx?ID=1436) (Creature 1), [Pygmy Kaava](/Monsters.aspx?ID=1435) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Kaava Diplomacy</title>\r\n\r\nThe term kaava is both singular and plural, which reflects their community-driven nature; obligation and duty define kaava culture, principally their duty to each other. Due to unpleasant interactions with humanoids in the past, most kaava are insular and suspicious, and have a tendency to attack intruders with little provocation. A stranger can earn a kaava's grudging trust through numerous patient and peaceful interactions, but even then a kaava is unlikely to go out of their way to provide aid to anyone they deem an outsider.\r\n</aside>",
|
||
"name": "Kaava",
|
||
"rarity": "common",
|
||
"release_date": "2021-07-07",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [The Mwangi Expanse](/Sources.aspx?ID=89) pg. 300 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKaava are stealthy, jungle-dwelling humanoids with short down feathers that can easily be mistaken for fur from a distance. Kaava have tough scales …\r\n</summary>",
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"source": [
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"The Mwangi Expanse"
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"summary": "Kaava are stealthy, jungle-dwelling humanoids with short down feathers that can easily be mistaken for fur from a distance. Kaava have tough scales …",
|
||
"summary_markdown": "Kaava are stealthy, jungle-dwelling humanoids with short down feathers that can easily be mistaken for fur from a distance. Kaava have tough scales …",
|
||
"text": " Kaava Source The Mwangi Expanse pg. 300 2.0 Kaava are stealthy, jungle-dwelling humanoids with short down feathers that can easily be mistaken for fur from a distance. Kaava have tough scales beneath these feathers. Both the scales and feathers have mutable pigmentation that allows a kaava to blend into surrounding foliage like a chameleon. Members Kaava Stalker (Creature 1), Pygmy Kaava (Creature 0) Kaava Diplomacy The term kaava is both singular and plural, which reflects their community-driven nature; obligation and duty define kaava culture, principally their duty to each other. Due to unpleasant interactions with humanoids in the past, most kaava are insular and suspicious, and have a tendency to attack intruders with little provocation. A stranger can earn a kaava's grudging trust through numerous patient and peaceful interactions, but even then a kaava is unlikely to go out of their way to provide aid to anyone they deem an outsider. ",
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"type": "Creature Family",
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"creature_family": "Giant Bee",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Giant Bee](/MonsterFamilies.aspx?ID=288)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 80</row>\n\nLike their smaller counterparts, giant bees are highly territorial. Many types of giant bees construct hives in caves or abandoned buildings and are quick to attack creatures that they deem a threat to the single fertile queen, who almost never leaves the hive. Although most common in warm biomes with lots of vegetation, some giant bees live in arid or cold environments and are solitary rather than hive-dwelling.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Mining Bee](/Monsters.aspx?ID=1610) (Creature 2), [Giant Worker Bee](/Monsters.aspx?ID=1609) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Hive Minds</title>\r\n\r\nBees communicate with each other using complex combinations of movement and pheromones. They can share detailed information, particularly related to food, water, and dangers. A queen bee doesn't have the ability to directly control members of her hive, but she guides the entire hive's activities and, when necessary, its relocation. Some [druids](/Classes.aspx?ID=6) have attempted to tap into this hive mind to control giant bee swarms, with limited success.\r\n</aside>",
|
||
"name": "Giant Bee",
|
||
"rarity": "common",
|
||
"release_date": "2021-08-05",
|
||
"resistance": {},
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||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLike their smaller counterparts, giant bees are highly territorial. Many types of giant bees construct hives in caves or abandoned buildings and are …\r\n</summary>",
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"source": [
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"Pathfinder #169: Kindled Magic"
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"source_category": "Adventure Paths",
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"source_group": "Strength of Thousands",
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 80</row>",
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"speed": {},
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"summary": "Like their smaller counterparts, giant bees are highly territorial. Many types of giant bees construct hives in caves or abandoned buildings and are …",
|
||
"summary_markdown": "Like their smaller counterparts, giant bees are highly territorial. Many types of giant bees construct hives in caves or abandoned buildings and are …",
|
||
"text": " Giant Bee Source Pathfinder #169: Kindled Magic pg. 80 Like their smaller counterparts, giant bees are highly territorial. Many types of giant bees construct hives in caves or abandoned buildings and are quick to attack creatures that they deem a threat to the single fertile queen, who almost never leaves the hive. Although most common in warm biomes with lots of vegetation, some giant bees live in arid or cold environments and are solitary rather than hive-dwelling. Members Giant Mining Bee (Creature 2), Giant Worker Bee (Creature 0) Hive Minds Bees communicate with each other using complex combinations of movement and pheromones. They can share detailed information, particularly related to food, water, and dangers. A queen bee doesn't have the ability to directly control members of her hive, but she guides the entire hive's activities and, when necessary, its relocation. Some druids have attempted to tap into this hive mind to control giant bee swarms, with limited success. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=288",
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"creature_family": "Silverfish",
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"creature_family_markdown": "Silverfish",
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"exclude_from_search": false,
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"id": "creature-family-289",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Silverfish](/MonsterFamilies.aspx?ID=289)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 84</row>\n\nA common pest with a silvery carapace and an undulating, fishlike scuttle, the nocturnal silverfish infests homes and libraries throughout Golarion. These insects aren't typically dangerous, but their tendency to devour books and clothing often puts them at odds with larger creatures.\r\n\r\n<title level=\"2\">Members</title>\r\n[Giant Silverfish](/Monsters.aspx?ID=1615) (Creature 0), [Silverfish Swarm](/Monsters.aspx?ID=1614) (Creature -1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Silverfish Molts</title>\r\n\r\nIn an interesting twist to the pest's life cycle, some spellcasters incorporate giant silverfish moltings into their spellbooks and scrolls. These shed skins have the consistency of onionskin and are valuable due to the superstition that they contain residual magic from texts the silverfish consumed. Regardless of whether a silverfish molt has any intrinsic magical power, many tenured mages feel that proof of a book-devouring vermin's demise is worthy of a reward. Thus, such a trophy is guaranteed to fetch a tidy sum from the right buyer.\r\n</aside>",
|
||
"name": "Silverfish",
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||
"rarity": "common",
|
||
"release_date": "2021-08-05",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA common pest with a silvery carapace and an undulating, fishlike scuttle, the nocturnal silverfish infests homes and libraries throughout Golarion. …\r\n</summary>",
|
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"source": [
|
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"Pathfinder #169: Kindled Magic"
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"Pathfinder #169: Kindled Magic pg. 84"
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 84</row>",
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"speed": {},
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"summary": "A common pest with a silvery carapace and an undulating, fishlike scuttle, the nocturnal silverfish infests homes and libraries throughout Golarion. …",
|
||
"summary_markdown": "A common pest with a silvery carapace and an undulating, fishlike scuttle, the nocturnal silverfish infests homes and libraries throughout Golarion. …",
|
||
"text": " Silverfish Source Pathfinder #169: Kindled Magic pg. 84 A common pest with a silvery carapace and an undulating, fishlike scuttle, the nocturnal silverfish infests homes and libraries throughout Golarion. These insects aren't typically dangerous, but their tendency to devour books and clothing often puts them at odds with larger creatures. Members Giant Silverfish (Creature 0), Silverfish Swarm (Creature -1) Silverfish Molts In an interesting twist to the pest's life cycle, some spellcasters incorporate giant silverfish moltings into their spellbooks and scrolls. These shed skins have the consistency of onionskin and are valuable due to the superstition that they contain residual magic from texts the silverfish consumed. Regardless of whether a silverfish molt has any intrinsic magical power, many tenured mages feel that proof of a book-devouring vermin's demise is worthy of a reward. Thus, such a trophy is guaranteed to fetch a tidy sum from the right buyer. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=289",
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"weakness": {}
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{
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"category": "creature-family",
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"creature_family": "Karumzek",
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"creature_family_markdown": "Karumzek",
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"exclude_from_search": false,
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"id": "creature-family-290",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Karumzek](/MonsterFamilies.aspx?ID=290)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #171: Hurricane's Howl](/Sources.aspx?ID=101) pg. 81</row>\n\nKarumzeks are crafty, spider-like servitors of [Norgorber](/Deities.aspx?ID=13).\r\n\r\n<title level=\"2\">Members</title>\r\n[Karumzek](/Monsters.aspx?ID=1654) (Creature 4), [Karumzek Swarm](/Monsters.aspx?ID=1655) (Creature 11)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Traveling from Axis</title>\r\n\r\nKarumzeks remain in Duskfathom, awaiting orders from Norgorber. Once a karumzek receives its orders, it begins its journey from [Axis](/Planes.aspx?ID=14) to elsewhere in the Great Beyond via a secret system of planar strands known as the “Reaper's Web.” While not instantaneous, a karumzek traveling along the web can reach almost any point in the Great Beyond within a few hours.\r\n</aside>",
|
||
"name": "Karumzek",
|
||
"rarity": "common",
|
||
"release_date": "2021-10-13",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #171: Hurricane's Howl](/Sources.aspx?ID=101) pg. 81</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKarumzeks are crafty, spider-like servitors of Norgorber .\r\n</summary>",
|
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"source": [
|
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"Pathfinder #171: Hurricane's Howl"
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #171: Hurricane's Howl](/Sources.aspx?ID=101) pg. 81</row>",
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"speed": {},
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"summary": "Karumzeks are crafty, spider-like servitors of Norgorber .",
|
||
"summary_markdown": "Karumzeks are crafty, spider-like servitors of Norgorber .",
|
||
"text": " Karumzek Source Pathfinder #171: Hurricane's Howl pg. 81 Karumzeks are crafty, spider-like servitors of Norgorber. Members Karumzek (Creature 4), Karumzek Swarm (Creature 11) Traveling from Axis Karumzeks remain in Duskfathom, awaiting orders from Norgorber. Once a karumzek receives its orders, it begins its journey from Axis to elsewhere in the Great Beyond via a secret system of planar strands known as the “Reaper's Web.” While not instantaneous, a karumzek traveling along the web can reach almost any point in the Great Beyond within a few hours. ",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=290",
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"category": "creature-family",
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"creature_family": "Graveknight",
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"creature_family_markdown": "Graveknight",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Graveknight](/MonsterFamilies.aspx?ID=291)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #172: Secrets of the Temple City](/Sources.aspx?ID=102) pg. 82</row>\n\nWhen a fearsome combatant falls in battle, the warrior's vengeful spirit can sometimes fuse with their armor, creating a graveknight. Every graveknight is born of a unique warrior and has a unique fighting style and array of abilities that speak to their techniques in life.\r\n\r\n<title level=\"2\">Members</title>\r\n[Graveknight](/Monsters.aspx?ID=244) (Creature 10), [Graveknight Captain](/Monsters.aspx?ID=1663) (Creature 6), [Graveknight Champion](/Monsters.aspx?ID=1664) (Creature 15), [Graveknight Warmaster](/Monsters.aspx?ID=1869) (Creature 14)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Arts of War</title>\r\n\r\nGraveknights don't arise from mere soldiers but from great tacticians who've won countless engagements. Often, they were once their land's mightiest general or most decorated war hero. This means graveknights don't just rush into a toe-to-toe melee. They've studied the land (often with the experienced and unrelenting gaze only the undead can bring to bear) and engineered troop movements, earthworks, and traps to ensure victory. They usually have reinforcements ready to deploy and redundant contingencies in place. Just as great strategists opine that an engagement is decided before the first blow is landed, a combat against a graveknight often feels like a desperate fight in a rapidly closing vise.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Infamous Graveknights</title>\r\n\r\nSeveral of Golarion's most notorious villains are graveknights. The following examples are among the world's most infamous graveknights at large, and may inspire or serve as villains in your own games.\n\n **Lictor Shokneir:** Once the Hellknight leader of the notorious Order of the Crux, Lictor Shokneir was disgraced when he refused a royal order to disband his army of butchers. The other Hellknights surrounded him and razed his castle, Citadel Gheisteno, to the ground. However, Shokneir's determination sustains his now-undead form, and he and his undead legions have rebuilt the citadel in all its haunting glory.\n\n **The Black Prince:** Although the graveknight known simply as the Black Prince was redeemed centuries ago as part of Iomedae's 11 Acts, it is said that the prince's armor remains intact—and that vile forces conspire to reclaim it. If the armor is donned by one of the Black Prince's descendants, the Inner Sea will be beset by a terrible villain indeed. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Other Powers</title>\r\n\r\nYou can use the alternate abilities as examples to create new powers reflecting a graveknight's personality or history, or even swap out more than one power. Graveknights should be unique and memorable foes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Steed Adaptations</title>\r\n\r\nFor some graveknights, their mount is more than a projection of their desire to move quickly around a battlefield. A graveknight's [_phantom steed_](/Spells.aspx?ID=221) might have the appearance, resistances, or movement of a favored mount the knight rode as a mortal, such as a [nightmare's](/Monsters.aspx?ID=308) resistance to fire or a [pegasus's](/Monsters.aspx?ID=329) Fly Speed.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Unique Destruction</title>\r\n\r\nWhile most graveknight armors can be destroyed with the standard means of destruction, particularly powerful graveknights might have more durable armor that requires additional steps to destroy. These are usually the armors of high-level graveknights, and their destruction steps are tied to the creation of the graveknight. For example, a specific graveknight armor can't be destroyed until it's struck by a descendant of the person that originally felled the graveknight in battle before their transformation.\r\n</aside>\n\n<title level=\"2\">Creating Graveknights</title>\r\n\r\nYou 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.<br /> Increase the creature's level by 1 and change its statistics as follows. \n<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> \n\n<title level=\"3\" right=\"\">Graveknight Abilities</title> A graveknight gains the [undead](/Traits.aspx?ID=160) 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](/Traits.aspx?ID=90) and [humanoid](/Traits.aspx?ID=91).<br /> **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br /> **Rejuvenation** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) 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.<br /> **Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), precision, [unconscious](/Conditions.aspx?ID=38), plus one energy type (the same chosen for ruinous weapons below).<br /> **Sacrilegious Aura** ([abjuration](/Traits.aspx?ID=2), [aura](/Traits.aspx?ID=206), [divine](/Traits.aspx?ID=48), <t>evil) 30 feet. When a creature in the aura uses a [positive](/Traits.aspx?ID=128) spell or ability, the graveknight automatically attempts to [counteract](/Rules.aspx?ID=371) it, with the listed counteract modifier.<br /> **Devastating Blast** <actions string=\"Two Actions\" /> ([arcane](/Traits.aspx?ID=11), [evocation](/Traits.aspx?ID=65)) 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](/Rules.aspx?ID=329) 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.<br /> **Phantom Mount** <actions string=\"Three Actions\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), [summon](/Traits.aspx?ID=154)) The graveknight summons a supernatural mount as per [_phantom steed_](/Spells.aspx?ID=221), 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.<br /> **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](/Traits.aspx?ID=3), [cold](/Traits.aspx?ID=27), [electricity](/Traits.aspx?ID=56), or [fire](/Traits.aspx?ID=72). Any weapon the graveknight wields gains the effects of the [_corrosive_](/Equipment.aspx?ID=292), [_frost_](/Equipment.aspx?ID=296), [_shock_](/Equipment.aspx?ID=303), or [_flaming_](/Equipment.aspx?ID=295) weapon rune, respectively, in addition to a _+1 [striking](/Equipment.aspx?ID=280)_ 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.<br /> **Weapon Master** The graveknight has access to the [critical specialization effects](/Rules.aspx?ID=235) of any weapons it wields. \n\n<title level=\"3\" right=\"\">Alternate Graveknight Abilities</title> You can create a more unusual graveknight by substituting one of their abilities (except for darkvision, negative healing, rejuvenation, or immunities) with one of the following.<br /> \n\n### Bestiary\n**Betrayed Revivification** The graveknight died after being deeply betrayed. Instead of being immune to a type of energy damage, it is immune to [mental](/Traits.aspx?ID=106) damage, its weapons deal 1d6 additional mental damage, and its Devastating Blast deals mental damage with a Will saving throw instead of Reflex.<br /> **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_](/Spells.aspx?ID=315) 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.<br /> **Dark Deliverance** The graveknight has positive resistance equal to its level. \n\n### Pathfinder #172: Secrets of the Temple City\n**Channel Magic** <actions string=\"Two Actions\" /> The graveknight redirects magical energies through its armor, allowing it to deliver magic through an attack. The graveknight Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into an attack instead. The graveknight then makes a melee Strike with a weapon or [unarmed](/Traits.aspx?ID=199) attack. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the graveknight's multiple attack penalty but doesn't apply the penalty until after it's completed Channeling Magic. The graveknight can't use Channel Magic again for 1d4 rounds.\n\n### Book Of The Dead\n <br /> **Clutching Armor** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [transmutation](/Traits.aspx?ID=157)) **Trigger** A creature attempts to move away from the graveknight; **Effect** The graveknight's armor animates and attempts to Grab the triggering creature. It makes an [Athletics](/Skills.aspx?ID=3) check to [Grapple](/Actions.aspx?ID=35) using the graveknight's Athletics modifier – 2. The armor can continue to Grapple the creature normally. Since the armor is grappling the creature, the graveknight doesn't need a free hand to do so.<br />**Eager for Battle** ([fortune](/Traits.aspx?ID=76)) When the graveknight rolls initiative, they roll twice and take the better result. They're [quickened](/Conditions.aspx?ID=32) during their first round after rolling initiative and can use this extra action to Step, Stride, or Strike.<br /> **Empty Save for Dust** The graveknight's armor contains nothing more than swirling dust that puffs out from joints in their armor. A living creature that touches or is touched by the graveknight (including one hit by the graveknight's fist Strike) must succeed at a Reflex saving throw or become contaminated with the dust. While contaminated, the targeted creature is [stupefied 1](/Conditions.aspx?ID=37) and gains weakness to the graveknight's energy damage equal to half the graveknight's level. The contamination ends after 1 minute or when the creature is doused with water, whichever occurs first. <br />**Graveknight's Shield** ([arcane](/Traits.aspx?ID=11), [necromancy](/Traits.aspx?ID=117)) The graveknight's curse extends to their shield, or the graveknight's armor uses a portion of itself to produce a shield. The graveknight has a shield that uses the statistics of a [_sturdy shield_](/Equipment.aspx?ID=327) of a level no higher than the graveknight's level – 1. The shield is quasi-independent of the graveknight and automatically protects the graveknight from harm. When the shield is raised, it automatically uses [Shield Block](/MonsterAbilities.aspx?ID=32) to reduce the damage of the first attack against the graveknight each round without the graveknight needing to spend their reaction to do so. The shield automatically rejuvenates with the rest of the graveknight and must be destroyed in the same manner as the graveknight's armor.<br />**Portentous Glare** ([aura](/Traits.aspx?ID=206), [divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [visual](/Traits.aspx?ID=163)) 30 feet. The graveknight's visage is one of overwhelming menace. When a creature ends its turn in the aura, it must attempt a Will saving throw. A creature that fails is [doomed 1](/Conditions.aspx?ID=9) (or doomed 1 and [frightened 2](/Conditions.aspx?ID=19) on a critical failure). The graveknight can activate or deactivate the aura by using an Interact action to open or close their helmet visor.\n\n<title level=\"2\" right=\"\">Graveknight Armor</title> 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.<br /> **Graveknight's Curse** ([arcane](/Traits.aspx?ID=11), [curse](/Traits.aspx?ID=38), [necromancy](/Traits.aspx?ID=117)) 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.",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #172: Secrets of the Temple City](/Sources.aspx?ID=102) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen a fearsome combatant falls in battle, the warrior's vengeful spirit can sometimes fuse with their armor, creating a graveknight. Every …\r\n</summary>",
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"summary": "When a fearsome combatant falls in battle, the warrior's vengeful spirit can sometimes fuse with their armor, creating a graveknight. Every …",
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"text": " Graveknight Source Pathfinder #172: Secrets of the Temple City pg. 82 When a fearsome combatant falls in battle, the warrior's vengeful spirit can sometimes fuse with their armor, creating a graveknight. Every graveknight is born of a unique warrior and has a unique fighting style and array of abilities that speak to their techniques in life. Members Graveknight (Creature 10), Graveknight Captain (Creature 6), Graveknight Champion (Creature 15), Graveknight Warmaster (Creature 14) Arts of War Graveknights don't arise from mere soldiers but from great tacticians who've won countless engagements. Often, they were once their land's mightiest general or most decorated war hero. This means graveknights don't just rush into a toe-to-toe melee. They've studied the land (often with the experienced and unrelenting gaze only the undead can bring to bear) and engineered troop movements, earthworks, and traps to ensure victory. They usually have reinforcements ready to deploy and redundant contingencies in place. Just as great strategists opine that an engagement is decided before the first blow is landed, a combat against a graveknight often feels like a desperate fight in a rapidly closing vise. Infamous Graveknights Several of Golarion's most notorious villains are graveknights. The following examples are among the world's most infamous graveknights at large, and may inspire or serve as villains in your own games. Lictor Shokneir: Once the Hellknight leader of the notorious Order of the Crux, Lictor Shokneir was disgraced when he refused a royal order to disband his army of butchers. The other Hellknights surrounded him and razed his castle, Citadel Gheisteno, to the ground. However, Shokneir's determination sustains his now-undead form, and he and his undead legions have rebuilt the citadel in all its haunting glory. The Black Prince: Although the graveknight known simply as the Black Prince was redeemed centuries ago as part of Iomedae's 11 Acts, it is said that the prince's armor remains intact—and that vile forces conspire to reclaim it. If the armor is donned by one of the Black Prince's descendants, the Inner Sea will be beset by a terrible villain indeed. Other Powers You can use the alternate abilities as examples to create new powers reflecting a graveknight's personality or history, or even swap out more than one power. Graveknights should be unique and memorable foes. Steed Adaptations For some graveknights, their mount is more than a projection of their desire to move quickly around a battlefield. A graveknight's phantom steed might have the appearance, resistances, or movement of a favored mount the knight rode as a mortal, such as a nightmare's resistance to fire or a pegasus's Fly Speed. Unique Destruction While most graveknight armors can be destroyed with the standard means of destruction, particularly powerful graveknights might have more durable armor that requires additional steps to destroy. These are usually the armors of high-level graveknights, and their destruction steps are tied to the creation of the graveknight. For example, a specific graveknight armor can't be destroyed until it's struck by a descendant of the person that originally felled the graveknight in battle before their transformation. Creating Graveknights You can turn an existing, living creature into a graveknight by completing the following steps. It's best to build a graveknight from scratch, but if you don't have the time, simply apply the template. A creature should be at least level 5 before being converted to a graveknight. Increase the creature's level by 1 and change its statistics as follows. Increase its attack rolls, AC, saving throws, Perception, and skills by 1, its HP by 5, and its Strike damage by 1. Graveknight Abilities A graveknight gains the undead and graveknight traits, and its alignment is usually adjusted to evil. It loses any abilities that come from it being a living creature and any traits that represent its life, such as human and humanoid. Darkvision Negative Healing Rejuvenation (divine, necromancy) When a graveknight is destroyed, its armor rebuilds its body over the course of 1d10 days—or more quickly if the armor is worn by a living host (see Graveknight Armor, below). If the body is destroyed before then, the process restarts. A graveknight can only be permanently destroyed by obliterating its armor (such as with disintegrate), transporting it to the Positive Energy Plane, or throwing it into the heart of a volcano. Immunities death effects, disease, paralyzed, poison, precision, unconscious, plus one energy type (the same chosen for ruinous weapons below). Sacrilegious Aura (abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with the listed counteract modifier. Devastating Blast Two Actions (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 Three Actions (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 corrosive , frost , shock , or flaming weapon rune, respectively, in addition to a +1 striking weapon rune. If the graveknight is 14th level or higher, its weapons instead gain the effects of the greater versions of both of these runes. Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields. Alternate Graveknight Abilities You can create a more unusual graveknight by substituting one of their abilities (except for darkvision, negative healing, rejuvenation, or immunities) with one of the following. ### Bestiary 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. ### Pathfinder #172: Secrets of the Temple City Channel Magic Two Actions The graveknight redirects magical energies through its armor, allowing it to deliver magic through an attack. The graveknight Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into an attack instead. The graveknight then makes a melee Strike with a weapon or unarmed attack. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the graveknight's multiple attack penalty but doesn't apply the penalty until after it's completed Channeling Magic. The graveknight can't use Channel Magic again for 1d4 rounds. ### Book Of The Dead Clutching Armor Reaction (arcane, transmutation) Trigger A creature attempts to move away from the graveknight; Effect The graveknight's armor animates and attempts to Grab the triggering creature. It makes an Athletics check to Grapple using the graveknight's Athletics modifier – 2. The armor can continue to Grapple the creature normally. Since the armor is grappling the creature, the graveknight doesn't need a free hand to do so. Eager for Battle (fortune) When the graveknight rolls initiative, they roll twice and take the better result. They're quickened during their first round after rolling initiative and can use this extra action to Step, Stride, or Strike. Empty Save for Dust The graveknight's armor contains nothing more than swirling dust that puffs out from joints in their armor. A living creature that touches or is touched by the graveknight (including one hit by the graveknight's fist Strike) must succeed at a Reflex saving throw or become contaminated with the dust. While contaminated, the targeted creature is stupefied 1 and gains weakness to the graveknight's energy damage equal to half the graveknight's level. The contamination ends after 1 minute or when the creature is doused with water, whichever occurs first. Graveknight's Shield (arcane, necromancy) The graveknight's curse extends to their shield, or the graveknight's armor uses a portion of itself to produce a shield. The graveknight has a shield that uses the statistics of a sturdy shield of a level no higher than the graveknight's level – 1. The shield is quasi-independent of the graveknight and automatically protects the graveknight from harm. When the shield is raised, it automatically uses Shield Block to reduce the damage of the first attack against the graveknight each round without the graveknight needing to spend their reaction to do so. The shield automatically rejuvenates with the rest of the graveknight and must be destroyed in the same manner as the graveknight's armor. Portentous Glare (aura, divine, emotion, enchantment, fear, mental, visual) 30 feet. The graveknight's visage is one of overwhelming menace. When a creature ends its turn in the aura, it must attempt a Will saving throw. A creature that fails is doomed 1 (or doomed 1 and frightened 2 on a critical failure). The graveknight can activate or deactivate the aura by using an Interact action to open or close their helmet visor. Graveknight Armor Wearing graveknight armor is very risky, for the graveknight's essence rapidly parasitizes the new wearer, accelerating the graveknight's rejuvenation. This agonizing transformation inevitably kills the host, transforming their flesh into the graveknight's new body. Removing the curse allows a character to remove the armor, but if it ever wears the armor again, the curse returns. If the wearer dies from another cause while wearing the armor, or if the graveknight's rejuvenation completes before the wearer dies from the curse, the wearer immediately progresses to stage 3. Graveknight's Curse (arcane, curse, necromancy) This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Contemplative of Ashok](/MonsterFamilies.aspx?ID=292)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 80</row>\n\nThe ancestors of the Contemplatives of Ashok were humanoids of vast intellect who unlocked occult powers. They deliberately evolved their mental faculties at the expense of their physical forms, and their atrophied bodies dangle beneath giant brains.\r\n\r\n<title level=\"2\">Members</title>\r\n[Contemplative](/Monsters.aspx?ID=1667) (Creature 2), [Contemplative Meditant](/Monsters.aspx?ID=1668) (Creature 15), [Contemplative Mentor](/Monsters.aspx?ID=1669) (Creature 18)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Ashok</title>\r\n\r\nAshok refers both to an ancient impact crater on Akiton and the state of enlightenment the contemplatives seek to achieve. The exact relation between the crater and this philosophy is unclear, but evidence suggests that the crater's location could possibly be the contemplatives' long-lost ancestral homeland.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Disciples of Time</title>\r\n\r\nContemplative meditants and mentors alike are obsessed with the complexities of time, but not in a way that seeks to abuse the knowledge to change the past. Instead, these contemplatives believe that pure thought can be achieved by ascending beyond the physical dimensions into beings composed of time itself. The existence of physical entities from the [Dimension of Time](/Planes.aspx?ID=21), such as [hounds of Tindalos](/Monsters.aspx?ID=702) <%END> and [siktemporas](/MonsterFamilies.aspx?ID=259), constitutes a vexing paradox to these philosophies. Contemplatives find such creatures to be unpleasant at best and truly abhorrent at worst.\r\n</aside>",
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"name": "Contemplative of Ashok",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe ancestors of the Contemplatives of Ashok were humanoids of vast intellect who unlocked occult powers. They deliberately evolved their mental …\r\n</summary>",
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"summary": "The ancestors of the Contemplatives of Ashok were humanoids of vast intellect who unlocked occult powers. They deliberately evolved their mental …",
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"text": " Contemplative of Ashok Source Pathfinder #173: Doorway to the Red Star pg. 80 The ancestors of the Contemplatives of Ashok were humanoids of vast intellect who unlocked occult powers. They deliberately evolved their mental faculties at the expense of their physical forms, and their atrophied bodies dangle beneath giant brains. Members Contemplative (Creature 2), Contemplative Meditant (Creature 15), Contemplative Mentor (Creature 18) Ashok Ashok refers both to an ancient impact crater on Akiton and the state of enlightenment the contemplatives seek to achieve. The exact relation between the crater and this philosophy is unclear, but evidence suggests that the crater's location could possibly be the contemplatives' long-lost ancestral homeland. Disciples of Time Contemplative meditants and mentors alike are obsessed with the complexities of time, but not in a way that seeks to abuse the knowledge to change the past. Instead, these contemplatives believe that pure thought can be achieved by ascending beyond the physical dimensions into beings composed of time itself. The existence of physical entities from the Dimension of Time, such as hounds of Tindalos <%END> and siktemporas, constitutes a vexing paradox to these philosophies. Contemplatives find such creatures to be unpleasant at best and truly abhorrent at worst. ",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Formian](/MonsterFamilies.aspx?ID=293)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 82</row>\n\nFormians resemble unusually large ants with an insectile humanoid's upper torso. More powerful or influential formians are physically larger; common formian workers are roughly the height of a [gnome](/Ancestries.aspx?ID=3), while the largest formians, such as taskmasters and queens, rival a giant in size.\n\n Formian society is a strict matriarchy. Though each hive's queen is theoretically independent and her rule absolute, allegiances are common, and less powerful hives often (grudgingly) defer to more powerful matriarchs.\r\n\r\n<title level=\"2\">Members</title>\r\n[Formian Mageslayer](/Monsters.aspx?ID=1671) (Creature 16), [Formian Queen](/Monsters.aspx?ID=1672) (Creature 17), [Formian Worker](/Monsters.aspx?ID=1670) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Formian Characteristics</title>\r\n\r\nFormians are insectile creatures with ant-like qualities, typically members of hive minds ruled by queens. Formians have significant genetic diversity, with each type of formian intentionally bred with features and characteristics appropriate to the functions needed by their hive. Formians have their own language based on scent glands and complex clicking sounds created with their mandibles that are difficult for most humanoids to emulate. A non-formian who learns the language can understand it, but without the biological organs to exude the proper pheremones or make the correct clicking sounds, speaking it for such creatures is generally limited to only the most basic of concepts.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Formians</title>\r\n\r\nThe formians presented here represent only a subset of the total variety of formians that can be encountered. The other most prevalent types consist of formian warriors, who constitute the bulk of a hive's guards; both they and the workers obey the orders and commands of the formian taskmasters. The formian queen herself is often served by formian myrmarches, a sort of aristocratic class in a formian hive.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Hiveless</title>\r\n\r\nFormians sometimes find themselves without a hive to call home and are forced to endure life in the wilds or among the citizens of a non-formian society. Only the most stubborn, fortunate, or unusually self-aware of these hiveless formians last long without the support of their hive, but those who do often become quite powerful after adapting to unfamiliar cultures or fending for themselves in inhospitable lands.\r\n</aside>",
|
||
"name": "Formian",
|
||
"rarity": "common",
|
||
"release_date": "2021-11-10",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFormians resemble unusually large ants with an insectile humanoid's upper torso. More powerful or influential formians are physically larger; common …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #173: Doorway to the Red Star"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #173: Doorway to the Red Star pg. 82"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Strength of Thousands",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 82</row>",
|
||
"speed": {},
|
||
"summary": "Formians resemble unusually large ants with an insectile humanoid's upper torso. More powerful or influential formians are physically larger; common …",
|
||
"summary_markdown": "Formians resemble unusually large ants with an insectile humanoid's upper torso. More powerful or influential formians are physically larger; common …",
|
||
"text": " Formian Source Pathfinder #173: Doorway to the Red Star pg. 82 Formians resemble unusually large ants with an insectile humanoid's upper torso. More powerful or influential formians are physically larger; common formian workers are roughly the height of a gnome, while the largest formians, such as taskmasters and queens, rival a giant in size. Formian society is a strict matriarchy. Though each hive's queen is theoretically independent and her rule absolute, allegiances are common, and less powerful hives often (grudgingly) defer to more powerful matriarchs. Members Formian Mageslayer (Creature 16), Formian Queen (Creature 17), Formian Worker (Creature 1) Formian Characteristics Formians are insectile creatures with ant-like qualities, typically members of hive minds ruled by queens. Formians have significant genetic diversity, with each type of formian intentionally bred with features and characteristics appropriate to the functions needed by their hive. Formians have their own language based on scent glands and complex clicking sounds created with their mandibles that are difficult for most humanoids to emulate. A non-formian who learns the language can understand it, but without the biological organs to exude the proper pheremones or make the correct clicking sounds, speaking it for such creatures is generally limited to only the most basic of concepts. Other Formians The formians presented here represent only a subset of the total variety of formians that can be encountered. The other most prevalent types consist of formian warriors, who constitute the bulk of a hive's guards; both they and the workers obey the orders and commands of the formian taskmasters. The formian queen herself is often served by formian myrmarches, a sort of aristocratic class in a formian hive. The Hiveless Formians sometimes find themselves without a hive to call home and are forced to endure life in the wilds or among the citizens of a non-formian society. Only the most stubborn, fortunate, or unusually self-aware of these hiveless formians last long without the support of their hive, but those who do often become quite powerful after adapting to unfamiliar cultures or fending for themselves in inhospitable lands. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=293",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Ikeshti",
|
||
"creature_family_markdown": "Ikeshti",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-294",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Ikeshti](/MonsterFamilies.aspx?ID=294)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 86</row>\n\nIkeshtis are reptilian humanoids native to Akiton's wastelands. Smaller than Golarion's [iruxi](/Ancestries.aspx?ID=15), ikeshtis organize around distinct societal roles.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ancient Rivener](/Monsters.aspx?ID=1675) (Creature 14), [Ikeshti Brood-Minder](/Monsters.aspx?ID=1674) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Ikeshti Characteristics</title>\r\n\r\nIkeshtis are reptilian humanoids with a unique evolutionary lifestyle, from the petite ikeshti brood-minders who collectively raise their community's young and the congregants who manage the settlement to the hulking riveners whose tormented exile transforms them into near-mindless, violent juggernauts.\r\n</aside>",
|
||
"name": "Ikeshti",
|
||
"rarity": "common",
|
||
"release_date": "2021-11-10",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 86</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIkeshtis are reptilian humanoids native to Akiton's wastelands. Smaller than Golarion's iruxi , ikeshtis organize around distinct societal roles.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #173: Doorway to the Red Star"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #173: Doorway to the Red Star pg. 86"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Strength of Thousands",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 86</row>",
|
||
"speed": {},
|
||
"summary": "Ikeshtis are reptilian humanoids native to Akiton's wastelands. Smaller than Golarion's iruxi , ikeshtis organize around distinct societal roles.",
|
||
"summary_markdown": "Ikeshtis are reptilian humanoids native to Akiton's wastelands. Smaller than Golarion's iruxi , ikeshtis organize around distinct societal roles.",
|
||
"text": " Ikeshti Source Pathfinder #173: Doorway to the Red Star pg. 86 Ikeshtis are reptilian humanoids native to Akiton's wastelands. Smaller than Golarion's iruxi, ikeshtis organize around distinct societal roles. Members Ancient Rivener (Creature 14), Ikeshti Brood-Minder (Creature 2) Ikeshti Characteristics Ikeshtis are reptilian humanoids with a unique evolutionary lifestyle, from the petite ikeshti brood-minders who collectively raise their community's young and the congregants who manage the settlement to the hulking riveners whose tormented exile transforms them into near-mindless, violent juggernauts. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=294",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Khefak",
|
||
"creature_family_markdown": "Khefak",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-295",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Khefak](/MonsterFamilies.aspx?ID=295)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 87</row>\n\nThis unusual arthropod resembles an amalgam of a centipede and a crab. Hard-shelled and perfectly suited to life on Akiton, khefaks are so incredibly useful that a visitor to the planet might assume they were custom engineered for their environs. Such visitors would, in fact, be correct. While khefaks can be found naturally on Akiton, a new species has recently gained a foothold on the planet: alchemically engineered khefaks who excrete a refined substance that can be used as fuel to power advanced engines and devices.\r\n\r\n<title level=\"2\">Members</title>\r\n[Khefak Scuttler](/Monsters.aspx?ID=1676) (Creature -1), [Thasteron Khefak](/Monsters.aspx?ID=1677) (Creature 3)",
|
||
"name": "Khefak",
|
||
"rarity": "common",
|
||
"release_date": "2021-11-10",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 87</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis unusual arthropod resembles an amalgam of a centipede and a crab. Hard-shelled and perfectly suited to life on Akiton, khefaks are so incredibly …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #173: Doorway to the Red Star"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #173: Doorway to the Red Star pg. 87"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Strength of Thousands",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 87</row>",
|
||
"speed": {},
|
||
"summary": "This unusual arthropod resembles an amalgam of a centipede and a crab. Hard-shelled and perfectly suited to life on Akiton, khefaks are so incredibly …",
|
||
"summary_markdown": "This unusual arthropod resembles an amalgam of a centipede and a crab. Hard-shelled and perfectly suited to life on Akiton, khefaks are so incredibly …",
|
||
"text": " Khefak Source Pathfinder #173: Doorway to the Red Star pg. 87 This unusual arthropod resembles an amalgam of a centipede and a crab. Hard-shelled and perfectly suited to life on Akiton, khefaks are so incredibly useful that a visitor to the planet might assume they were custom engineered for their environs. Such visitors would, in fact, be correct. While khefaks can be found naturally on Akiton, a new species has recently gained a foothold on the planet: alchemically engineered khefaks who excrete a refined substance that can be used as fuel to power advanced engines and devices. Members Khefak Scuttler (Creature -1), Thasteron Khefak (Creature 3)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=295",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Shobhad",
|
||
"creature_family_markdown": "Shobhad",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-296",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Shobhad](/MonsterFamilies.aspx?ID=296)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 88</row>\n\nThese four-armed humanoids often live as nomads on Akiton. Self-sufficient and able to construct the equipment they need to survive from natural materials, shobhads traditionally avoid large cities and the smaller people of the planet, except to engage in trade. Some shobhads eschew these traditions, finding life in urban centers to be more appealing. Rifts between these shobhads and those who continue to lead nomadic lives in the Akitonian wilderness sometimes lead to clashes when members of the two societies meet.\n\n Shobhads are highly sought after for their martial expertise, unparalleled knowledge of Akiton's wilds, and unbreakable codes of honor. These warriors may operate independently, in their traditional clans, or in modern mercenary companies that blend ancestral traditions with the needs of modern military freelancers.\r\n\r\n<title level=\"2\">Members</title>\r\n[Shobhad Enforcer](/Monsters.aspx?ID=1678) (Creature 16), [Shobhad Sniper](/Monsters.aspx?ID=1679) (Creature 17)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Shobhad-Neh</title>\r\n\r\nShobhads refer to their collective culture and society as “shobhad-neh” in much the same way humans might refer to themselves collectively as humanity. Most shobhads aren't nearly as powerful as the two examples presented here—though notable for their size, strength, and four arms, the majority of them are ordinary 4th-level creatures.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Thasteron Firearms</title>\r\n\r\n[Shobhad longrifles](/Weapons.aspx?ID=251) are rare, even among shobhads, although they carry these weapons slightly more often than others in Akiton at large. Shobhad longrifles rely upon an explosive concoction made with a thasteron-based compound rather than gunpowder. Reloads for thasteron firearms are comparable in price to gunpowder-based weapons, but the two types of propulsion are not compatible.\r\n</aside>",
|
||
"name": "Shobhad",
|
||
"rarity": "common",
|
||
"release_date": "2021-11-10",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 88</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese four-armed humanoids often live as nomads on Akiton. Self-sufficient and able to construct the equipment they need to survive from natural …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #173: Doorway to the Red Star"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #173: Doorway to the Red Star pg. 88"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Strength of Thousands",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 88</row>",
|
||
"speed": {},
|
||
"summary": "These four-armed humanoids often live as nomads on Akiton. Self-sufficient and able to construct the equipment they need to survive from natural …",
|
||
"summary_markdown": "These four-armed humanoids often live as nomads on Akiton. Self-sufficient and able to construct the equipment they need to survive from natural …",
|
||
"text": " Shobhad Source Pathfinder #173: Doorway to the Red Star pg. 88 These four-armed humanoids often live as nomads on Akiton. Self-sufficient and able to construct the equipment they need to survive from natural materials, shobhads traditionally avoid large cities and the smaller people of the planet, except to engage in trade. Some shobhads eschew these traditions, finding life in urban centers to be more appealing. Rifts between these shobhads and those who continue to lead nomadic lives in the Akitonian wilderness sometimes lead to clashes when members of the two societies meet. Shobhads are highly sought after for their martial expertise, unparalleled knowledge of Akiton's wilds, and unbreakable codes of honor. These warriors may operate independently, in their traditional clans, or in modern mercenary companies that blend ancestral traditions with the needs of modern military freelancers. Members Shobhad Enforcer (Creature 16), Shobhad Sniper (Creature 17) Shobhad-Neh Shobhads refer to their collective culture and society as “shobhad-neh” in much the same way humans might refer to themselves collectively as humanity. Most shobhads aren't nearly as powerful as the two examples presented here—though notable for their size, strength, and four arms, the majority of them are ordinary 4th-level creatures. Thasteron Firearms Shobhad longrifles are rare, even among shobhads, although they carry these weapons slightly more often than others in Akiton at large. Shobhad longrifles rely upon an explosive concoction made with a thasteron-based compound rather than gunpowder. Reloads for thasteron firearms are comparable in price to gunpowder-based weapons, but the two types of propulsion are not compatible. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=296",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Azarketi",
|
||
"creature_family_markdown": "Azarketi",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-297",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Azarketi](/MonsterFamilies.aspx?ID=297)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Absalom, City of Lost Omens](/Sources.aspx?ID=108) pg. 396</row>\n\n[Azarketis](/Ancestries.aspx?ID=41), also known as Low Azlanti or gillmen, can be found all over Golarion, with a particularly high concentration around Absalom and the Inner Sea. Descendants of the ancient Azlanti, the azarketis survived the cataclysm of Earthfall by fleeing into the sea, where they were warped into amphibious forms by the [alghollthu](/MonsterFamilies.aspx?ID=1), the alien architects of Absalom's terrible demise. Generally found on the coast, azarketis favor life near a major body of water, as keeping their skin hydrated is a biological requirement. Though most azarketis live relatively peaceful lives of fishing or farming, they sometimes need to defend their homes against hostile forces, and some leave their communities to become adventurers. The following statistics may be used to represent commonly encountered azarketis.\r\n\r\n<title level=\"2\">Members</title>\r\n[Azarketi Crab Catcher](/NPCs.aspx?ID=1747) (Creature 0), [Azarketi Sailor](/NPCs.aspx?ID=1748) (Creature 2), [Azarketi Tide Tamer](/NPCs.aspx?ID=1749) (Creature 7)",
|
||
"name": "Azarketi",
|
||
"rarity": "common",
|
||
"release_date": "2021-12-22",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Absalom, City of Lost Omens](/Sources.aspx?ID=108) pg. 396</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAzarketis, also known as Low Azlanti or gillmen, can be found all over Golarion, with a particularly high concentration around Absalom and the Inner …\r\n</summary>",
|
||
"source": [
|
||
"Absalom, City of Lost Omens"
|
||
],
|
||
"source_raw": [
|
||
"Absalom, City of Lost Omens pg. 396"
|
||
],
|
||
"source_category": "Lost Omens",
|
||
"source_markdown": "<row gap=\"tiny\">[Absalom, City of Lost Omens](/Sources.aspx?ID=108) pg. 396</row>",
|
||
"speed": {},
|
||
"summary": "Azarketis, also known as Low Azlanti or gillmen, can be found all over Golarion, with a particularly high concentration around Absalom and the Inner …",
|
||
"summary_markdown": "Azarketis, also known as Low Azlanti or gillmen, can be found all over Golarion, with a particularly high concentration around Absalom and the Inner …",
|
||
"text": " Azarketi Source Absalom, City of Lost Omens pg. 396 Azarketis, also known as Low Azlanti or gillmen, can be found all over Golarion, with a particularly high concentration around Absalom and the Inner Sea. Descendants of the ancient Azlanti, the azarketis survived the cataclysm of Earthfall by fleeing into the sea, where they were warped into amphibious forms by the alghollthu, the alien architects of Absalom's terrible demise. Generally found on the coast, azarketis favor life near a major body of water, as keeping their skin hydrated is a biological requirement. Though most azarketis live relatively peaceful lives of fishing or farming, they sometimes need to defend their homes against hostile forces, and some leave their communities to become adventurers. The following statistics may be used to represent commonly encountered azarketis. Members Azarketi Crab Catcher (Creature 0), Azarketi Sailor (Creature 2), Azarketi Tide Tamer (Creature 7)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=297",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Threshold of Knowledge Pregenerated Characters",
|
||
"creature_family_markdown": "Threshold of Knowledge Pregenerated Characters",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-298",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Threshold of Knowledge Pregenerated Characters](/MonsterFamilies.aspx?ID=298)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Threshold of Knowledge](/Sources.aspx?ID=109) pg. 11</row>\n\nPregenerated characters for the _Threshold of Knowledge_ adventure.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ekene](/NPCs.aspx?ID=1750) (Creature 1), [Kalaggi Nakutu](/NPCs.aspx?ID=1751) (Creature 1), [Muruwa](/NPCs.aspx?ID=1752) (Creature 1), [Ufi](/NPCs.aspx?ID=1753) (Creature 1), [Zane Ikundi](/NPCs.aspx?ID=1754) (Creature 1)",
|
||
"name": "Threshold of Knowledge Pregenerated Characters",
|
||
"rarity": "common",
|
||
"release_date": "2021-11-19",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Threshold of Knowledge](/Sources.aspx?ID=109) pg. 11</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPregenerated characters for the Threshold of Knowledge adventure.\r\n</summary>",
|
||
"source": [
|
||
"Threshold of Knowledge"
|
||
],
|
||
"source_raw": [
|
||
"Threshold of Knowledge pg. 11"
|
||
],
|
||
"source_category": "Adventures",
|
||
"source_group": "Threshold of Knowledge",
|
||
"source_markdown": "<row gap=\"tiny\">[Threshold of Knowledge](/Sources.aspx?ID=109) pg. 11</row>",
|
||
"speed": {},
|
||
"summary": "Pregenerated characters for the Threshold of Knowledge adventure.",
|
||
"summary_markdown": "Pregenerated characters for the Threshold of Knowledge adventure.",
|
||
"text": " Threshold of Knowledge Pregenerated Characters Source Threshold of Knowledge pg. 11 Pregenerated characters for the Threshold of Knowledge adventure. Members Ekene (Creature 1), Kalaggi Nakutu (Creature 1), Muruwa (Creature 1), Ufi (Creature 1), Zane Ikundi (Creature 1)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=298",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Somnalu",
|
||
"creature_family_markdown": "Somnalu",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-299",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Somnalu](/MonsterFamilies.aspx?ID=299)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 88</row>\n\n_Nethys note: no description was provided for this family._\r\n\r\n<title level=\"2\">Members</title>\r\n[Somnalu](/Monsters.aspx?ID=1737) (Creature 15), [Somnalu Oculus](/Monsters.aspx?ID=1738) (Creature 11)",
|
||
"name": "Somnalu",
|
||
"rarity": "common",
|
||
"release_date": "2021-12-22",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 88</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys note: no description was provided for this family. \r\n</summary>",
|
||
"source": [
|
||
"Monsters of Myth"
|
||
],
|
||
"source_raw": [
|
||
"Monsters of Myth pg. 88"
|
||
],
|
||
"source_category": "Lost Omens",
|
||
"source_markdown": "<row gap=\"tiny\">[Monsters of Myth](/Sources.aspx?ID=107) pg. 88</row>",
|
||
"speed": {},
|
||
"summary": " Nethys note: no description was provided for this family. ",
|
||
"summary_markdown": " Nethys note: no description was provided for this family. ",
|
||
"text": " Somnalu Source Monsters of Myth pg. 88 Nethys note: no description was provided for this family. Members Somnalu (Creature 15), Somnalu Oculus (Creature 11)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=299",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Beaver",
|
||
"creature_family_markdown": "Beaver",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-300",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Beaver](/MonsterFamilies.aspx?ID=300)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 82</row>\n\nBeavers are stocky, herbivorous rodents that live in freshwater ecosystems throughout Avistan. They live in lodges, which they construct from logs, grass, rocks, and mud.\r\n\r\n<title level=\"2\">Members</title>\r\n[Beaver](/Monsters.aspx?ID=1771) (Creature -1), [Castoroides](/Monsters.aspx?ID=1772) (Creature 3)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Nature's Engineers</title>\r\n\r\nBeavers change their environments in ways few other animals can: felling trees, altering riverbanks, and building homes and dams that change the surrounding landscape. They widen rivers and streams, flood tributaries to create ponds and small lakes, and create and maintain wetlands. These industrious animal engineers regularly maintain and repair their constructions.\r\n</aside>",
|
||
"name": "Beaver",
|
||
"rarity": "common",
|
||
"release_date": "2022-02-23",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBeavers are stocky, herbivorous rodents that live in freshwater ecosystems throughout Avistan.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #176: Lost Mammoth Valley"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #176: Lost Mammoth Valley pg. 82"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Quest for the Frozen Flame",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 82</row>",
|
||
"speed": {},
|
||
"summary": "Beavers are stocky, herbivorous rodents that live in freshwater ecosystems throughout Avistan.",
|
||
"summary_markdown": "Beavers are stocky, herbivorous rodents that live in freshwater ecosystems throughout Avistan.",
|
||
"text": " Beaver Source Pathfinder #176: Lost Mammoth Valley pg. 82 Beavers are stocky, herbivorous rodents that live in freshwater ecosystems throughout Avistan. They live in lodges, which they construct from logs, grass, rocks, and mud. Members Beaver (Creature -1), Castoroides (Creature 3) Nature's Engineers Beavers change their environments in ways few other animals can: felling trees, altering riverbanks, and building homes and dams that change the surrounding landscape. They widen rivers and streams, flood tributaries to create ponds and small lakes, and create and maintain wetlands. These industrious animal engineers regularly maintain and repair their constructions. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=300",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
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"category": "creature-family",
|
||
"creature_family": "Elk",
|
||
"creature_family_markdown": "Elk",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-301",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Elk](/MonsterFamilies.aspx?ID=301)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 85</row>\n\nPowerful and swift land mammals, elk range through the plains, hills, and forests of the wilderness.\r\n\r\n<title level=\"2\">Members</title>\r\n[Elk](/Monsters.aspx?ID=1775) (Creature 1), [Elk](/Monsters.aspx?ID=2201) (Creature 1), [Megaloceros](/Monsters.aspx?ID=1776) (Creature 4), [Megaloceros](/Monsters.aspx?ID=2202) (Creature 4)",
|
||
"name": "Elk",
|
||
"rarity": "common",
|
||
"release_date": "2022-02-23",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 85</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPowerful and swift land mammals, elk range through the plains, hills, and forests of the wilderness.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #176: Lost Mammoth Valley"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #176: Lost Mammoth Valley pg. 85"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Quest for the Frozen Flame",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 85</row>",
|
||
"speed": {},
|
||
"summary": "Powerful and swift land mammals, elk range through the plains, hills, and forests of the wilderness.",
|
||
"summary_markdown": "Powerful and swift land mammals, elk range through the plains, hills, and forests of the wilderness.",
|
||
"text": " Elk Source Pathfinder #176: Lost Mammoth Valley pg. 85 Powerful and swift land mammals, elk range through the plains, hills, and forests of the wilderness. Members Elk (Creature 1), Elk (Creature 1), Megaloceros (Creature 4), Megaloceros (Creature 4)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=301",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Werecreature, Wereant",
|
||
"creature_family_markdown": "Werecreature, Wereant",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-302",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Werecreature, Wereant](/MonsterFamilies.aspx?ID=302)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #174: Shadows of the Ancients](/Sources.aspx?ID=115) pg. 86</row>\n\nInsectile werecreatures, such as wereants, only come about in unusual circumstances, such as powerful curses from inhuman gods or transformative magic run amok. Wereants work together with a natural cohesion that's rare in other types of werecreatures. The wereants presented here are more powerful than most wereants, as they've been warped by the forces contained within the _Vesicant Egg_.\r\n\r\n<title level=\"2\">Members</title>\r\n[Wereant Disciple](/Monsters.aspx?ID=1800) (Creature 16), [Wereant Poisoner](/Monsters.aspx?ID=1801) (Creature 17)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Community Seekers</title>\r\n\r\nA creature might be cursed as a wereant, but lone wereants don't remain on their own for long. Their hive mind calls out to other wereants, and they soon join with others in a psychic communion, working toward goals together. In their human forms, wereants might leave their lives behind to join other secret wereants as a band of traders, a construction crew, an entertainment troupe, or other group that sticks close together. They often keep [giant ants](/Monsters.aspx?ID=548) nearby as pets or guardians.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Werecreature</title>\r\n\r\n**Related Families**\r\n[Werecreature](/MonsterFamilies.aspx?ID=100)",
|
||
"name": "Werecreature, Wereant",
|
||
"rarity": "common",
|
||
"release_date": "2022-03-30",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #174: Shadows of the Ancients](/Sources.aspx?ID=115) pg. 86</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nInsectile werecreatures, such as wereants, only come about in unusual circumstances, such as powerful curses from inhuman gods or transformative …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #174: Shadows of the Ancients"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #174: Shadows of the Ancients pg. 86"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Strength of Thousands",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #174: Shadows of the Ancients](/Sources.aspx?ID=115) pg. 86</row>",
|
||
"speed": {},
|
||
"summary": "Insectile werecreatures, such as wereants, only come about in unusual circumstances, such as powerful curses from inhuman gods or transformative …",
|
||
"summary_markdown": "Insectile werecreatures, such as wereants, only come about in unusual circumstances, such as powerful curses from inhuman gods or transformative …",
|
||
"text": " Werecreature, Wereant Source Pathfinder #174: Shadows of the Ancients pg. 86 Insectile werecreatures, such as wereants, only come about in unusual circumstances, such as powerful curses from inhuman gods or transformative magic run amok. Wereants work together with a natural cohesion that's rare in other types of werecreatures. The wereants presented here are more powerful than most wereants, as they've been warped by the forces contained within the Vesicant Egg . Members Wereant Disciple (Creature 16), Wereant Poisoner (Creature 17) Community Seekers A creature might be cursed as a wereant, but lone wereants don't remain on their own for long. Their hive mind calls out to other wereants, and they soon join with others in a psychic communion, working toward goals together. In their human forms, wereants might leave their lives behind to join other secret wereants as a band of traders, a construction crew, an entertainment troupe, or other group that sticks close together. They often keep giant ants nearby as pets or guardians. Werecreature Related Families Werecreature",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=302",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Zombie, Tar",
|
||
"creature_family_markdown": "Zombie, Tar",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-303",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Zombie, Tar](/MonsterFamilies.aspx?ID=303)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 84</row>\n\nThe victims of a [tar ooze](/Monsters.aspx?ID=1815) eventually emerge from the ooze's vast, viscous bulk to walk again as mindless zombies. A tar zombie is unmistakably dead: much of its skin, muscles, and internal organs were consumed by the tar ooze and have been replaced with globs of tar. No vestige of the original creature's mind remains, but the zombie walks by slowly pulling one sticky limb from the ground with each halting step. Unless a necromancer or powerful [undead](/Traits.aspx?ID=160) creature takes control of the tar zombie and commands it otherwise, it typically follows the ooze that created it. Over many months, a tar ooze can acquire many such attendants that crowd around, watching for prey.\n\n Some evil and intelligent individuals have found tar zombies useful as guardians or minions. A villain eager for necromantic minions but unable to animate their own might create an army of tar zombies by imprisoning a tar ooze and feeding it a steady diet of victims.\r\n\r\n<title level=\"2\">Members</title>\r\n[Tar Zombie Mammoth](/Monsters.aspx?ID=1819) (Creature 9), [Tar Zombie Predator](/Monsters.aspx?ID=1818) (Creature 7), [Tar Zombie Snatcher](/Monsters.aspx?ID=1817) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Tar Zombies</title>\r\n\r\nYou can modify these tar zombie stats—or even just how you describe them to your players—to create other kinds of tar zombies. For example, a tar zombie snatcher with a jaws Strike instead of a fist Strike could represent a tar zombie [lizardfolk](/MonsterFamilies.aspx?ID=71) or [xulgath](/MonsterFamilies.aspx?ID=102). A tar zombie predator with antlers instead of jaws might have once been a large [elk](/Monsters.aspx?ID=1775). A tar zombie mammoth with a jaws or tail attack rather than a tusk or trunk attack could be a dinosaur.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Tar Zombie Abilities</title>\r\n\r\nTar zombies typically have the feast, persistent limbs, or unkillable zombie abilities (described in the Zombie creature family; see below). Feast allows the tar zombie to feast on the [tar ooze](/Monsters.aspx?ID=1815) that created it, even if the tar ooze isn't helpless, and a tar zombie's persistent limb is attached to its body by a long strand of tar.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Zombie</title>\r\n\r\n**Related Families**\r\n[Zombie](/MonsterFamilies.aspx?ID=103)",
|
||
"name": "Zombie, Tar",
|
||
"rarity": "common",
|
||
"release_date": "2022-03-30",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe victims of a tar ooze eventually emerge from the ooze's vast, viscous bulk to walk again as mindless zombies. A tar zombie is unmistakably …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #177: Burning Tundra"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #177: Burning Tundra pg. 84"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Quest for the Frozen Flame",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 84</row>",
|
||
"speed": {},
|
||
"summary": "The victims of a tar ooze eventually emerge from the ooze's vast, viscous bulk to walk again as mindless zombies. A tar zombie is unmistakably …",
|
||
"summary_markdown": "The victims of a tar ooze eventually emerge from the ooze's vast, viscous bulk to walk again as mindless zombies. A tar zombie is unmistakably …",
|
||
"text": " Zombie, Tar Source Pathfinder #177: Burning Tundra pg. 84 The victims of a tar ooze eventually emerge from the ooze's vast, viscous bulk to walk again as mindless zombies. A tar zombie is unmistakably dead: much of its skin, muscles, and internal organs were consumed by the tar ooze and have been replaced with globs of tar. No vestige of the original creature's mind remains, but the zombie walks by slowly pulling one sticky limb from the ground with each halting step. Unless a necromancer or powerful undead creature takes control of the tar zombie and commands it otherwise, it typically follows the ooze that created it. Over many months, a tar ooze can acquire many such attendants that crowd around, watching for prey. Some evil and intelligent individuals have found tar zombies useful as guardians or minions. A villain eager for necromantic minions but unable to animate their own might create an army of tar zombies by imprisoning a tar ooze and feeding it a steady diet of victims. Members Tar Zombie Mammoth (Creature 9), Tar Zombie Predator (Creature 7), Tar Zombie Snatcher (Creature 6) Other Tar Zombies You can modify these tar zombie stats—or even just how you describe them to your players—to create other kinds of tar zombies. For example, a tar zombie snatcher with a jaws Strike instead of a fist Strike could represent a tar zombie lizardfolk or xulgath. A tar zombie predator with antlers instead of jaws might have once been a large elk. A tar zombie mammoth with a jaws or tail attack rather than a tusk or trunk attack could be a dinosaur. Tar Zombie Abilities Tar zombies typically have the feast, persistent limbs, or unkillable zombie abilities (described in the Zombie creature family; see below). Feast allows the tar zombie to feast on the tar ooze that created it, even if the tar ooze isn't helpless, and a tar zombie's persistent limb is attached to its body by a long strand of tar. Zombie Related Families Zombie",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=303",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Gigantic Ant",
|
||
"creature_family_markdown": "Gigantic Ant",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-304",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Gigantic Ant](/MonsterFamilies.aspx?ID=304)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #174: Shadows of the Ancients](/Sources.aspx?ID=115) pg. 72</row>\n\nWhen the heroes are particularly small, an ordinary red ant can pose an impressive combat challenge. Against high-level heroes, though, simply making a mundane animal very large doesn't usually incorporate the quirks and tricks that make high-level fights so satisfying.\r\n\r\n<title level=\"2\">Members</title>\r\n[Alate Ant](/Monsters.aspx?ID=1837) (Creature 16), [Red Commander Ant](/Monsters.aspx?ID=1838) (Creature 17), [Red Guard Ant](/Monsters.aspx?ID=1836) (Creature 15)",
|
||
"name": "Gigantic Ant",
|
||
"rarity": "common",
|
||
"release_date": "2022-03-30",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #174: Shadows of the Ancients](/Sources.aspx?ID=115) pg. 72</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen the heroes are particularly small, an ordinary red ant can pose an impressive combat challenge. Against high-level heroes, though, simply making …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #174: Shadows of the Ancients"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #174: Shadows of the Ancients pg. 72"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Strength of Thousands",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #174: Shadows of the Ancients](/Sources.aspx?ID=115) pg. 72</row>",
|
||
"speed": {},
|
||
"summary": "When the heroes are particularly small, an ordinary red ant can pose an impressive combat challenge. Against high-level heroes, though, simply making …",
|
||
"summary_markdown": "When the heroes are particularly small, an ordinary red ant can pose an impressive combat challenge. Against high-level heroes, though, simply making …",
|
||
"text": " Gigantic Ant Source Pathfinder #174: Shadows of the Ancients pg. 72 When the heroes are particularly small, an ordinary red ant can pose an impressive combat challenge. Against high-level heroes, though, simply making a mundane animal very large doesn't usually incorporate the quirks and tricks that make high-level fights so satisfying. Members Alate Ant (Creature 16), Red Commander Ant (Creature 17), Red Guard Ant (Creature 15)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=304",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Darvakka",
|
||
"creature_family_markdown": "Darvakka",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-305",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Darvakka](/MonsterFamilies.aspx?ID=305)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 82</row>\n\nDarvakkas, also called nightshades, are a ravenous evil made up of equal parts darkness and malice. Originally creatures of the Outer Planes who travel to the convergence of the [Shadow Plane](/Planes.aspx?ID=11) and the [Negative Energy Plane](/Planes.aspx?ID=2)—where the power of nothingness obliterates them—these [undead](/Traits.aspx?ID=160) abominations are the physical embodiment of entropy. They burn with an intense hatred for all life, working to bring a final, dark night to the [Material Plane](/Planes.aspx?ID=1) where nothing but ash and ice remain.\n\n As creatures twisted by darkness and shadow, darvakkas have a great aversion to sunlight and all sources of positive energy. On the Material Plane, they spend the hours of daylight hidden below ground, amid ruins, or submerged deep in the ocean's darkest chasms beyond the reach of the sun's rays, emerging when darkness shelters them overhead.\n\n Darvakkas have an aura of entropy that attracts undead thralls to serve as warriors and heralds. They rarely seek alliances with each other or other creatures, existing in solitude as the heads of individual armies of the dead.\r\n\r\n<title level=\"2\">Members</title>\r\n[Nasurgeth](/Monsters.aspx?ID=1851) (Creature 20), [Sykever](/Monsters.aspx?ID=1849) (Creature 15), [Umbraex](/Monsters.aspx?ID=2361) (Creature 21), [Urveth](/Monsters.aspx?ID=1850) (Creature 18), [Vanyver](/Monsters.aspx?ID=1848) (Creature 13)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Creating Nothing</title>\r\n\r\nDarvakkas are made from the quintessence, spiritual essence made manifest in physical form, of [fiends](/Traits.aspx?ID=70) cast into the void at reality's end. The death of their immortal soul causes the creature to be consumed, catalyzing a change that scrambles them into an entirely new being that retains nothing of their previous self.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Darvakkas</title>\r\n\r\nThe darvakkas presented on these pages aren't the only ones of their kind. Others exist, most having forms like animals, from tromping hounds to skittering arachnids. All their kind are greatly powerful, and ones more powerful even than nasurgeths doubtless exist—darvakkas who may even be akin to horrific demigods.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_6_Geb.png\">The Bound One</title>\r\n\r\nA darvakka bound to the yoke is an incredible weapon. I have four. Only my necromantic colleges of Yled can contain them in magical stasis: a trio of [sykevers](/Monsters.aspx?ID=1849) alongside an ancient darvakka I simply call The Bound One. Ensnaring him secured, for my purposes, an unending pool of negative energy. We shall see if it becomes necessary to call on their services more directly and loosen their leashes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">The End of Reality</title>\r\n\r\nIn the deepest reaches of darkness, where the [Plane of Shadow](/Planes.aspx?ID=11) and the [Negative Energy Plane](/Planes.aspx?ID=2) meet, is a single fixed point where reality comes to an end. This planar juncture, a chasm of solid entropy formed into crystals by the weight of the infinite compressing eternally in upon itself, is where darvakka form.\r\n</aside>",
|
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"name": "Darvakka",
|
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"rarity": "common",
|
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"release_date": "2022-04-27",
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDarvakkas, also called nightshades, are a ravenous evil made up of equal parts darkness and malice. Originally creatures of the Outer Planes who …\r\n</summary>",
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"summary": "Darvakkas, also called nightshades, are a ravenous evil made up of equal parts darkness and malice. Originally creatures of the Outer Planes who …",
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"summary_markdown": "Darvakkas, also called nightshades, are a ravenous evil made up of equal parts darkness and malice. Originally creatures of the Outer Planes who …",
|
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"text": " Darvakka Source Book of the Dead pg. 82 Darvakkas, also called nightshades, are a ravenous evil made up of equal parts darkness and malice. Originally creatures of the Outer Planes who travel to the convergence of the Shadow Plane and the Negative Energy Plane—where the power of nothingness obliterates them—these undead abominations are the physical embodiment of entropy. They burn with an intense hatred for all life, working to bring a final, dark night to the Material Plane where nothing but ash and ice remain. As creatures twisted by darkness and shadow, darvakkas have a great aversion to sunlight and all sources of positive energy. On the Material Plane, they spend the hours of daylight hidden below ground, amid ruins, or submerged deep in the ocean's darkest chasms beyond the reach of the sun's rays, emerging when darkness shelters them overhead. Darvakkas have an aura of entropy that attracts undead thralls to serve as warriors and heralds. They rarely seek alliances with each other or other creatures, existing in solitude as the heads of individual armies of the dead. Members Nasurgeth (Creature 20), Sykever (Creature 15), Umbraex (Creature 21), Urveth (Creature 18), Vanyver (Creature 13) Creating Nothing Darvakkas are made from the quintessence, spiritual essence made manifest in physical form, of fiends cast into the void at reality's end. The death of their immortal soul causes the creature to be consumed, catalyzing a change that scrambles them into an entirely new being that retains nothing of their previous self. Other Darvakkas The darvakkas presented on these pages aren't the only ones of their kind. Others exist, most having forms like animals, from tromping hounds to skittering arachnids. All their kind are greatly powerful, and ones more powerful even than nasurgeths doubtless exist—darvakkas who may even be akin to horrific demigods. The Bound One A darvakka bound to the yoke is an incredible weapon. I have four. Only my necromantic colleges of Yled can contain them in magical stasis: a trio of sykevers alongside an ancient darvakka I simply call The Bound One. Ensnaring him secured, for my purposes, an unending pool of negative energy. We shall see if it becomes necessary to call on their services more directly and loosen their leashes. The End of Reality In the deepest reaches of darkness, where the Plane of Shadow and the Negative Energy Plane meet, is a single fixed point where reality comes to an end. This planar juncture, a chasm of solid entropy formed into crystals by the weight of the infinite compressing eternally in upon itself, is where darvakka form. ",
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"creature_family": "Deathless Acolyte",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Deathless Acolyte](/MonsterFamilies.aspx?ID=306)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 88</row>\n\nDeathless acolytes are an oddity among undead, neither willingly transformed nor, strictly speaking, transformed against their will. The creation of a deathless acolyte is an act of direct intervention by a deity, typically as a double-edged reward and curse granted to a faithful priest who failed in completing a divine mandate due to circumstances beyond their control. \n\n<title level=\"2\" right=\"\">Deathless Deities</title> [Urgathoa](/Deities.aspx?ID=19) isn't the only deity who has deathless acolytes. Other deities of death and war have their own deathless servitors. Included below are adjustments that can be quickly applied to the above stat blocks to modify them for other deities. Make the following adjustments and see the sample deity entry below.\n\n **Alignment** match the acolyte's deity\n\n **Aura** replace the acolyte's aura with an alternate one (see below) if it's more appropriate\n\n **Chastise Heretic and Denounce Heretic** apply to anyone who doesn't follow the acolyte's deity\n\n **Spells** replace [_goblin pox_](/Spells.aspx?ID=139) and [_false life_](/Spells.aspx?ID=108) with spells from the acolyte's deity's spells\n\n **Domain Spells** use the domain spells from one of the deity's domains\n\n **Weapon** replace the [scythe](/Weapons.aspx?ID=39) with the deity's favored weapon \n\n<title level=\"3\" right=\"\">Example Deity: Gorum (CN)</title> The mortality rate among priests of [Gorum](/Deities.aspx?ID=7) is exceptionally robust, as are the ranks of his deathless acolytes.\n\n **Aura** field of bloodshed\n\n **Domain Spells** [_athletic rush_](/Spells.aspx?ID=402), [_enduring might_](/Spells.aspx?ID=419) (hierophant only)\n\n **Spells** replace [_goblin pox_](/Spells.aspx?ID=139) with [_true strike_](/Spells.aspx?ID=345) and [_false life_](/Spells.aspx?ID=108) with [_enlarge_](/Spells.aspx?ID=102)\n\n **Weapon** [greatsword](/Weapons.aspx?ID=24) (1d12 slashing, [versatile P](/Traits.aspx?ID=200)) \n\n### Alternate Aura\n **Field of Bloodshed** ([abjuration](/Traits.aspx?ID=2), [aura](/MonsterAbilities.aspx?ID=5), [divine](/Traits.aspx?ID=48)) 20 feet (hierophant 40). All creatures within the aura gain a +2 status bonus to damage with weapon Strikes. Creatures within the aura who attempt to Cast a Spell that doesn't deal damage must succeed at a DC 5 flat check or the spell fails, and the slot or Focus Point is wasted.\r\n\r\n<title level=\"2\">Members</title>\r\n[Deathless Acolyte of Urgathoa](/Monsters.aspx?ID=1853) (Creature 3), [Deathless Hierophant of Urgathoa](/Monsters.aspx?ID=1854) (Creature 7)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Eternal Servitude</title>\r\n\r\nMost priests and clerics don't aspire to become a deathless acolyte. Undergoing the transformation in the first place is usually an indicator the acolyte failed to achieve an important task set by their deity in life. Being forced to complete in undeath what one failed to achieve potentially means missing one's eternal reward to devote their existence to an undefined and potentially indefinite period of servitude.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_6_Geb.png\">She-Who-Feasts</title>\r\n\r\nThere are some among the deathless who I must watch carefully. [Urgathoa's](/Deities.aspx?ID=19) priests are hedonistic and boringly predictable, but on at least two occasions, I have encountered the rumored handiwork of one of her deathless hierophants: a being called She-Who-Feasts. I have yet to unravel the creature's purpose, but she seems drawn to flash points of great political strife, working behind the scenes to foment discord before fading back into the margins of history.\r\n</aside>",
|
||
"name": "Deathless Acolyte",
|
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"rarity": "common",
|
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"release_date": "2022-04-27",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 88</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDeathless acolytes are an oddity among undead, neither willingly transformed nor, strictly speaking, transformed against their will. The creation of …\r\n</summary>",
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"summary": "Deathless acolytes are an oddity among undead, neither willingly transformed nor, strictly speaking, transformed against their will. The creation of …",
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"summary_markdown": "Deathless acolytes are an oddity among undead, neither willingly transformed nor, strictly speaking, transformed against their will. The creation of …",
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"text": " Deathless Acolyte Source Book of the Dead pg. 88 Deathless acolytes are an oddity among undead, neither willingly transformed nor, strictly speaking, transformed against their will. The creation of a deathless acolyte is an act of direct intervention by a deity, typically as a double-edged reward and curse granted to a faithful priest who failed in completing a divine mandate due to circumstances beyond their control. Deathless Deities Urgathoa isn't the only deity who has deathless acolytes. Other deities of death and war have their own deathless servitors. Included below are adjustments that can be quickly applied to the above stat blocks to modify them for other deities. Make the following adjustments and see the sample deity entry below. Alignment match the acolyte's deity Aura replace the acolyte's aura with an alternate one (see below) if it's more appropriate Chastise Heretic and Denounce Heretic apply to anyone who doesn't follow the acolyte's deity Spells replace goblin pox and false life with spells from the acolyte's deity's spells Domain Spells use the domain spells from one of the deity's domains Weapon replace the scythe with the deity's favored weapon Example Deity: Gorum (CN) The mortality rate among priests of Gorum is exceptionally robust, as are the ranks of his deathless acolytes. Aura field of bloodshed Domain Spells athletic rush , enduring might (hierophant only) Spells replace goblin pox with true strike and false life with enlarge Weapon greatsword (1d12 slashing, versatile P) ### Alternate Aura Field of Bloodshed (abjuration, aura, divine) 20 feet (hierophant 40). All creatures within the aura gain a +2 status bonus to damage with weapon Strikes. Creatures within the aura who attempt to Cast a Spell that doesn't deal damage must succeed at a DC 5 flat check or the spell fails, and the slot or Focus Point is wasted. Members Deathless Acolyte of Urgathoa (Creature 3), Deathless Hierophant of Urgathoa (Creature 7) Eternal Servitude Most priests and clerics don't aspire to become a deathless acolyte. Undergoing the transformation in the first place is usually an indicator the acolyte failed to achieve an important task set by their deity in life. Being forced to complete in undeath what one failed to achieve potentially means missing one's eternal reward to devote their existence to an undefined and potentially indefinite period of servitude. She-Who-Feasts There are some among the deathless who I must watch carefully. Urgathoa's priests are hedonistic and boringly predictable, but on at least two occasions, I have encountered the rumored handiwork of one of her deathless hierophants: a being called She-Who-Feasts. I have yet to unravel the creature's purpose, but she seems drawn to flash points of great political strife, working behind the scenes to foment discord before fading back into the margins of history. ",
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"creature_family": "Herexen",
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"id": "creature-family-307",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Herexen](/MonsterFamilies.aspx?ID=307)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 112</row>\n\nA herexen is an [undead](/Traits.aspx?ID=160) heretic, driven by hate to destroy the deity they once served. Herexens choose their faith willingly in life, rising to become respected religious figures within their church. Shortly before or during their death, they lose faith in their chosen deity so completely they become a full heretic, blaspheming, committing atrocities, and cursing their god. These anathemic acts bind their soul to their flesh, causing them to rise as cursed beings. To a herexen, faith is the ultimate lie.\n\n Although the circumstances that drive a pious worshipper to break with their faith are varied, herexens are unified in purpose. Herexens spend their existence fighting their former god in every manner they can, destroying iconography and temples, slaying worshippers, banding together with other herexens who oppose the same deity, conscripting lesser undead, and hiring living proxies to wreak havoc or spread misinformation. A particularly motivated herexen may even plot to kill or unseat the deity they once revered. Curiously, herexens maintain a corrupted form of their divine powers after death, wielding the weapons and magic of their past faith to tear it down.\r\n\r\n<title level=\"2\">Members</title>\r\n[Faithless Ecclesiarach](/Monsters.aspx?ID=1870) (Creature 6), [Fallen Champion](/Monsters.aspx?ID=1871) (Creature 8), [Herexen](/Monsters.aspx?ID=1192) (Creature 2)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Herexens vs. Deathless</title>\r\n\r\nHerexens and [deathless acolytes](/MonsterFamilies.aspx?ID=306) often arise from the same event, the difference being whether the mortal kept or renounced their faith upon death. Herexens and deathless acolytes of the same deity are far more likely to fight than work together, but a herexen might find allies among foes of the deity the herexen renounced.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Religious Freedom</title>\r\n\r\nHerexens can worship any deity and should be modified based upon their ex-faith by swapping out their favored weapon and religious symbol for those associated with their deific foe.\n\n Additionally, replace the herexen's domain spell (or spells) for focus spells of equal level from a domain associated with that deity.\r\n</aside>\n\n<title level=\"2\">Building Herexens</title>\r\n\r\nThe herexen presented in the stat block below was originally a cleric of [Pharasma](/Deities.aspx?ID=14), but there are as many kinds of herexens as there are deities. To create a herexen of a different deity, do the following. \n<ul><li>Swap out the herexen's weapon for the deity's favored weapon. If the weapon is simple, increase the damage die by one step; if it's two-handed, decrease the herexen's attack bonus with that weapon by 2.</li><li>Swap out the herexen's domain spell for a 1st-level focus spell from a domain associated with that deity.</li><li>Swap the defiled religious symbol for the correct deity. For example, an ex-Sarenite herexen carries a [scimitar](/Weapons.aspx?ID=38) and a defiled religious symbol of [Sarenrae](/Deities.aspx?ID=16), and can cast [_fire ray_](/Spells.aspx?ID=422) (attack +12) as a focus spell.</li></ul> \n\n<title level=\"2\" right=\"\">Greater Herexens</title> More powerful clerics, or herexens that have existed over long spans of time, might become a more powerful variant known as a greater herexen. An 8th-level creature, it casts [_harm_](/Spells.aspx?ID=146) as a 4th-level spell, it gains a second Focus Point and a 4th-level domain spell in addition to its 1st-level domain spell, and the bonus damage from heretic's smite increases to 2d6.",
|
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"name": "Herexen",
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"rarity": "common",
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"release_date": "2022-04-27",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 112</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA herexen is an undead heretic, driven by hate to destroy the deity they once served. Herexens choose their faith willingly in life, rising to …\r\n</summary>",
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"summary": "A herexen is an undead heretic, driven by hate to destroy the deity they once served. Herexens choose their faith willingly in life, rising to …",
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"text": " Herexen Source Book of the Dead pg. 112 A herexen is an undead heretic, driven by hate to destroy the deity they once served. Herexens choose their faith willingly in life, rising to become respected religious figures within their church. Shortly before or during their death, they lose faith in their chosen deity so completely they become a full heretic, blaspheming, committing atrocities, and cursing their god. These anathemic acts bind their soul to their flesh, causing them to rise as cursed beings. To a herexen, faith is the ultimate lie. Although the circumstances that drive a pious worshipper to break with their faith are varied, herexens are unified in purpose. Herexens spend their existence fighting their former god in every manner they can, destroying iconography and temples, slaying worshippers, banding together with other herexens who oppose the same deity, conscripting lesser undead, and hiring living proxies to wreak havoc or spread misinformation. A particularly motivated herexen may even plot to kill or unseat the deity they once revered. Curiously, herexens maintain a corrupted form of their divine powers after death, wielding the weapons and magic of their past faith to tear it down. Members Faithless Ecclesiarach (Creature 6), Fallen Champion (Creature 8), Herexen (Creature 2) Herexens vs. Deathless Herexens and deathless acolytes often arise from the same event, the difference being whether the mortal kept or renounced their faith upon death. Herexens and deathless acolytes of the same deity are far more likely to fight than work together, but a herexen might find allies among foes of the deity the herexen renounced. Religious Freedom Herexens can worship any deity and should be modified based upon their ex-faith by swapping out their favored weapon and religious symbol for those associated with their deific foe. Additionally, replace the herexen's domain spell (or spells) for focus spells of equal level from a domain associated with that deity. Building Herexens The herexen presented in the stat block below was originally a cleric of Pharasma, but there are as many kinds of herexens as there are deities. To create a herexen of a different deity, do the following. Swap out the herexen's weapon for the deity's favored weapon. If the weapon is simple, increase the damage die by one step; if it's two-handed, decrease the herexen's attack bonus with that weapon by 2. Swap out the herexen's domain spell for a 1st-level focus spell from a domain associated with that deity. Swap the defiled religious symbol for the correct deity. For example, an ex-Sarenite herexen carries a scimitar and a defiled religious symbol of Sarenrae, and can cast fire ray (attack +12) as a focus spell. Greater Herexens More powerful clerics, or herexens that have existed over long spans of time, might become a more powerful variant known as a greater herexen. An 8th-level creature, it casts harm as a 4th-level spell, it gains a second Focus Point and a 4th-level domain spell in addition to its 1st-level domain spell, and the bonus damage from heretic's smite increases to 2d6.",
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"creature_family": "Revenant",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Revenant](/MonsterFamilies.aspx?ID=308)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 140</row>\n\nA revenant is a vengeful undead who stalks the one who killed them in life. They're relentless in the pursuit of their murderer, seeking a final justice. The revenant presented in _Bestiary 2_ is just one variant of this undead. Others can be found, each varying by the circumstances of their death.\r\n\r\n<title level=\"2\">Members</title>\r\n[Pale Stranger](/Monsters.aspx?ID=1893) (Creature 10), [Revenant](/Monsters.aspx?ID=787) (Creature 6), [Silent Stalker](/Monsters.aspx?ID=1894) (Creature 13)",
|
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"name": "Revenant",
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"rarity": "common",
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"release_date": "2022-04-27",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 140</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA revenant is a vengeful undead who stalks the one who killed them in life. They're relentless in the pursuit of their murderer, seeking a final …\r\n</summary>",
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"summary": "A revenant is a vengeful undead who stalks the one who killed them in life. They're relentless in the pursuit of their murderer, seeking a final …",
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|
||
"text": " Revenant Source Book of the Dead pg. 140 A revenant is a vengeful undead who stalks the one who killed them in life. They're relentless in the pursuit of their murderer, seeking a final justice. The revenant presented in Bestiary 2 is just one variant of this undead. Others can be found, each varying by the circumstances of their death. Members Pale Stranger (Creature 10), Revenant (Creature 6), Silent Stalker (Creature 13)",
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"creature_family": "Risen Pet",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Risen Pet](/MonsterFamilies.aspx?ID=309)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 142</row>\n\nBonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, family, or pack. Unfortunately, death irrevocably changes a risen pet. They return as aggressive, predatory beasts, difficult to control and easy to anger. Even the most friendly and docile of pets becomes sadistic and violent in undeath— fixating first on those it views as competition for the attention of its owners. When a risen pet is jilted, rebuffed, or offended by its owner, it turns on them.\r\n\r\n<title level=\"2\">Members</title>\r\n[Predatory Rabbit](/Monsters.aspx?ID=1895) (Creature -1), [Scorned Hound](/Monsters.aspx?ID=1896) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Lairs and Loot</title>\r\n\r\nRisen pets linger near where they were slain or buried. In pet cemeteries, many risen pets might congregate together for ghoulish frolics. Pets buried in a backyard or under the floorboards might dwell in the homes in which they lived their lives, even after their owners are dead and the home crumbles around them into ruin. Within these dilapidated lairs, risen pets hoard the possessions of their owners, both valuable treasure and worthless trinkets with sentimental value.\r\n</aside>",
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"name": "Risen Pet",
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"rarity": "common",
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"release_date": "2022-04-27",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 142</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, …\r\n</summary>",
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"summary": "Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, …",
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"summary_markdown": "Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, …",
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"text": " Risen Pet Source Book of the Dead pg. 142 Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, family, or pack. Unfortunately, death irrevocably changes a risen pet. They return as aggressive, predatory beasts, difficult to control and easy to anger. Even the most friendly and docile of pets becomes sadistic and violent in undeath— fixating first on those it views as competition for the attention of its owners. When a risen pet is jilted, rebuffed, or offended by its owner, it turns on them. Members Predatory Rabbit (Creature -1), Scorned Hound (Creature 1) Lairs and Loot Risen pets linger near where they were slain or buried. In pet cemeteries, many risen pets might congregate together for ghoulish frolics. Pets buried in a backyard or under the floorboards might dwell in the homes in which they lived their lives, even after their owners are dead and the home crumbles around them into ruin. Within these dilapidated lairs, risen pets hoard the possessions of their owners, both valuable treasure and worthless trinkets with sentimental value. ",
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"creature_family": "Siabrae",
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"id": "creature-family-310",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Siabrae](/MonsterFamilies.aspx?ID=310)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 144</row>\n\nA siabrae is an abomination. A skeletal [druid](/Classes.aspx?ID=6) or wild [witch](/Classes.aspx?ID=16), with bones the texture of stone and antlers of rock rising from their rough skulls, they're people who have willingly paid the ultimate price to protect the natural world. It rarely goes well for them.\n\n Druids and wild witches protect Golarion's environment from a host of threats—[demonic](/Traits.aspx?ID=42) invasions and [undead](/Traits.aspx?ID=160) horrors, otherworldly corruptions, and mundane greed and cupidity. Sometimes, they're tested beyond what they can bear, faced with forces they're incapable of defeating. Such a druid, seeing everything they have protected fall to destruction, might try the unthinkable. They might perform the ritual known as Welcome the Blighted Soul.\n\n With desperate prayer and a gory blood sacrifice, the druid becomes a siabrae, taking the corruption of the land into themself and binding both together, so they might survive and fight monsters in nature's service. A small few are able to use their newfound power to save their lands, and so the ritual's legend grows. Much more often, the druid becomes a twisted guardian of something past saving, the land they protect a macabre parody of healthy nature. Most siabraes are proud and bitter, obsessed with duty and branding their living brethren as cowards and traitors.\r\n\r\n<title level=\"2\">Members</title>\r\n[Siabrae](/Monsters.aspx?ID=1898) (Creature 16)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Stonewild Sect</title>\r\n\r\nOnce members of the [Green Faith](/Deities.aspx?ID=22), the druids of Sarkoris fought as long and hard as anyone else against the invasion of [demons](/MonsterFamilies.aspx?ID=28) that spewed forth from the Worldwound. When all hope was lost, a faction embraced the ritual to Welcome the Blighted Soul, becoming undead that lurk in the Stonewilds.\n\n Over the years since Sarkoris's fall, these druids developed their own twisted version of the Green Faith, embracing undeath and horror as the ultimate truth of the world. Where most siabraes are solitary beings, the Stonewild Sect is an organized cult, still active in the Sarkoris Scar. For the moment, they resist Tar-Baphon as an interloper, despite their shared undeath, but they're certainly no friends to the living.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Unnatural Allies</title>\r\n\r\nFew creations of nature are able to stomach working with a siabrae—their inherent miasma of wrongness is just too powerful. Most siabraes use [undead](/Traits.aspx?ID=160) as minions, particularly undead animals. Occasionally they ally with a sentient undead or loathsome [fey](/Traits.aspx?ID=69), but these tend to be alliances of convenience.\r\n</aside>\n\n<title level=\"2\">Creating a Siabrae</title>\r\n\r\nA siabrae can be made from any [primal](/Traits.aspx?ID=134) spellcaster as long as they have the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells). To create a siabrae, follow these steps: \n<ul><li>Increase the spellcaster's level by 1 and change their statistics as follows.</li><li>Increase spell DCs and spell attack rolls by 2.</li></ul> \n\n<title level=\"3\" right=\"\">Siabrae Abilities</title> A siabrae gains the [earth](/Domains.aspx?ID=10) and [undead](/Traits.aspx?ID=160) traits and becomes evil. Siabraes lose all abilities that specifically come from being a living creature of their original kind.\n\n A siabrae gains the following abilities.\n\n **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **[Tremorsense](/MonsterAbilities.aspx?ID=40)** (imprecise) 60 feet<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br /> **Rejuvenation** ([primal](/Traits.aspx?ID=134), [necromancy](/Traits.aspx?ID=117)) When a siabrae is destroyed, they can attempt a DC 10 flat check (they automatically succeed if they're standing on blighted or diseased terrain, and automatically fail if they're standing on sacred ground). If the flat check succeeds, the siabrae's body crumbles to dust and absorbs into the earth. After 1d10 days, the siabrae's body reforms from a mass of unworked stone large enough to create a new body; this stone is in a random location within 1d10 miles of where the siabrae was destroyed. The siabrae emerges from the stone with a peal of thunder, though without any of their gear.<br /> **Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38)<br /> **Resistances** [fire](/Traits.aspx?ID=72) 20, physical 15 (except [magic](/Traits.aspx?ID=103) bludgeoning)<br /> **Speed** The siabrae gains a burrow Speed equal to their land Speed and the earth glide ability (see below).<br /> **Blight Mastery** Any of the siabrae's spells or effects that would normally be restricted to affecting [animal](/Traits.aspx?ID=9) can also affect undead animals. Furthermore, any animals the siabrae takes the form of or summons appear to be diseased, malnourished, or even dead and rotting. (This doesn't affect their statistics.)<br /> **Earth Glide** The siabrae can [Burrow](/Actions.aspx?ID=93) through any earthen matter, including rock. When it does so, the siabrae moves at its full burrow Speed, leaving no tunnels or signs of its passing.<br /> **Miasma** ([aura](/Traits.aspx?ID=206), [disease](/Traits.aspx?ID=46), [primal](/Traits.aspx?ID=134)) 20 feet, DC equal to the siabrae's spell DC – 4. A creature that enters the aura or begins its turn there becomes [sickened 2](/Conditions.aspx?ID=34) on a failure (or sickened 4 on a critical failure). An [animal](/Traits.aspx?ID=9), [fey](/Traits.aspx?ID=69), or [plant](/Traits.aspx?ID=125) that rolls a failure gets a critical failure instead. Regardless of the result of the saving throw, the creature is temporarily immune to the siabrae's miasma for 1 minute.<br /> **Stone Antlers** The siabrae grows a pair of stony antlers or horns from its head, which give it an antler attack that deals 1d6+2 bludgeoning damage for every 3 levels and inflicts stony shards. If the siabrae wishes, they can keep these antlers while polymorphed, using the normal statistics of the stone antler attack.<br /> **Stony Shards** ([curse](/Traits.aspx?ID=38), [earth](/Traits.aspx?ID=55), [incapacitation](/Traits.aspx?ID=93), [necromancy](/Traits.aspx?ID=117), [primal](/Traits.aspx?ID=134)) Tiny shards break off the siabrae's antlers when they attack, lodging in the target's wounds and inflicting a terrible curse. A creature damaged by a siabrae's stone antlers Strike must succeed at a Fortitude save against the siabrae's spell DC – 4 or become [clumsy 2](/Conditions.aspx?ID=3) for 1d4 rounds on a failure. If the creature critically fails, or fails while already clumsy 2 or greater, the creature is [petrified](/Conditions.aspx?ID=30).",
|
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"name": "Siabrae",
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"rarity": "common",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 144</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA siabrae is an abomination. A skeletal druid or wild witch , with bones the texture of stone and antlers of rock rising from their rough skulls, …\r\n</summary>",
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"summary": "A siabrae is an abomination. A skeletal druid or wild witch , with bones the texture of stone and antlers of rock rising from their rough skulls, …",
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"summary_markdown": "A siabrae is an abomination. A skeletal druid or wild witch , with bones the texture of stone and antlers of rock rising from their rough skulls, …",
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"text": " Siabrae Source Book of the Dead pg. 144 A siabrae is an abomination. A skeletal druid or wild witch, with bones the texture of stone and antlers of rock rising from their rough skulls, they're people who have willingly paid the ultimate price to protect the natural world. It rarely goes well for them. Druids and wild witches protect Golarion's environment from a host of threats—demonic invasions and undead horrors, otherworldly corruptions, and mundane greed and cupidity. Sometimes, they're tested beyond what they can bear, faced with forces they're incapable of defeating. Such a druid, seeing everything they have protected fall to destruction, might try the unthinkable. They might perform the ritual known as Welcome the Blighted Soul. With desperate prayer and a gory blood sacrifice, the druid becomes a siabrae, taking the corruption of the land into themself and binding both together, so they might survive and fight monsters in nature's service. A small few are able to use their newfound power to save their lands, and so the ritual's legend grows. Much more often, the druid becomes a twisted guardian of something past saving, the land they protect a macabre parody of healthy nature. Most siabraes are proud and bitter, obsessed with duty and branding their living brethren as cowards and traitors. Members Siabrae (Creature 16) The Stonewild Sect Once members of the Green Faith, the druids of Sarkoris fought as long and hard as anyone else against the invasion of demons that spewed forth from the Worldwound. When all hope was lost, a faction embraced the ritual to Welcome the Blighted Soul, becoming undead that lurk in the Stonewilds. Over the years since Sarkoris's fall, these druids developed their own twisted version of the Green Faith, embracing undeath and horror as the ultimate truth of the world. Where most siabraes are solitary beings, the Stonewild Sect is an organized cult, still active in the Sarkoris Scar. For the moment, they resist Tar-Baphon as an interloper, despite their shared undeath, but they're certainly no friends to the living. Unnatural Allies Few creations of nature are able to stomach working with a siabrae—their inherent miasma of wrongness is just too powerful. Most siabraes use undead as minions, particularly undead animals. Occasionally they ally with a sentient undead or loathsome fey, but these tend to be alliances of convenience. Creating a Siabrae A siabrae can be made from any primal spellcaster as long as they have the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells). To create a siabrae, follow these steps: Increase the spellcaster's level by 1 and change their statistics as follows. Increase spell DCs and spell attack rolls by 2. Siabrae Abilities A siabrae gains the earth and undead traits and becomes evil. Siabraes lose all abilities that specifically come from being a living creature of their original kind. A siabrae gains the following abilities. Darkvision Tremorsense (imprecise) 60 feet Negative Healing Rejuvenation (primal, necromancy) When a siabrae is destroyed, they can attempt a DC 10 flat check (they automatically succeed if they're standing on blighted or diseased terrain, and automatically fail if they're standing on sacred ground). If the flat check succeeds, the siabrae's body crumbles to dust and absorbs into the earth. After 1d10 days, the siabrae's body reforms from a mass of unworked stone large enough to create a new body; this stone is in a random location within 1d10 miles of where the siabrae was destroyed. The siabrae emerges from the stone with a peal of thunder, though without any of their gear. Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 20, physical 15 (except magic bludgeoning) Speed The siabrae gains a burrow Speed equal to their land Speed and the earth glide ability (see below). Blight Mastery Any of the siabrae's spells or effects that would normally be restricted to affecting animal can also affect undead animals. Furthermore, any animals the siabrae takes the form of or summons appear to be diseased, malnourished, or even dead and rotting. (This doesn't affect their statistics.) Earth Glide The siabrae can Burrow through any earthen matter, including rock. When it does so, the siabrae moves at its full burrow Speed, leaving no tunnels or signs of its passing. Miasma (aura, disease, primal) 20 feet, DC equal to the siabrae's spell DC – 4. A creature that enters the aura or begins its turn there becomes sickened 2 on a failure (or sickened 4 on a critical failure). An animal, fey, or plant that rolls a failure gets a critical failure instead. Regardless of the result of the saving throw, the creature is temporarily immune to the siabrae's miasma for 1 minute. Stone Antlers The siabrae grows a pair of stony antlers or horns from its head, which give it an antler attack that deals 1d6+2 bludgeoning damage for every 3 levels and inflicts stony shards. If the siabrae wishes, they can keep these antlers while polymorphed, using the normal statistics of the stone antler attack. Stony Shards (curse, earth, incapacitation, necromancy, primal) Tiny shards break off the siabrae's antlers when they attack, lodging in the target's wounds and inflicting a terrible curse. A creature damaged by a siabrae's stone antlers Strike must succeed at a Fortitude save against the siabrae's spell DC – 4 or become clumsy 2 for 1d4 rounds on a failure. If the creature critically fails, or fails while already clumsy 2 or greater, the creature is petrified.",
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"creature_family": "Vampire, Vetalarana",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Vampire, Vetalarana](/MonsterFamilies.aspx?ID=311)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 160</row>\n\nVetalarana vampires feed on the emotions, thoughts, and memories of others. Although they are capable of feeding on animals, beings of the planes, and other intelligent [undead](/Traits.aspx?ID=160), only the thoughts of an intelligent, living [humanoid](/Traits.aspx?ID=91) bring a vetalarana any sense of satisfaction. Slender and pale, with sunken cheeks and exceptionally long nails, vetalaranas become flushed with color and life after feeding on particularly potent emotions and thoughts, enabling some to pass as living for a short time.\n\n A vetalarana is created when a person with psychic or occult abilities dies in denial of their death, refusing to pass on to the afterlife but unable to retain their grip on life. As their spirit has no cause left undone nor debt to settle, these tenacious souls rise not as ghosts but as vetalaranas, a formidable and tenacious mind animating their own corpse in a mockery of life.\n\n A vetalarana's predations inevitably turn their victims into living husks, incapable of thought and devoid of any spark of personality. These victims fall into a senseless stupor, comatose but still living, without identity or memories. If a vetalarana is killed, they can occupy one of these comatose husks, while more powerful vetalaranas can control them like living puppets.\n\n When a vetalarana is destroyed, all of their comatose victims are immediately freed. Most often, these people regain consciousness as amnesiacs whose memories return over time—taking at least months but sometimes as long as decades. These returned memories are fragmented and often jumbled with the thoughts of others the vetalarana fed upon. If a victim served as a failed host or was frequently controlled while comatose, a sliver of the vetalarana's corrupted thoughts remain in the victim's mind. These tainted victims recover much faster than their fellows, regaining their memories in record time and transforming into a new vetalarana soon after.\r\n\r\n<title level=\"2\">Members</title>\r\n[Vetalarana Emergent](/Monsters.aspx?ID=1911) (Creature 8), [Vetalarana Manipulator](/Monsters.aspx?ID=1912) (Creature 11)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mistaken Identity</title>\r\n\r\nConsuming thoughts is an overwhelming sensory experience that requires practice and mental discipline to master. Newly risen vetalaranas that consume memories too rapidly can lose sight of their identity amid the foreign thoughts in their minds. Consequently, they might return to the wrong home, abduct their prey's family, or adopt the quirks and vices of their victims.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Puppeteers</title>\r\n\r\nVetalarana manipulators are obsessed with control. They experiment with the minds of the living, manipulating, enhancing, and erasing their victim's memories to see what changes occur. Through these mental experiments, vetalaranas learn how to control minds and lives, twisting mortals into loyal servants or unknowing puppets while erasing any record of their own interference.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Thought Connoisseurs</title>\r\n\r\nWhile all vetalaranas hunger for the most cherished memories and deepest secrets, vetalarana manipulators use the memories they consume to learn the skills and talents of their prey. Thus, they select their prey with great care. Each has their preferences, depending upon the skills they wish to cultivate, perhaps martial prowess, musical talent, arcane might, or enlightenment.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Uses for Cold Iron</title>\r\n\r\nCanny mortals looking to thwart a vetalarana make heavy use of [cold iron](/Equipment.aspx?ID=272). They line their sanctuaries with the material or surround comatose victims in cold iron sheets, armor, or shields. Others weave shrouds of cold iron thread or mix cold iron dust into paints and oils—though the efficacy of the latter is debatable.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Vampire</title>\r\n\r\n**Related Families**\r\n[Vampire](/MonsterFamilies.aspx?ID=97), [Vampire, Jiang-Shi](/MonsterFamilies.aspx?ID=286), [Vampire, Nosferatu](/MonsterFamilies.aspx?ID=273), [Vampire, Strigoi](/MonsterFamilies.aspx?ID=314), [Vampire, Vrykolakas](/MonsterFamilies.aspx?ID=159)\r\n\r\n<title level=\"2\">Creating a Vetalarana</title>\r\n\r\nWhile it's best to create a vetalarana from scratch, you can turn an existing living creature into a vetalarana using the following steps. Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>It gains the [undead](/Traits.aspx?ID=160) and [vampire](/MonsterFamilies.aspx?ID=97) traits, and usually becomes evil.</li><li>Increase the creature's AC, attack modifiers, DCs, saving throws, and skill modifiers by 1.</li><li>Increase its damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead.</li><li>Reduce its HP by the amount listed on the table.</li><li>The vetalarana gains fast healing, resistance to mental damage, and resistance to physical damage (except [cold iron](/Equipment.aspx?ID=375)) as indicated on the table. These abilities are the reason the vetalarana has less HP.</li></ul>\n\n## Vetalarana Statistics\n<row gap=\"tiny\">\n<table> <tr><td>**Starting Level**</td><td>**Starting Level**</td><td>**Starting Level**</td></tr> <tr><td>3-4</td><td>–20</td><td>5</td></tr> <tr><td>5-7</td><td>–30</td><td>7</td></tr> <tr><td>8-14</td><td>–40</td><td>10</td></tr> <tr><td>15+</td><td>–60</td><td>15</td></tr></table></row> \n\n<title level=\"3\" right=\"\">Basic Vetalarana Abilities</title> All vetalaranas gain the following abilities. If the base creature has any abilities that specifically come from being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as [human](/Traits.aspx?ID=90) and [humanoid](/Traits.aspx?ID=91). You might also need to adjust abilities that conflict with the vetalarana's theme. \n\n **Thoughtsense** ([divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) The vetalarana senses all non-[mindless](/Traits.aspx?ID=108) creatures within 100 feet as a precise sense.\n\n **Negative Healing**\n\n **Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), paralyzed, [poison](/Traits.aspx?ID=126), [sleep](/Traits.aspx?ID=145)\n\n **Vetalarana Vulnerabilities** All vetalaranas possess the following weaknesses. \n<ul><li>**Barred Senses** A vetalarana can't see or sense through [force](/Traits.aspx?ID=75) effects or [cold iron](/Equipment.aspx?ID=375), and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth.</li><li>**Revulsion** A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voicing their intimate personal secrets or most cherished memories aloud. Speaking such information aloud with conviction is a single action that has the [auditory](/Traits.aspx?ID=16), [concentrate](/Traits.aspx?ID=32), and [linguistic](/Traits.aspx?ID=101) traits, and protects the creature until the start of its next turn. A vetalarana that involuntarily comes within 10 feet of a creature sharing such information gains the fleeing condition until they're 10 feet or farther from the creature. After 1 round of being exposed to the secrets of a creature, a vetalarana can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).</li><li>**Vulnerable to Brain Destruction** A vetalarana whose brain has been destroyed, or is reduced to 0 HP while unable to take [mental](/Traits.aspx?ID=106) actions, can't use Mental Rebirth.</li></ul> **Mental Rebirth** ([curse](/Traits.aspx?ID=38), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [occult](/Traits.aspx?ID=120)) Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes [controlled](/Conditions.aspx?ID=6) by the vetalarana and loses the [stupefied](/Conditions.aspx?ID=37) and [unconscious](/Conditions.aspx?ID=38) conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts.<br /> After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose.\n\n **Climb Speed** A vetalarana gains a climb Speed equal to their land Speed.\n\n**Claws** If the base creature had hands, its fingernails thicken and grow to terrible proportions, granting it an unarmed claw Strike that deals slashing damage, has the [agile](/Traits.aspx?ID=170) trait, and can [Grab](/MonsterAbilities.aspx?ID=18). Use the moderate damage for the creature's level on the [Strike Damage](/Rules.aspx?ID=1018) table.\n\n **Drain Thoughts** <actions string=\"Single Action\" /> ([divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Requirements** A [grabbed](/Conditions.aspx?ID=20), [paralyzed](/Conditions.aspx?ID=28), [restrained](/Conditions.aspx?ID=33), [unconscious](/Conditions.aspx?ID=38), or willing creature is within the vetalarana's reach; **Effect** The vetalarana seizes a creature and consumes its memories. This requires an [Athletics](/Skills.aspx?ID=3) check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is stupefied 1, and the vetalarana regains HP equal to 10% of the vetalarana's maximum HP, gaining any excess as temporary Hit Points. Draining Thoughts from a creature that is already stupefied doesn't restore any HP to the vetalarana but increases the victim's stupefied value by 1. Additionally, the vetalarana views one of the victim's memories.<br /> A victim's stupefied condition value decreases by 1 every week.<br /> A victim that becomes stupefied 5 in this way is rendered comatose, becoming permanently unconscious. As long as the vetalarana lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease. \n\n<title level=\"3\" right=\"\">Vetalarana Manipulator Abilities</title> Extremely powerful vetalaranas who've tasted the thoughts of hundreds of people or more become empowered by the memories and experiences they've consumed, overcoming their revulsions. They gain greater control over their comatose victims, can manipulate memories, and even paralyze with a touch. These vetalaranas are known as “manipulators,” although those with psychic powers of their own often prefer the terms “doyen” or “thoughtseer.” \n\nVetalarana manipulators gain additional abilities, as detailed below. A creature below 10th level isn't powerful enough to become a vetalarana manipulator; instead, make such a creature into a regular vetalarana or rebuild the creature so that it's at least 10th level before making it a vetalarana manipulator.\n\n **Resistances** The vetalarana manipulator resists [mental](/Traits.aspx?ID=106) damage and all physical damage (except [magical](/Traits.aspx?ID=103) [cold iron](/Equipment.aspx?ID=375)).\n\n **Control Comatose** ([exploration](/Traits.aspx?ID=66), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [occult](/Traits.aspx?ID=120), [possession](/Traits.aspx?ID=129)) **Frequency** once per day; **Effect** The vetalarana manipulator spends 10 minutes to take psychic control of the creatures they've rendered comatose with Drain Thoughts. This has the effects of the [_possession_](/Spells.aspx?ID=225) spell, but lasts for up to 6 hours, has a range of 1 mile, and the vetalarana can control a number of comatose victims at a time equal to half the vetalarana's level. A comatose victim can't resist this possession and automatically gets a critical failure on its saving throw against Control Comatose.<br /> As long as a comatose victim is controlled by a vetalarana manipulator in this way, the victim's stupefied and unconscious conditions are temporarily suppressed.\n\n **Drain Thoughts** <actions string=\"Single Action\" /> ([divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) As a basic vetalarana, but the vetalarana manipulator can choose to alter, enhance, or erase the memory they view as a 4th-level [_modify memory_](/Spells.aspx?ID=200) spell. If the vetalarana gets a critical success on their Athletics check to Drain Thoughts, the target is stupefied 2 instead of stupefied 1.\n\n **Occult Innate Spells** A vetalarana manipulator has [_tongues_](/Spells.aspx?ID=340) as a constant occult innate spell.\n\n **Paralyzing Claws** ([incapacitation](/Traits.aspx?ID=93), [occult](/Traits.aspx?ID=120), [necromancy](/Traits.aspx?ID=117)) Any living creature hit by a vetalarana manipulator's claw Strike must succeed at a Fortitude save or become [paralyzed](/Conditions.aspx?ID=28). The target can attempt a new save at the end of each of its turns to end the effect, and the DC cumulatively decreases by 1 on each such save. Use the moderate DC for the creature's level on the [Spell DC and Spell Attack Bonus](/Rules.aspx?ID=1020) table.",
|
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"name": "Vampire, Vetalarana",
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"rarity": "common",
|
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"release_date": "2022-04-27",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 160</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nVetalarana vampires feed on the emotions, thoughts, and memories of others. Although they are capable of feeding on animals, beings of the planes, …\r\n</summary>",
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"source": [
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"summary": "Vetalarana vampires feed on the emotions, thoughts, and memories of others. Although they are capable of feeding on animals, beings of the planes, …",
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"summary_markdown": "Vetalarana vampires feed on the emotions, thoughts, and memories of others. Although they are capable of feeding on animals, beings of the planes, …",
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"text": " Vampire, Vetalarana Source Book of the Dead pg. 160 Vetalarana vampires feed on the emotions, thoughts, and memories of others. Although they are capable of feeding on animals, beings of the planes, and other intelligent undead, only the thoughts of an intelligent, living humanoid bring a vetalarana any sense of satisfaction. Slender and pale, with sunken cheeks and exceptionally long nails, vetalaranas become flushed with color and life after feeding on particularly potent emotions and thoughts, enabling some to pass as living for a short time. A vetalarana is created when a person with psychic or occult abilities dies in denial of their death, refusing to pass on to the afterlife but unable to retain their grip on life. As their spirit has no cause left undone nor debt to settle, these tenacious souls rise not as ghosts but as vetalaranas, a formidable and tenacious mind animating their own corpse in a mockery of life. A vetalarana's predations inevitably turn their victims into living husks, incapable of thought and devoid of any spark of personality. These victims fall into a senseless stupor, comatose but still living, without identity or memories. If a vetalarana is killed, they can occupy one of these comatose husks, while more powerful vetalaranas can control them like living puppets. When a vetalarana is destroyed, all of their comatose victims are immediately freed. Most often, these people regain consciousness as amnesiacs whose memories return over time—taking at least months but sometimes as long as decades. These returned memories are fragmented and often jumbled with the thoughts of others the vetalarana fed upon. If a victim served as a failed host or was frequently controlled while comatose, a sliver of the vetalarana's corrupted thoughts remain in the victim's mind. These tainted victims recover much faster than their fellows, regaining their memories in record time and transforming into a new vetalarana soon after. Members Vetalarana Emergent (Creature 8), Vetalarana Manipulator (Creature 11) Mistaken Identity Consuming thoughts is an overwhelming sensory experience that requires practice and mental discipline to master. Newly risen vetalaranas that consume memories too rapidly can lose sight of their identity amid the foreign thoughts in their minds. Consequently, they might return to the wrong home, abduct their prey's family, or adopt the quirks and vices of their victims. Puppeteers Vetalarana manipulators are obsessed with control. They experiment with the minds of the living, manipulating, enhancing, and erasing their victim's memories to see what changes occur. Through these mental experiments, vetalaranas learn how to control minds and lives, twisting mortals into loyal servants or unknowing puppets while erasing any record of their own interference. Thought Connoisseurs While all vetalaranas hunger for the most cherished memories and deepest secrets, vetalarana manipulators use the memories they consume to learn the skills and talents of their prey. Thus, they select their prey with great care. Each has their preferences, depending upon the skills they wish to cultivate, perhaps martial prowess, musical talent, arcane might, or enlightenment. Uses for Cold Iron Canny mortals looking to thwart a vetalarana make heavy use of cold iron. They line their sanctuaries with the material or surround comatose victims in cold iron sheets, armor, or shields. Others weave shrouds of cold iron thread or mix cold iron dust into paints and oils—though the efficacy of the latter is debatable. Vampire Related Families Vampire, Vampire, Jiang-Shi, Vampire, Nosferatu, Vampire, Strigoi, Vampire, Vrykolakas Creating a Vetalarana While it's best to create a vetalarana from scratch, you can turn an existing living creature into a vetalarana using the following steps. Increase the creature's level by 1 and change its statistics as follows. It gains the undead and vampire traits, and usually becomes evil. Increase the creature's AC, attack modifiers, DCs, saving throws, and skill modifiers by 1. Increase its damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead. Reduce its HP by the amount listed on the table. The vetalarana gains fast healing, resistance to mental damage, and resistance to physical damage (except cold iron) as indicated on the table. These abilities are the reason the vetalarana has less HP. ## Vetalarana Statistics Starting Level Starting Level Starting Level 3-4 –20 5 5-7 –30 7 8-14 –40 10 15+ –60 15 Basic Vetalarana Abilities All vetalaranas gain the following abilities. If the base creature has any abilities that specifically come from being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the vetalarana's theme. Thoughtsense (divination, mental, occult) The vetalarana senses all non-mindless creatures within 100 feet as a precise sense. Negative Healing Immunities death effects, disease, paralyzed, poison, sleep Vetalarana Vulnerabilities All vetalaranas possess the following weaknesses. Barred Senses A vetalarana can't see or sense through force effects or cold iron, and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth. Revulsion A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voicing their intimate personal secrets or most cherished memories aloud. Speaking such information aloud with conviction is a single action that has the auditory, concentrate, and linguistic traits, and protects the creature until the start of its next turn. A vetalarana that involuntarily comes within 10 feet of a creature sharing such information gains the fleeing condition until they're 10 feet or farther from the creature. After 1 round of being exposed to the secrets of a creature, a vetalarana can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Vulnerable to Brain Destruction A vetalarana whose brain has been destroyed, or is reduced to 0 HP while unable to take mental actions, can't use Mental Rebirth. Mental Rebirth (curse, incapacitation, mental, necromancy, occult) Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts. After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose. Climb Speed A vetalarana gains a climb Speed equal to their land Speed. Claws If the base creature had hands, its fingernails thicken and grow to terrible proportions, granting it an unarmed claw Strike that deals slashing damage, has the agile trait, and can Grab. Use the moderate damage for the creature's level on the Strike Damage table. Drain Thoughts Single Action (divination, mental, occult) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vetalarana's reach; Effect The vetalarana seizes a creature and consumes its memories. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is stupefied 1, and the vetalarana regains HP equal to 10% of the vetalarana's maximum HP, gaining any excess as temporary Hit Points. Draining Thoughts from a creature that is already stupefied doesn't restore any HP to the vetalarana but increases the victim's stupefied value by 1. Additionally, the vetalarana views one of the victim's memories. A victim's stupefied condition value decreases by 1 every week. A victim that becomes stupefied 5 in this way is rendered comatose, becoming permanently unconscious. As long as the vetalarana lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease. Vetalarana Manipulator Abilities Extremely powerful vetalaranas who've tasted the thoughts of hundreds of people or more become empowered by the memories and experiences they've consumed, overcoming their revulsions. They gain greater control over their comatose victims, can manipulate memories, and even paralyze with a touch. These vetalaranas are known as “manipulators,” although those with psychic powers of their own often prefer the terms “doyen” or “thoughtseer.” Vetalarana manipulators gain additional abilities, as detailed below. A creature below 10th level isn't powerful enough to become a vetalarana manipulator; instead, make such a creature into a regular vetalarana or rebuild the creature so that it's at least 10th level before making it a vetalarana manipulator. Resistances The vetalarana manipulator resists mental damage and all physical damage (except magical cold iron). Control Comatose (exploration, incapacitation, mental, necromancy, occult, possession) Frequency once per day; Effect The vetalarana manipulator spends 10 minutes to take psychic control of the creatures they've rendered comatose with Drain Thoughts. This has the effects of the possession spell, but lasts for up to 6 hours, has a range of 1 mile, and the vetalarana can control a number of comatose victims at a time equal to half the vetalarana's level. A comatose victim can't resist this possession and automatically gets a critical failure on its saving throw against Control Comatose. As long as a comatose victim is controlled by a vetalarana manipulator in this way, the victim's stupefied and unconscious conditions are temporarily suppressed. Drain Thoughts Single Action (divination, mental, occult) As a basic vetalarana, but the vetalarana manipulator can choose to alter, enhance, or erase the memory they view as a 4th-level modify memory spell. If the vetalarana gets a critical success on their Athletics check to Drain Thoughts, the target is stupefied 2 instead of stupefied 1. Occult Innate Spells A vetalarana manipulator has tongues as a constant occult innate spell. Paralyzing Claws (incapacitation, occult, necromancy) Any living creature hit by a vetalarana manipulator's claw Strike must succeed at a Fortitude save or become paralyzed. The target can attempt a new save at the end of each of its turns to end the effect, and the DC cumulatively decreases by 1 on each such save. Use the moderate DC for the creature's level on the Spell DC and Spell Attack Bonus table.",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=311",
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"weakness": {}
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"creature_family": "Verdorite",
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"id": "creature-family-312",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Verdorite](/MonsterFamilies.aspx?ID=312)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 164</row>\n\nWhen disaster befalls the natural world, a different kind of undead may rise, entirely unlike risen humanoids. Most plants, fish, insects, and other animals don't possess a psychology complex enough to experience the emotional catharsis required to return as undead without intervention from an outside force.\n\n Mass extinction can serve as that outside force. Humanoids clear-cutting an entire forest or a seaside community wiping out a species critical to their ecosystem can spawn a verdorite. The collective spiritual energy and emotional distress of a dying biome powers these undead, formed as conglomerates or representatives.\r\n\r\n<title level=\"2\">Members</title>\r\n[Seetangeist](/Monsters.aspx?ID=1914) (Creature 12), [Waldgeist](/Monsters.aspx?ID=1913) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Once-Mortal Waldgeists</title>\r\n\r\nSometimes [druids](/Classes.aspx?ID=6), [fey](/Traits.aspx?ID=69), [gnomes](/Ancestries.aspx?ID=3), and other powerful [primal](/Traits.aspx?ID=134) spellcasters with a deep connection to a specific woodland ritually sacrifice their lives to the forest, intentionally dying so they can rise as a waldgeist and protect their home for all time.\r\n</aside>",
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"name": "Verdorite",
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"rarity": "common",
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"release_date": "2022-04-27",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 164</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen disaster befalls the natural world, a different kind of undead may rise, entirely unlike risen humanoids. Most plants, fish, insects, and other …\r\n</summary>",
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"summary": "When disaster befalls the natural world, a different kind of undead may rise, entirely unlike risen humanoids. Most plants, fish, insects, and other …",
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"summary_markdown": "When disaster befalls the natural world, a different kind of undead may rise, entirely unlike risen humanoids. Most plants, fish, insects, and other …",
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"text": " Verdorite Source Book of the Dead pg. 164 When disaster befalls the natural world, a different kind of undead may rise, entirely unlike risen humanoids. Most plants, fish, insects, and other animals don't possess a psychology complex enough to experience the emotional catharsis required to return as undead without intervention from an outside force. Mass extinction can serve as that outside force. Humanoids clear-cutting an entire forest or a seaside community wiping out a species critical to their ecosystem can spawn a verdorite. The collective spiritual energy and emotional distress of a dying biome powers these undead, formed as conglomerates or representatives. Members Seetangeist (Creature 12), Waldgeist (Creature 8) Once-Mortal Waldgeists Sometimes druids, fey, gnomes, and other powerful primal spellcasters with a deep connection to a specific woodland ritually sacrifice their lives to the forest, intentionally dying so they can rise as a waldgeist and protect their home for all time. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=312",
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"creature_family": "Sluagh",
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"id": "creature-family-313",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Sluagh](/MonsterFamilies.aspx?ID=313)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 150</row>\n\nA soul about to leave its physical body gives off a peculiar scent, usually unnoticed by mortal creatures. But the undead [fey](/Traits.aspx?ID=69) called sluagh can smell and track down its location with frightening ease. Unlike most fey, sluagh are undead, possessing strong connections to negative energy and mortal souls. Sluagh collect the souls of those close to death and bring them to feed their queen.\n\n Most sluagh appear bald-headed, with rounded ears, sharp teeth, glossy black eyes, and scrawny bodies. Their rib cages show through their skin, which is translucent and soft as velvet.\n\n Sluagh can become ghostly and incorporeal for brief periods. They use this power to stalk their prey to great effect. Sometimes the glimpse of a sluagh is mistaken for a ghost sighting.\r\n\r\n<title level=\"2\">Members</title>\r\n[Queen Sluagh](/Monsters.aspx?ID=1906) (Creature 18), [Sluagh Reaper](/Monsters.aspx?ID=1905) (Creature 10)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Fallen of the Wild Hunt</title>\r\n\r\nThe wild hunt is both a group of inexplicable [fey](/Traits.aspx?ID=69) and the name for the contest where they hunt their prey. These riders create a group of pure chaos, hunting just for the thrill of the chase. One legend among fey is that the first sluagh arose when a member of the wild hunt dueled a mortal and the two struck killing blows simultaneously. The mortal's soul polluted the fey's, like a blemish in a ruby, causing the fey to be reborn already dead.\r\n</aside>",
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"name": "Sluagh",
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"rarity": "common",
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"release_date": "2022-04-27",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 150</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA soul about to leave its physical body gives off a peculiar scent, usually unnoticed by mortal creatures. But the undead fey called sluagh can smell …\r\n</summary>",
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"summary": "A soul about to leave its physical body gives off a peculiar scent, usually unnoticed by mortal creatures. But the undead fey called sluagh can smell …",
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"summary_markdown": "A soul about to leave its physical body gives off a peculiar scent, usually unnoticed by mortal creatures. But the undead fey called sluagh can smell …",
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"text": " Sluagh Source Book of the Dead pg. 150 A soul about to leave its physical body gives off a peculiar scent, usually unnoticed by mortal creatures. But the undead fey called sluagh can smell and track down its location with frightening ease. Unlike most fey, sluagh are undead, possessing strong connections to negative energy and mortal souls. Sluagh collect the souls of those close to death and bring them to feed their queen. Most sluagh appear bald-headed, with rounded ears, sharp teeth, glossy black eyes, and scrawny bodies. Their rib cages show through their skin, which is translucent and soft as velvet. Sluagh can become ghostly and incorporeal for brief periods. They use this power to stalk their prey to great effect. Sometimes the glimpse of a sluagh is mistaken for a ghost sighting. Members Queen Sluagh (Creature 18), Sluagh Reaper (Creature 10) Fallen of the Wild Hunt The wild hunt is both a group of inexplicable fey and the name for the contest where they hunt their prey. These riders create a group of pure chaos, hunting just for the thrill of the chase. One legend among fey is that the first sluagh arose when a member of the wild hunt dueled a mortal and the two struck killing blows simultaneously. The mortal's soul polluted the fey's, like a blemish in a ruby, causing the fey to be reborn already dead. ",
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=313",
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"category": "creature-family",
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"creature_family": "Vampire, Strigoi",
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"creature_family_markdown": "Vampire, Strigoi",
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"exclude_from_search": false,
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"id": "creature-family-314",
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||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Vampire, Strigoi](/MonsterFamilies.aspx?ID=314)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 60</row>\n\nThe oldest of all vampires are the strigoi. They predate ancient [nosferatus](/MonsterFamilies.aspx?ID=273) and view [moroi](/MonsterFamilies.aspx?ID=97) as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures.\n\n Strigoi, in their true form, are bodiless creatures native to the [Shadow Plane](/Planes.aspx?ID=11) that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement—that a living creature perform a rite of their own free will to draw the strigoi into their soul—may well be the source of a moroi's compulsion not to enter a home without first being invited.\n\n Some myths point to [Urgathoa](/Deities.aspx?ID=19) as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of [Zura](/Deities.aspx?ID=83). Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host's soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night.\r\n\r\n<title level=\"2\">Members</title>\r\n[Strigoi Progenitor](/Monsters.aspx?ID=1944) (Creature 13)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Strange Wounds</title>\r\n\r\nIconic puncture marks on the neck of a victim drained of blood are well known to vampire hunters, but the wounds left by strigoi are stranger. When a strigoi feeds on a living victim, the site of the wound becomes bleached of color, wrinkled, and strangely cold to the touch. These conditions fade if the wound heals; if a strigoi feeds enough to cause death by the drained condition, a creature leaves behind a withered gray husk of a bloodless body. Full autopsies on those slain in this manner reveal yet another unsettling curiosity: the brains of such victims are smooth, gray ovoids, the folds and fissures of gray matter fused together into a featureless mass.\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Strigoi and the Sun</title>\r\n\r\nAs long as they're not in shadow form, strigoi are more inconvenienced by sunlight than they are harmed by it, but being rendered [unconscious](/Conditions.aspx?ID=38) certainly puts them at a disadvantage. As long as they're in an area where there's little risk of direct sunlight, such as being inside a room without exterior windows or doors, or in an underground area, some strigoi remain active during the day, only retreating to their coffins in emergencies. In so doing, these strigoi have further blended into society—there may be more of them than suspected!\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Strigoi Servants</title>\r\n\r\nWhen a strigoi creates a spawn from a creature that's not powerful enough to play host to a strigoi progenitor, the resulting strigoi is often referred to simply as a [strigoi servant](/Monsters.aspx?ID=1955). Statistics for a typical strigoi servant appear on page 25 of this adventure. Strigoi servants who escape servitude work hard to establish their own power, but rarely escape the mindset of existing only to serve their creator.\r\n\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Vampire</title>\r\n\r\n**Related Families**\r\n[Vampire](/MonsterFamilies.aspx?ID=97), [Vampire, Jiang-Shi](/MonsterFamilies.aspx?ID=286), [Vampire, Nosferatu](/MonsterFamilies.aspx?ID=273), [Vampire, Vetalarana](/MonsterFamilies.aspx?ID=311), [Vampire, Vrykolakas](/MonsterFamilies.aspx?ID=159)\r\n\r\n<title level=\"2\">Creating a Strigoi</title>\r\n\r\nA creature of 8th to 12th level can become a [strigoi servant](/Monsters.aspx?ID=1955) (see page 25 of this adventure for the typical statistics for a strigoi servant); only 13th-level or higher creatures can become strigoi progenitors. A creature below 8th level infected by a strigoi becomes a free-willed [moroi vampire](/MonsterFamilies.aspx?ID=97) instead (indeed, it is from this method the first moroi eventually came into the world). You can turn an existing living creature into a strigoi using the following steps.\n\nIncrease the creature's level by 1 and change its statistics as follows: \n<ul><li>It gains the [shadow](/Traits.aspx?ID=143), [undead](/Traits.aspx?ID=160), and [vampire](/Traits.aspx?ID=242) traits, and almost always becomes evil.</li><li>Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.</li><li>Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times, increase the damage by 2 instead.</li><li>The strigoi gains [fast healing](/MonsterAbilities.aspx?ID=15) and resistance to all physical damage except from [silver](/Equipment.aspx?ID=379) weapons or weapons that shed at least 5 feet of [bright light](/Rules.aspx?ID=407) (such as a lit torch or a weapon targeted by the [_light_](/Spells.aspx?ID=171) spell, but not a [_flaming_](/Equipment.aspx?ID=295) weapon) based on the table below. These abilities are the reason the strigoi has fewer HP.</li></ul> \n\n## Strigoi Statistics\n<row gap=\"tiny\">\n<table> <tr><td>**Starting Level**</td><td>**HP Decrease**</td><td>**Fast Healing/Resistance**</td></tr> <tr><td>8-14</td><td>-40</td><td>10</td></tr> <tr><td>15+</td><td>-60</td><td>15</td></tr></table></row> \n\n<title level=\"2\" right=\"\">Basic Strigoi Abilities</title> All strigoi gain the following abilities. If the base creature has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as [human](/Traits.aspx?ID=90) and [humanoid](/Traits.aspx?ID=91). You might also need to adjust abilities that conflict with the strigoi's theme.\n\n[**Greater Darkvision**](/MonsterAbilities.aspx?ID=12)\n\n[**Negative Healing**](/MonsterAbilities.aspx?ID=42)\n\n**Immunities** [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), paralyze, [poison](/Traits.aspx?ID=126), [sleep](/Traits.aspx?ID=145) **Coffin Restoration** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118)) As with moroi vampires, a strigoi isn't destroyed at 0 HP. Instead, it falls [unconscious](/Conditions.aspx?ID=38) and loses fast healing. If its body rests in its coffin for 1 hour, the strigoi gains 1 HP, after which its fast healing begins to function normally.\n\n**Strigoi Weaknesses** All strigoi possess the following weaknesses:\n<ul><li>**Revulsion** Strigoi are uncomfortable near mirrors or sources of bright light. Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed. A strigoi can't voluntarily come within 10 feet of a brandished mirror or source of bright light. To brandish a mirror or light source, a creature must Interact to do so for 1 round (similar to [Raising a Shield](/Actions.aspx?ID=98)). If the strigoi involuntarily comes within 10 feet of a brandished mirror or light source, it gains the [fleeing](/Conditions.aspx?ID=17) condition, running from the brandished object until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a strigoi can attempt a DC 25 Will save as a single action, which has the [concentrate](/Traits.aspx?ID=32) trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success). A strigoi can move normally around mirrors or bright light sources that are not brandished, although doing so causes them discomfort that can be noticed with a successful Perception check to [Sense Motive](/Actions.aspx?ID=85).</li><li>**Sunlight** When exposed to direct sunlight, a strigoi immediately becomes unconscious and falls to the ground. It appears to be dead: it doesn't breathe, its body temperature matches its surroundings, and it doesn't react to pain or other stimuli. A successful Perception check against the strigoi's Reflex DC is enough to note one anomaly: the shadow cast by its “dead” body shifts and moves slightly, its edges twisting and active. Spells like [_detect evil_](/Spells.aspx?ID=65), senses like [lifesense](/MonsterAbilities.aspx?ID=21), and the “corpse” taking damage from [positive](/Traits.aspx?ID=128) energy still function normally, and could reveal the truth without needing a successful Perception check. Viewing the “corpse” in a mirror's reflection can also reveal the truth, for only the body's shadow reflects. While in sunlight and unconscious, the strigoi loses its resistance to physical damage. If the strigoi takes enough damage that it would be reduced to 0 Hit Points, its body quickly decomposes, and the strigoi is destroyed.</li><li>**Water Revulsion** A strigoi cannot cross a significant source of running water (such as a creek, river, or waves on a seashore). A strigoi capable of flight can cross running water provided it approaches no closer than 10 feet to the liquid's surface. If forced into running water against its will, the strigoi becomes [slowed 2](/Conditions.aspx?ID=35) and gains the [fleeing](/Conditions.aspx?ID=17) condition as long as it remains in the water. At the end of any turn in which the strigoi remains in running water, it must succeed at a DC 5 flat check or be destroyed.</li></ul>**Levitation** <actions string=\"Two Actions\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65), [shadow](/Traits.aspx?ID=143)) Strigoi can cast [_levitate_](/Spells.aspx?ID=170) at will as a divine innate spell; when they do so, they appear to ascend or descend on a coiling mass of shadows.\n\n**Claws** If the creature had hands, its shadow solidifies around the fingers when it attacks, granting it a claw Strike that deals slashing damage, and has the [agile](/Traits.aspx?ID=170) and [magic](/Traits.aspx?ID=103) traits. The damage caused by its claws should be roughly the same as the [moderate Strike damage for a creature of its level](/Rules.aspx?ID=1018).\n\n**Drink Essence** <actions string=\"Single Action\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Requirements** A [grabbed](/Conditions.aspx?ID=20), [paralyzed](/Conditions.aspx?ID=28), [restrained](/Conditions.aspx?ID=33), [unconscious](/Conditions.aspx?ID=38), or willing creature is within the strigoi's reach; **Effect** The strigoi sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an [Athletics](/Skills.aspx?ID=3) check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes [drained 1](/Conditions.aspx?ID=10) and [stupefied 1](/Conditions.aspx?ID=37), and the strigoi regains HP equal to 10% of their maximum HP, gaining any excess HP as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any HP, but increases either the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of).<br /> A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.<br /> A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely.\n\n**Grab** The creature's claw attacks gain [Grab](/MonsterAbilities.aspx?ID=18). When it uses this ability, its shadowy claws seem almost to latch on to any shadows cast by the grabbed creature.\n\n**Shadow Form** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32), [divine](/Traits.aspx?ID=48), [shadow](/Traits.aspx?ID=143), [transmutation](/Traits.aspx?ID=157)) The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is [stunned 1](/Conditions.aspx?ID=36). The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely.<br /> A strigoi that is exposed to sunlight while in shadow form becomes slowed 2 and must attempt a DC 16 flat check at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail. \n\n<title level=\"2\" right=\"\">Strigoi Progenitor Abilities</title> Powerful strigoi that form from the fusion of a strigoi from the Shadow Plane and a living host gain additional abilities as detailed below. A creature below level 13 is not a significant enough host to become a strigoi progenitor.\n\n**Resistances** The strigoi progenitor resists all physical damage except magical silver weapons or magical weapons that shed at least 5 feet of bright light.\n\n**Fly Speed** Instead of being able to _levitate_ at will, a strigoi progenitor gains a fly Speed equal to their land Speed. When a strigoi progenitor flies, it manifests batlike wings made of shadow.\n\n**Create Spawn** ([divine](/Traits.aspx?ID=48), [downtime](/Traits.aspx?ID=49), [necromancy](/Traits.aspx?ID=117)) If a creature dies after being reduced to 0 HP by Domain of Dusk or Drink Essence, the strigoi 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. A victim that is 8th level or higher becomes a strigoi servant, while a lower-level victim instead becomes a moroi vampire. 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.\n\n**Shadow Escape** <actions string=\"Free Action\" /> **Trigger** The strigoi is reduced to 0 HP; **Effect** The strigoi uses Shadow Form. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the strigoi is unaffected by further damage. Once the strigoi reaches its coffin, or if it hasn't done so within 2 hours, it automatically returns to its physical form, unconscious.\n\n**Domain of Dusk** <actions string=\"Two Actions\" /> ([conjuration](/Traits.aspx?ID=33), [divine](/Traits.aspx?ID=48), [shadow](/Traits.aspx?ID=143)) With a wave of its hand, the strigoi calls fourth vile ruination from the surrounding shadows, causing coils of darkness and shadowy bats, rats, and wolves to lash out at living targets in a 30-foot emanation. Living creatures in this area take 1d6 negative damage +1d6 per 2 levels possessed by the strigoi ([basic](/Rules.aspx?ID=329) Fortitude save against the [DC of the strigoi's level](/Rules.aspx?ID=554)). A creature that fails this save is also [dazzled](/Conditions.aspx?ID=7) for 1 round (or [blinded](/Conditions.aspx?ID=1) for 1 round and then dazzled for 1 round) by the darkness. The strigoi progenitor can't use Domain of Dusk for 1 minute.\n\n**Dominate** <actions string=\"Two Actions\" /> ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [visual](/Traits.aspx?ID=163)) The vampire can cast [_dominate_](/Spells.aspx?ID=87) at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the [visual](/Traits.aspx?ID=163) trait. The save DC uses the DC of the vampire's level, and a creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. \n\n**Drink Essence** As a typical strigoi, but the victim is drained 2 and stupefied 2 instead of 1.",
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"name": "Vampire, Strigoi",
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"rarity": "common",
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"release_date": "2022-05-25",
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"resistance": {},
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 60</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so …\r\n</summary>",
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"source": [
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"Shadows at Sundown"
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],
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"source_raw": [
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"Shadows at Sundown pg. 60"
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],
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"source_category": "Adventures",
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"source_group": "Shadows at Sundown",
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"source_markdown": "<row gap=\"tiny\">[Shadows at Sundown](/Sources.aspx?ID=121) pg. 60</row>",
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"speed": {},
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"summary": "The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so …",
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"summary_markdown": "The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so …",
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"text": " Vampire, Strigoi Source Shadows at Sundown pg. 60 The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures. Strigoi, in their true form, are bodiless creatures native to the Shadow Plane that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement—that a living creature perform a rite of their own free will to draw the strigoi into their soul—may well be the source of a moroi's compulsion not to enter a home without first being invited. Some myths point to Urgathoa as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of Zura. Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host's soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night. Members Strigoi Progenitor (Creature 13) Strange Wounds Iconic puncture marks on the neck of a victim drained of blood are well known to vampire hunters, but the wounds left by strigoi are stranger. When a strigoi feeds on a living victim, the site of the wound becomes bleached of color, wrinkled, and strangely cold to the touch. These conditions fade if the wound heals; if a strigoi feeds enough to cause death by the drained condition, a creature leaves behind a withered gray husk of a bloodless body. Full autopsies on those slain in this manner reveal yet another unsettling curiosity: the brains of such victims are smooth, gray ovoids, the folds and fissures of gray matter fused together into a featureless mass. Strigoi and the Sun As long as they're not in shadow form, strigoi are more inconvenienced by sunlight than they are harmed by it, but being rendered unconscious certainly puts them at a disadvantage. As long as they're in an area where there's little risk of direct sunlight, such as being inside a room without exterior windows or doors, or in an underground area, some strigoi remain active during the day, only retreating to their coffins in emergencies. In so doing, these strigoi have further blended into society—there may be more of them than suspected! Strigoi Servants When a strigoi creates a spawn from a creature that's not powerful enough to play host to a strigoi progenitor, the resulting strigoi is often referred to simply as a strigoi servant. Statistics for a typical strigoi servant appear on page 25 of this adventure. Strigoi servants who escape servitude work hard to establish their own power, but rarely escape the mindset of existing only to serve their creator. Vampire Related Families Vampire, Vampire, Jiang-Shi, Vampire, Nosferatu, Vampire, Vetalarana, Vampire, Vrykolakas Creating a Strigoi A creature of 8th to 12th level can become a strigoi servant (see page 25 of this adventure for the typical statistics for a strigoi servant); only 13th-level or higher creatures can become strigoi progenitors. A creature below 8th level infected by a strigoi becomes a free-willed moroi vampire instead (indeed, it is from this method the first moroi eventually came into the world). You can turn an existing living creature into a strigoi using the following steps. Increase the creature's level by 1 and change its statistics as follows: It gains the shadow, undead, and vampire traits, and almost always becomes evil. Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times, increase the damage by 2 instead. The strigoi gains fast healing and resistance to all physical damage except from silver weapons or weapons that shed at least 5 feet of bright light (such as a lit torch or a weapon targeted by the light spell, but not a flaming weapon) based on the table below. These abilities are the reason the strigoi has fewer HP. ## Strigoi Statistics Starting Level HP Decrease Fast Healing/Resistance 8-14 -40 10 15+ -60 15 Basic Strigoi Abilities All strigoi gain the following abilities. If the base creature has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the strigoi's theme. Greater Darkvision Negative Healing Immunities death effects, disease, paralyze, poison, sleep Coffin Restoration (divine, necromancy, negative) As with moroi vampires, a strigoi isn't destroyed at 0 HP. Instead, it falls unconscious and loses fast healing. If its body rests in its coffin for 1 hour, the strigoi gains 1 HP, after which its fast healing begins to function normally. Strigoi Weaknesses All strigoi possess the following weaknesses: Revulsion Strigoi are uncomfortable near mirrors or sources of bright light. Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed. A strigoi can't voluntarily come within 10 feet of a brandished mirror or source of bright light. To brandish a mirror or light source, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the strigoi involuntarily comes within 10 feet of a brandished mirror or light source, it gains the fleeing condition, running from the brandished object until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a strigoi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success). A strigoi can move normally around mirrors or bright light sources that are not brandished, although doing so causes them discomfort that can be noticed with a successful Perception check to Sense Motive. Sunlight When exposed to direct sunlight, a strigoi immediately becomes unconscious and falls to the ground. It appears to be dead: it doesn't breathe, its body temperature matches its surroundings, and it doesn't react to pain or other stimuli. A successful Perception check against the strigoi's Reflex DC is enough to note one anomaly: the shadow cast by its “dead” body shifts and moves slightly, its edges twisting and active. Spells like detect evil , senses like lifesense, and the “corpse” taking damage from positive energy still function normally, and could reveal the truth without needing a successful Perception check. Viewing the “corpse” in a mirror's reflection can also reveal the truth, for only the body's shadow reflects. While in sunlight and unconscious, the strigoi loses its resistance to physical damage. If the strigoi takes enough damage that it would be reduced to 0 Hit Points, its body quickly decomposes, and the strigoi is destroyed. Water Revulsion A strigoi cannot cross a significant source of running water (such as a creek, river, or waves on a seashore). A strigoi capable of flight can cross running water provided it approaches no closer than 10 feet to the liquid's surface. If forced into running water against its will, the strigoi becomes slowed 2 and gains the fleeing condition as long as it remains in the water. At the end of any turn in which the strigoi remains in running water, it must succeed at a DC 5 flat check or be destroyed. Levitation Two Actions (divine, evocation, shadow) Strigoi can cast levitate at will as a divine innate spell; when they do so, they appear to ascend or descend on a coiling mass of shadows. Claws If the creature had hands, its shadow solidifies around the fingers when it attacks, granting it a claw Strike that deals slashing damage, and has the agile and magic traits. The damage caused by its claws should be roughly the same as the moderate Strike damage for a creature of its level. Drink Essence Single Action (divine, necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the strigoi's reach; Effect The strigoi sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an Athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes drained 1 and stupefied 1, and the strigoi regains HP equal to 10% of their maximum HP, gaining any excess HP as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any HP, but increases either the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of). A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely. Grab The creature's claw attacks gain Grab. When it uses this ability, its shadowy claws seem almost to latch on to any shadows cast by the grabbed creature. Shadow Form Single Action (concentrate, divine, shadow, transmutation) The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is stunned 1. The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely. A strigoi that is exposed to sunlight while in shadow form becomes slowed 2 and must attempt a DC 16 flat check at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail. Strigoi Progenitor Abilities Powerful strigoi that form from the fusion of a strigoi from the Shadow Plane and a living host gain additional abilities as detailed below. A creature below level 13 is not a significant enough host to become a strigoi progenitor. Resistances The strigoi progenitor resists all physical damage except magical silver weapons or magical weapons that shed at least 5 feet of bright light. Fly Speed Instead of being able to levitate at will, a strigoi progenitor gains a fly Speed equal to their land Speed. When a strigoi progenitor flies, it manifests batlike wings made of shadow. Create Spawn (divine, downtime, necromancy) If a creature dies after being reduced to 0 HP by Domain of Dusk or Drink Essence, the strigoi 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. A victim that is 8th level or higher becomes a strigoi servant, while a lower-level victim instead becomes a moroi vampire. 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. Shadow Escape Free Action Trigger The strigoi is reduced to 0 HP; Effect The strigoi uses Shadow Form. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the strigoi is unaffected by further damage. Once the strigoi reaches its coffin, or if it hasn't done so within 2 hours, it automatically returns to its physical form, unconscious. Domain of Dusk Two Actions (conjuration, divine, shadow) With a wave of its hand, the strigoi calls fourth vile ruination from the surrounding shadows, causing coils of darkness and shadowy bats, rats, and wolves to lash out at living targets in a 30-foot emanation. Living creatures in this area take 1d6 negative damage +1d6 per 2 levels possessed by the strigoi (basic Fortitude save against the DC of the strigoi's level). A creature that fails this save is also dazzled for 1 round (or blinded for 1 round and then dazzled for 1 round) by the darkness. The strigoi progenitor can't use Domain of Dusk for 1 minute. Dominate Two Actions (divine, enchantment, incapacitation, mental, visual) The vampire can cast dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. The save DC uses the DC of the vampire's level, and a creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. Drink Essence As a typical strigoi, but the victim is drained 2 and stupefied 2 instead of 1.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Mana Wastes Mutant](/MonsterFamilies.aspx?ID=315)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 332</row>\n\nThe erratic magical energies of the Mana Wastes can warp and twist creatures foolish or unlucky enough to be trapped in them. The physiological effects of this exposure vary in scope from grotesque full-body transformations to more subtle changes to the skin or senses, and they're frequently accompanied by changes in disposition, motivation, or temperament.\r\n\r\n<title level=\"2\">Members</title>\r\n[Mutant Desert Drake](/Monsters.aspx?ID=1952) (Creature 9), [Mutant Giant Toad](/Monsters.aspx?ID=1951) (Creature 3), [Mutant Gnoll Hulk](/Monsters.aspx?ID=2411) (Creature 9)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Aberrant, not Ableist!</title>\r\n\r\nThe trope of the mutant is a common one in speculative fiction but often draws deeply on concepts that fear and mock anyone with an appearance that falls outside of a perceived norm. When creating a mutant, be careful to avoid any traits that might match real-world deformities or disabilities that people might have—a giant wolf mouth in the middle of a mutant's stomach is okay, but having a simple withered limb or a swollen face might be inappropriate for a mutant character.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Creating Mutants</title>\r\n\r\nIn most cases, it's better to build a new Mana Wastes mutant from the ground up, using the standard rules for [monster creation](/Rules.aspx?ID=995) (this is how the mutants presented here were built). An existing creature can be turned into a Mana Wastes mutant by increasing its level (generally by 1 or 2), increasing its statistics accordingly, and giving it one or more of the Mana Wastes mutant abilities on this page.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mana Wastes Mutant Communities</title>\r\n\r\nRumors circulate in Alkenstar of mutant settlements deep in the Mana Wastes. In these settlements, mutants have reportedly banded together for survival in the harsh environment, though accounts differ on whether such communities welcome and shelter lost travelers or eliminate non-mutants who stumble upon them.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Mutants</title>\r\n\r\nThe Mana Wastes are notorious for the production of mutants but the strange energies of the Spellscar Desert are far from the only things that can transform a creature into a mutant. You can use the rules for creating a Mana Wastes mutant to create any sort of mutated creature, such as might occur after exposure to otherworldly radiation in Numeria, succumbing to planar effects from a chaotic outer plane, imbibing a potent mutagen like the notorious milk of [Lamashtu](/Deities.aspx?ID=11), or suffering potent side effects from a ritual gone catastrophically wrong\r\n</aside>\n\n<title level=\"2\">Mana Wastes Mutant Abilities</title>\r\n\r\nAll Mana Wastes mutants gain [darkvision](/MonsterAbilities.aspx?ID=12) (replacing [low-light vision](/MonsterAbilities.aspx?ID=23) if the creature had it), and the DC to [Recall Knowledge](/Actions.aspx?ID=26) about a mutant increases by 2. The creature gains the [mutant](/Traits.aspx?ID=229) trait. They usually have one or two of the following abilities, or potentially three if the mutant is 9th level or higher. If you apply these abilities to an existing creature, either raise the level and adjust the statistics, or remove some of the creature's abilities to make room for the new abilities. \n\n Select two of the following abilities, or potentially three if the Mana Wastes mutant is 9th level or higher. These abilities should relate to the manner that the base creature used magic in life or to the nature of the wild magic that caused their mutation. You can also create new abilities or adapt others from monsters or classes to fit the theme. \n\n<title level=\"3\" right=\"\">Lost Omens Impossible Lands</title> **Source** [_Impossible Lands pg. 332_](https://paizo.com/products/btq02dxx)\n\n **Caustic Pustules** Whenever the mutant takes piercing or slashing damage, creatures adjacent to the mutant take 1d6 acid damage ([basic](/Rules.aspx?ID=329) Reflex save). The damage increases to 2d6 if the mutant is at least 8th level and 3d6 if the mutant is at least 15th level.\n\n **Chameleon Skin** The mutant can change their coloration to match their surroundings. They don't need [cover](/Rules.aspx?ID=459) or [concealment](/Conditions.aspx?ID=4) to attempt to [Hide](/Actions.aspx?ID=62) with a [Stealth](/Skills.aspx?ID=15) check.\n\n **Eldritch Attraction** ([enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) A creature who casts a spell within 30 feet of the mutant must succeed at a Will save or spend its next action to Stride toward the mutant. It can't Delay or take any reactions until it has obeyed the compulsion.\n\n **Energy Blast**[two-actions] ([evocation](/Equipment.aspx?ID=1671), [primal](/Traits.aspx?ID=134)) Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to their shape that suggests how they trigger their energy blast, be it numerous pustules on their body, an extra limb, or an additional opening in their throat to exhale the blast as a breath weapon. Choose whether the mutant creates a 60-foot line of energy or a 30-foot cone of energy when they activate this ability. The energy deals 1d6 damage per level with a [basic](/Rules.aspx?ID=329) Reflex save. The mutant can't use Energy Blast again for 1d4 rounds.\n\n **Energy Resistance** The mutant has strangely colored skin or fur and gains resistance to a single type of energy damage. The amount of energy resistance gained depends on the mutant's level.\n\n## Mutant Energy Resistance\n<row gap=\"tiny\">\n<table><tr><td>**Mutant's Level**</td><td>**Energy Resistance**</td></tr> <tr><td>2 or lower</td><td>2</td></tr> <tr><td>3–7</td><td>5</td></tr> <tr><td>8–14</td><td>10</td></tr> <tr><td>15+</td><td>15</td></tr></table></row>\n\n **Grasping Tentacle** The mutant grows a writhing, serpentine appendage, granting them a tentacle Strike (an [agile](/Traits.aspx?ID=170) [unarmed](/Traits.aspx?ID=199) attack that deals bludgeoning damage), and the [Grab](/MonsterAbilities.aspx?ID=18) ability with that Strike. If they had any agile attacks, the damage dealt by their tentacle should be roughly the same as the damage dealt by those attacks. If they had only non-agile attacks, their tentacle should deal three-quarters that damage.\n\n **Hulking Form** Increase the mutant's size by one category. Decrease their AC by 1, increase their HP by 1/10 their normal maximum HP, and increase the [reach](/Traits.aspx?ID=192) of all their melee Strikes by 5 feet.\n\n **Hungry Maw** A mouth full of razor-sharp teeth opens somewhere on the mutant's body. They gain a maw Strike (an unarmed attack that does piercing damage roughly the same as the damage dealt by their most damaging melee attack), and they gain the Vengeful Bite reaction.<br /> **Vengeful Bite** <actions string=\"Reaction\" /> **Trigger** A creature critically hits the mutant with a melee [unarmed](/Traits.aspx?ID=199) Strike or a non-[reach](/Traits.aspx?ID=192) melee **Strike**; Effect The mutant makes a maw Strike against the triggering creature.\n\n **Increased Speed** The mutant's limbs change, or they grow new limbs to accommodate their mutation. Either one of their existing Speeds increases by 20 feet or they gain a new Speed (such as fly or swim) of 15 feet.\n\n **Magic Hunger** The mutant gains the ability to detect the source of any magic within 30 feet as an imprecise sense.\n\n **Mirror Thing** <actions string=\"Single Action\" /> ([arcane](/Traits.aspx?ID=11), [concentrate](/Traits.aspx?ID=32), [polymorph](/Traits.aspx?ID=127), [transmutation](/Traits.aspx?ID=157)) The mutant takes on the specific appearance of any Small or Medium [humanoid](/Traits.aspx?ID=91) they can currently see. This doesn't alter their statistics, but it might change the damage type of their Strikes.\n\n **Revolting Appearance** ([arcane](/Traits.aspx?ID=11), [aura](/Traits.aspx?ID=206), [visual](/Traits.aspx?ID=163)) Details of the mutant's appearance are disturbing and unnatural in the extreme. A non-[mutant](/Traits.aspx?ID=229) living creature who begins their turn within 60 feet of the mutant must succeed at a Fortitude save or become [sickened 2](/Conditions.aspx?ID=34). A creature who succeeds at its save is then temporarily immune to the aura for 24 hours.\n\n **Sprouted Limb** The mutant grows an extra leg, increasing their Speed by 10 feet.\n\n **Too Many Eyes** Countless eyes sprout on the mutant's skin. They gain [all-around vision](/MonsterAbilities.aspx?ID=1). \n\n<title level=\"3\" right=\"\">Cradle Of Quartz</title> **Source** [_Pathfinder #179: Cradle of Quartz pg. 84_](https://paizo.com/products/btq02am3)\n\n**Afflicting Strike** The mutant must have a jaws, claw, sting, or other melee Strike to gain this ability. That Strike now inflicts a [disease](/Traits.aspx?ID=46), [poison](/Traits.aspx?ID=126), or similar affliction on a hit, with a Fortitude save to resist. You can use the rules for existing monsters of the mutant's level for diseases, poisons, and similar afflictions to give to your mutant, or you can simply say the strike inflicts an additional 1d6 poison damage + an additional 1d6 points per 4 mutant levels on a hit, with a [basic](/Rules.aspx?ID=329) Fortitude save. This makes the Strike significantly more deadly, so reduce the damage in other ways to account for this increase. \n\n**Energy Resistance** The mutant has strangely colored skin or fur and gains resistance to a single type of energy damage. The amount of energy resistance gained depends on the mutant's level:\n\n## Mutant Energy Resistance\n<row gap=\"tiny\">\n<table> <tr><td>**Mutant's Level**</td><td>**Energy Resistance**</td></tr> <tr><td>2 or lower</td><td>2</td></tr> <tr><td>3-7</td><td>5</td></tr> <tr><td>8-14</td><td>10</td></tr> <tr><td>15+</td><td>15</td></tr></table>\r\n</row> \n\n**Energy Blast**<actions string=\"Two Actions\" /> ([evocation](/Traits.aspx?ID=65), [primal](/Traits.aspx?ID=134)) Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to its shape that suggests how it triggers its energy blast, be it numerous pustules on its body, an additional limb, or additional opening in its throat to exhale the blast as a breath weapon. Choose whether the mutant creates a 60- foot line of energy or a 30-foot cone of energy when it activates this ability. The energy deals 1d6 damage per level with a [basic](/Rules.aspx?ID=329) Reflex save. The mutant can't use Energy Blast again for 1d4 rounds. \n\n**Inoculation** The mutant's flesh is distorted with the addition of unexpected fur, scales, warts, or other growths. The creature gains a +2 status bonus to saves against [disease](/Traits.aspx?ID=46) and [poison](/Traits.aspx?ID=126). In rare cases, you might choose to grant immunity instead. \n\n**Increased Speed** The mutant's limbs change, or it grows new limbs to accommodate its mutation. Either one of its existing Speeds increases by 20 feet, or it gains a new Speed (such as fly or swim) of 15 feet.",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 332</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe erratic magical energies of the Mana Wastes can warp and twist creatures foolish or unlucky enough to be trapped in them. The physiological …\r\n</summary>",
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"summary": "The erratic magical energies of the Mana Wastes can warp and twist creatures foolish or unlucky enough to be trapped in them. The physiological …",
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"text": " Mana Wastes Mutant Source Impossible Lands pg. 332 The erratic magical energies of the Mana Wastes can warp and twist creatures foolish or unlucky enough to be trapped in them. The physiological effects of this exposure vary in scope from grotesque full-body transformations to more subtle changes to the skin or senses, and they're frequently accompanied by changes in disposition, motivation, or temperament. Members Mutant Desert Drake (Creature 9), Mutant Giant Toad (Creature 3), Mutant Gnoll Hulk (Creature 9) Aberrant, not Ableist! The trope of the mutant is a common one in speculative fiction but often draws deeply on concepts that fear and mock anyone with an appearance that falls outside of a perceived norm. When creating a mutant, be careful to avoid any traits that might match real-world deformities or disabilities that people might have—a giant wolf mouth in the middle of a mutant's stomach is okay, but having a simple withered limb or a swollen face might be inappropriate for a mutant character. Creating Mutants In most cases, it's better to build a new Mana Wastes mutant from the ground up, using the standard rules for monster creation (this is how the mutants presented here were built). An existing creature can be turned into a Mana Wastes mutant by increasing its level (generally by 1 or 2), increasing its statistics accordingly, and giving it one or more of the Mana Wastes mutant abilities on this page. Mana Wastes Mutant Communities Rumors circulate in Alkenstar of mutant settlements deep in the Mana Wastes. In these settlements, mutants have reportedly banded together for survival in the harsh environment, though accounts differ on whether such communities welcome and shelter lost travelers or eliminate non-mutants who stumble upon them. Other Mutants The Mana Wastes are notorious for the production of mutants but the strange energies of the Spellscar Desert are far from the only things that can transform a creature into a mutant. You can use the rules for creating a Mana Wastes mutant to create any sort of mutated creature, such as might occur after exposure to otherworldly radiation in Numeria, succumbing to planar effects from a chaotic outer plane, imbibing a potent mutagen like the notorious milk of Lamashtu, or suffering potent side effects from a ritual gone catastrophically wrong Mana Wastes Mutant Abilities All Mana Wastes mutants gain darkvision (replacing low-light vision if the creature had it), and the DC to Recall Knowledge about a mutant increases by 2. The creature gains the mutant trait. They usually have one or two of the following abilities, or potentially three if the mutant is 9th level or higher. If you apply these abilities to an existing creature, either raise the level and adjust the statistics, or remove some of the creature's abilities to make room for the new abilities. Select two of the following abilities, or potentially three if the Mana Wastes mutant is 9th level or higher. These abilities should relate to the manner that the base creature used magic in life or to the nature of the wild magic that caused their mutation. You can also create new abilities or adapt others from monsters or classes to fit the theme. Lost Omens Impossible Lands Source Impossible Lands pg. 332 Caustic Pustules Whenever the mutant takes piercing or slashing damage, creatures adjacent to the mutant take 1d6 acid damage (basic Reflex save). The damage increases to 2d6 if the mutant is at least 8th level and 3d6 if the mutant is at least 15th level. Chameleon Skin The mutant can change their coloration to match their surroundings. They don't need cover or concealment to attempt to Hide with a Stealth check. Eldritch Attraction (enchantment, mental) A creature who casts a spell within 30 feet of the mutant must succeed at a Will save or spend its next action to Stride toward the mutant. It can't Delay or take any reactions until it has obeyed the compulsion. Energy Blast two-actions] ([evocation, primal) Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to their shape that suggests how they trigger their energy blast, be it numerous pustules on their body, an extra limb, or an additional opening in their throat to exhale the blast as a breath weapon. Choose whether the mutant creates a 60-foot line of energy or a 30-foot cone of energy when they activate this ability. The energy deals 1d6 damage per level with a basic Reflex save. The mutant can't use Energy Blast again for 1d4 rounds. Energy Resistance The mutant has strangely colored skin or fur and gains resistance to a single type of energy damage. The amount of energy resistance gained depends on the mutant's level. ## Mutant Energy Resistance Mutant's Level Energy Resistance 2 or lower 2 3–7 5 8–14 10 15+ 15 Grasping Tentacle The mutant grows a writhing, serpentine appendage, granting them a tentacle Strike (an agile unarmed attack that deals bludgeoning damage), and the Grab ability with that Strike. If they had any agile attacks, the damage dealt by their tentacle should be roughly the same as the damage dealt by those attacks. If they had only non-agile attacks, their tentacle should deal three-quarters that damage. Hulking Form Increase the mutant's size by one category. Decrease their AC by 1, increase their HP by 1/10 their normal maximum HP, and increase the reach of all their melee Strikes by 5 feet. Hungry Maw A mouth full of razor-sharp teeth opens somewhere on the mutant's body. They gain a maw Strike (an unarmed attack that does piercing damage roughly the same as the damage dealt by their most damaging melee attack), and they gain the Vengeful Bite reaction. Vengeful Bite Reaction Trigger A creature critically hits the mutant with a melee unarmed Strike or a non-reach melee Strike ; Effect The mutant makes a maw Strike against the triggering creature. Increased Speed The mutant's limbs change, or they grow new limbs to accommodate their mutation. Either one of their existing Speeds increases by 20 feet or they gain a new Speed (such as fly or swim) of 15 feet. Magic Hunger The mutant gains the ability to detect the source of any magic within 30 feet as an imprecise sense. Mirror Thing Single Action (arcane, concentrate, polymorph, transmutation) The mutant takes on the specific appearance of any Small or Medium humanoid they can currently see. This doesn't alter their statistics, but it might change the damage type of their Strikes. Revolting Appearance (arcane, aura, visual) Details of the mutant's appearance are disturbing and unnatural in the extreme. A non-mutant living creature who begins their turn within 60 feet of the mutant must succeed at a Fortitude save or become sickened 2. A creature who succeeds at its save is then temporarily immune to the aura for 24 hours. Sprouted Limb The mutant grows an extra leg, increasing their Speed by 10 feet. Too Many Eyes Countless eyes sprout on the mutant's skin. They gain all-around vision. Cradle Of Quartz Source Pathfinder #179: Cradle of Quartz pg. 84 Afflicting Strike The mutant must have a jaws, claw, sting, or other melee Strike to gain this ability. That Strike now inflicts a disease, poison, or similar affliction on a hit, with a Fortitude save to resist. You can use the rules for existing monsters of the mutant's level for diseases, poisons, and similar afflictions to give to your mutant, or you can simply say the strike inflicts an additional 1d6 poison damage + an additional 1d6 points per 4 mutant levels on a hit, with a basic Fortitude save. This makes the Strike significantly more deadly, so reduce the damage in other ways to account for this increase. Energy Resistance The mutant has strangely colored skin or fur and gains resistance to a single type of energy damage. The amount of energy resistance gained depends on the mutant's level: ## Mutant Energy Resistance Mutant's Level Energy Resistance 2 or lower 2 3-7 5 8-14 10 15+ 15 Energy Blast Two Actions (evocation, primal) Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to its shape that suggests how it triggers its energy blast, be it numerous pustules on its body, an additional limb, or additional opening in its throat to exhale the blast as a breath weapon. Choose whether the mutant creates a 60- foot line of energy or a 30-foot cone of energy when it activates this ability. The energy deals 1d6 damage per level with a basic Reflex save. The mutant can't use Energy Blast again for 1d4 rounds. Inoculation The mutant's flesh is distorted with the addition of unexpected fur, scales, warts, or other growths. The creature gains a +2 status bonus to saves against disease and poison. In rare cases, you might choose to grant immunity instead. Increased Speed The mutant's limbs change, or it grows new limbs to accommodate its mutation. Either one of its existing Speeds increases by 20 feet, or it gains a new Speed (such as fly or swim) of 15 feet.",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Animated Bones](/MonsterFamilies.aspx?ID=317)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 82</row>\n\nCommonly mistaken for [undead](/Traits.aspx?ID=160), animated bones are mindless constructs with no connection to [necromancy](/Traits.aspx?ID=117). The following are examples of typical animated bones.\r\n\r\n<title level=\"2\">Members</title>\r\n[Chattering Jaws](/Monsters.aspx?ID=2027) (Creature -1), [Floating Femur](/Monsters.aspx?ID=2028) (Creature -1), [Phalanx Of Phalanges](/Monsters.aspx?ID=2029) (Creature 1), [Scrabbling Ribcage](/Monsters.aspx?ID=2030) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">More Bones</title>\r\n\r\nOther animated bones exist: those made from [humanoid](/Traits.aspx?ID=91) bones include serpentine spines, spinning shoulder blades, and wrestling arms. Some animated bone creatures are crafted into twisted mockeries of other creatures made up of amalgams of misplaced bones, while others are simply the animated bones of much larger creatures, such as stampeding elephant ribcages.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Where Bones Walk</title>\r\n\r\nAnimated bones only exist where people intentionally create them, and the creator must take care to avoid disturbing lingering souls connected to the bones. Generally, the bones used are from creatures who were properly laid to rest or passed away long ago. In old Graydirge, corpse renderers forcibly separated souls and flesh from bones, leaving plenty of raw materials for their twisted creations.\r\n</aside>",
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCommonly mistaken for undead , animated bones are mindless constructs with no connection to necromancy . The following are examples of typical …\r\n</summary>",
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"summary": "Commonly mistaken for undead , animated bones are mindless constructs with no connection to necromancy . The following are examples of typical …",
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"summary_markdown": "Commonly mistaken for undead , animated bones are mindless constructs with no connection to necromancy . The following are examples of typical …",
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"text": " Animated Bones Source Pathfinder #181: Zombie Feast pg. 82 Commonly mistaken for undead, animated bones are mindless constructs with no connection to necromancy. The following are examples of typical animated bones. Members Chattering Jaws (Creature -1), Floating Femur (Creature -1), Phalanx Of Phalanges (Creature 1), Scrabbling Ribcage (Creature 1) More Bones Other animated bones exist: those made from humanoid bones include serpentine spines, spinning shoulder blades, and wrestling arms. Some animated bone creatures are crafted into twisted mockeries of other creatures made up of amalgams of misplaced bones, while others are simply the animated bones of much larger creatures, such as stampeding elephant ribcages. Where Bones Walk Animated bones only exist where people intentionally create them, and the creator must take care to avoid disturbing lingering souls connected to the bones. Generally, the bones used are from creatures who were properly laid to rest or passed away long ago. In old Graydirge, corpse renderers forcibly separated souls and flesh from bones, leaving plenty of raw materials for their twisted creations. ",
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"creature_family": "Virulak",
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"creature_family_markdown": "Virulak",
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"exclude_from_search": false,
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"id": "creature-family-318",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Virulak](/MonsterFamilies.aspx?ID=318)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 86</row>\n\nWhen a creature dies from poison, it sometimes rises as a virulak: an [undead](/Traits.aspx?ID=160) being infused with lethal venom. Most virulaks are solitary creatures with memories of an excruciating death. Occasionally, a mass poisoning produces numerous simultaneous fatalities, increasing the chance of many virulaks arising at once and working together in a dangerous mob. Entire villages might rise as virulaks when forced to subsist on food so spoiled it has become toxic or from an intentional scheme to poison the settlement.\n\n Virulaks retain the intelligence and memory they had in life, but their agonizing death by poison transforms them into bitter mockeries of their former selves. Poison seeps from their fingertips and solidifies into hard claws. Virulaks are known for a cynical and ironic sense of humor. They delight in poisoning the good spirits and reputations of those around them, dealing psychological blows that mirror the venom in their bodies. \n\n<title level=\"2\" right=\"\">Virulak Abilities</title> All virulaks carry lethal poison in their bodies, described by their undead virulence ability. Virulaks usually have one of the following additional abilities (each stat block presented here already has one of these abilities included). You can give a virulak multiple abilities, but you should increase the virulak's level if you do.\n\n **Envenomed Weapons** A virulak's poison is supernaturally channeled through their weapons. Any target hit by a melee weapon wielded by the virulak is exposed to the virulak's undead virulence.\n\n **Fetid Breath** <actions string=\"Two Actions\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65), [poison](/Traits.aspx?ID=126)) The virulak exhales a deadly poisonous cloud in a 15-foot cone. The cloud deals 1d6 poison damage plus 1d6 poison damage for each level of the virulak to all creatures in the area, which must attempt a [basic](/Rules.aspx?ID=329) Fortitude save (using a [high DC for their level](/Rules.aspx?ID=1020)). The virulak can't use Fetid Breath again for 1d4 rounds.\n\n **Intensify Toxin** <actions string=\"Two Actions\" /> ([concentrate](/Traits.aspx?ID=32), [divine](/Traits.aspx?ID=48), [poison](/Traits.aspx?ID=126), [transmutation](/Traits.aspx?ID=157)) The virulak targets a creature within 30 feet that's currently subject to a poison affliction. That affliction becomes [virulent](/Traits.aspx?ID=162) until it's cured.\n\n **Lingering Ichor** <actions string=\"Reaction\" /> ([poison](/Traits.aspx?ID=126)) **Trigger** The virulak takes piercing or slashing damage from a melee Strike; **Effect** The virulak squirts a jet of poisonous ichor from the wound. The creature making the triggering Strike takes [persistent poison damage](/Conditions.aspx?ID=29) equal to the virulak's level.\n\n **Venomous Gaze** <actions string=\"Two Actions\" /> ([concentrate](/Traits.aspx?ID=32), [divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117), [poison](/Traits.aspx?ID=126), [visual](/Traits.aspx?ID=163)) The virulak locks its gaze on a single creature within 30 feet. The target is exposed to the virulak's undead virulence.\n\n<title level=\"2\">Members</title>\r\n[Virulak Necromancer](/Monsters.aspx?ID=2057) (Creature 7), [Virulak Villager](/Monsters.aspx?ID=2056) (Creature 3)",
|
||
"name": "Virulak",
|
||
"rarity": "common",
|
||
"release_date": "2022-08-31",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 86</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen a creature dies from poison, it sometimes rises as a virulak: an undead being infused with lethal venom. Most virulaks are solitary creatures …\r\n</summary>",
|
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"source_group": "Blood Lords",
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 86</row>",
|
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"speed": {},
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"summary": "When a creature dies from poison, it sometimes rises as a virulak: an undead being infused with lethal venom. Most virulaks are solitary creatures …",
|
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"summary_markdown": "When a creature dies from poison, it sometimes rises as a virulak: an undead being infused with lethal venom. Most virulaks are solitary creatures …",
|
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"text": " Virulak Source Pathfinder #182: Graveclaw pg. 86 When a creature dies from poison, it sometimes rises as a virulak: an undead being infused with lethal venom. Most virulaks are solitary creatures with memories of an excruciating death. Occasionally, a mass poisoning produces numerous simultaneous fatalities, increasing the chance of many virulaks arising at once and working together in a dangerous mob. Entire villages might rise as virulaks when forced to subsist on food so spoiled it has become toxic or from an intentional scheme to poison the settlement. Virulaks retain the intelligence and memory they had in life, but their agonizing death by poison transforms them into bitter mockeries of their former selves. Poison seeps from their fingertips and solidifies into hard claws. Virulaks are known for a cynical and ironic sense of humor. They delight in poisoning the good spirits and reputations of those around them, dealing psychological blows that mirror the venom in their bodies. Virulak Abilities All virulaks carry lethal poison in their bodies, described by their undead virulence ability. Virulaks usually have one of the following additional abilities (each stat block presented here already has one of these abilities included). You can give a virulak multiple abilities, but you should increase the virulak's level if you do. Envenomed Weapons A virulak's poison is supernaturally channeled through their weapons. Any target hit by a melee weapon wielded by the virulak is exposed to the virulak's undead virulence. Fetid Breath Two Actions (divine, evocation, poison) The virulak exhales a deadly poisonous cloud in a 15-foot cone. The cloud deals 1d6 poison damage plus 1d6 poison damage for each level of the virulak to all creatures in the area, which must attempt a basic Fortitude save (using a high DC for their level). The virulak can't use Fetid Breath again for 1d4 rounds. Intensify Toxin Two Actions (concentrate, divine, poison, transmutation) The virulak targets a creature within 30 feet that's currently subject to a poison affliction. That affliction becomes virulent until it's cured. Lingering Ichor Reaction (poison) Trigger The virulak takes piercing or slashing damage from a melee Strike; Effect The virulak squirts a jet of poisonous ichor from the wound. The creature making the triggering Strike takes persistent poison damage equal to the virulak's level. Venomous Gaze Two Actions (concentrate, divine, necromancy, poison, visual) The virulak locks its gaze on a single creature within 30 feet. The target is exposed to the virulak's undead virulence. Members Virulak Necromancer (Creature 7), Virulak Villager (Creature 3)",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=318",
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"weakness": {}
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"creature_family": "Owlbear",
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"exclude_from_search": false,
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"id": "creature-family-320",
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Owlbear](/MonsterFamilies.aspx?ID=320)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 259</row>\n\nWith 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.\n\n<title level=\"2\">Members</title>\r\n[Irriseni Owlbear](/Monsters.aspx?ID=2075) (Creature 5), [Owlbear](/Monsters.aspx?ID=328) (Creature 4)",
|
||
"name": "Owlbear",
|
||
"rarity": "common",
|
||
"release_date": "2019-08-01",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 259</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWith the body of a powerful brown bear and the keen senses of an owl, the owlbear is a dangerous territorial predator, fearlessly attacking any …\r\n</summary>",
|
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"source": [
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"Bestiary"
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],
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"Bestiary pg. 259"
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"source_category": "Rulebooks",
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"source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 259</row>",
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"speed": {},
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"summary": "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 …",
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||
"summary_markdown": "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 …",
|
||
"text": " Owlbear Source Bestiary pg. 259 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. Members Irriseni Owlbear (Creature 5), Owlbear (Creature 4)",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=320",
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"creature_family": "Thylacine",
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"creature_family_markdown": "Thylacine",
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"exclude_from_search": false,
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"id": "creature-family-321",
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"image": [
|
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"/Images/Monsters/Thylacine.png"
|
||
],
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Thylacine](/MonsterFamilies.aspx?ID=321)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 609</row>\n\nThe thylacine is a marsupial carnivore. This nocturnal predator typically hunts alone, only occasionally forming small packs. Because of their odd appearance, thylacines have a far harsher reputation than they probably should, playing a sort of bogeyman role in farming communities.\r\n\r\n<title level=\"2\">Members</title>\r\n[Brush Thylacine](/Monsters.aspx?ID=2204) (Creature 2), [Thylacine](/Monsters.aspx?ID=2203) (Creature 0)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Thylacines</title>\r\n\r\nIn the Inner Sea region, thylacines are rare outside the Stolen Lands. However, much larger breeds of thylacines—some the size of horses or even larger—dwell in southern Arcadia and on the plains of central Casmaron.\r\n</aside>",
|
||
"name": "Thylacine",
|
||
"rarity": "common",
|
||
"release_date": "2022-10-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 609</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe thylacine is a marsupial carnivore. This nocturnal predator typically hunts alone, only occasionally forming small packs. Because of their odd …\r\n</summary>",
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"source": [
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"Kingmaker Adventure Path"
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"source_markdown": "<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 609</row>",
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"speed": {},
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||
"summary": "The thylacine is a marsupial carnivore. This nocturnal predator typically hunts alone, only occasionally forming small packs. Because of their odd …",
|
||
"summary_markdown": "The thylacine is a marsupial carnivore. This nocturnal predator typically hunts alone, only occasionally forming small packs. Because of their odd …",
|
||
"text": " Thylacine Source Kingmaker Adventure Path pg. 609 The thylacine is a marsupial carnivore. This nocturnal predator typically hunts alone, only occasionally forming small packs. Because of their odd appearance, thylacines have a far harsher reputation than they probably should, playing a sort of bogeyman role in farming communities. Members Brush Thylacine (Creature 2), Thylacine (Creature 0) Other Thylacines In the Inner Sea region, thylacines are rare outside the Stolen Lands. However, much larger breeds of thylacines—some the size of horses or even larger—dwell in southern Arcadia and on the plains of central Casmaron. ",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=321",
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"category": "creature-family",
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"creature_family": "Fetch",
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"creature_family_markdown": "Fetch",
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||
"exclude_from_search": false,
|
||
"id": "creature-family-322",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Fetch](/MonsterFamilies.aspx?ID=322)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 612</row>\n\nA fetch is a twisted, deviant simulacrum of a [humanoid](/Traits.aspx?ID=91) creature that exists or existed at one point on the [Material Plane](/Planes.aspx?ID=1). Rumors of fetches that are reflections of entities from other planes persist, but none of these tales speak of fetches that duplicate anything other than a sapient source. A fetch can manifest spontaneously when a powerful creature undergoes a significant emotional event or dies, either while on the [First World](/Planes.aspx?ID=10) or while in an area significantly influenced by the First World, but one can also be created by significant forces like [the Eldest](/DeityCategories.aspx?ID=7) in order to torment and vex those who have annoyed them. While a fetch manifests from a soul's “reflection,” and as such bears a striking resemblance to that creature's appearance in life, a fetch has no true memories of its own. It keeps fragments of false remembrances from its source as if it experienced them in a half-remembered dream—which ensure the fetch is enraged by and jealous of its source.\n\n A fetch is similar in appearance to the creature whose soul spawned it, save that it often displays fey-like features such as pointed ears, plantlike elements, or supernatural grace. A fetch who seeks to impersonate a still-living source must disguise these features, and takes care to manifest its fetch weapon as one known to be wielded by its target.\n\n When a fetch dies, it and its manifested items fades away into a bloom of plant life, its soul instantly recycled into the First World, leaving behind a patch of weeds and thorny flowers roughly in the shape they held in mockery while alive.\r\n\r\n<title level=\"2\">Members</title>\r\n[Fetch Behemoth](/Monsters.aspx?ID=2208) (Creature 20), [Fetch Stalker](/Monsters.aspx?ID=2207) (Creature 18), [Risen Fetch](/Monsters.aspx?ID=2209) (Creature 22)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Freed Fetches</title>\r\n\r\n**Warning - this sidebar contains spoilers for the Kingmaker adventure path.**\n\nIf a fetch replaces its source by slaying them and taking their place in society, it can become a freed fetch. These are unique entities and should be hand-crafted as needed. All fetches begin their lives chaotic evil, but once they claim their place in the cycle of souls, they can (albeit rarely) find redemption. Fetches created by powerful entities after the source soul has moved on to be judged (including all fetches in _Kingmaker_) can never become freed, for they exist only at the whim of their creator.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Inversion Of Undeath?</title>\r\n\r\nScholars have theorized that fetches are a sort of inversion of [undead](/Traits.aspx?ID=160), in that their creation is linked to a living creature's soul—either forming when that soul has a powerful emotional event or manifesting alongside the creature's death. Yet unlike an undead creature, a fetch is its own being, not a corruption or transformation of another creature's soul. Fetches have souls themselves, yet since these souls are “borrowed” from energies underlying the [First World](/Planes.aspx?ID=10), they have no capacity to gain in power once they are created. As such, fetches who live for any appreciable length of time grow increasingly frustrated with the stagnation of their personal growth, something of a curse that forces many to seek out increasingly dangerous risks. A fetch created from a still-living creature can, upon slaying its source, sometimes shed this limitation—in effect, taking the original's place in reality. This drives most fetch to seek out their source, murder them in secret, and try to replace them, yet unless the original was as depraved and twisted as they, such deceptions are inevitably laid bare when a fetch's evil nature becomes apparent.\r\n</aside>",
|
||
"name": "Fetch",
|
||
"rarity": "common",
|
||
"release_date": "2022-10-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 612</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Material Plane . Rumors of fetches that …\r\n</summary>",
|
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"source": [
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"Kingmaker Adventure Path"
|
||
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|
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"source_markdown": "<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 612</row>",
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"speed": {},
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"summary": "A fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Material Plane . Rumors of fetches that …",
|
||
"summary_markdown": "A fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Material Plane . Rumors of fetches that …",
|
||
"text": " Fetch Source Kingmaker Adventure Path pg. 612 A fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Material Plane. Rumors of fetches that are reflections of entities from other planes persist, but none of these tales speak of fetches that duplicate anything other than a sapient source. A fetch can manifest spontaneously when a powerful creature undergoes a significant emotional event or dies, either while on the First World or while in an area significantly influenced by the First World, but one can also be created by significant forces like the Eldest in order to torment and vex those who have annoyed them. While a fetch manifests from a soul's “reflection,” and as such bears a striking resemblance to that creature's appearance in life, a fetch has no true memories of its own. It keeps fragments of false remembrances from its source as if it experienced them in a half-remembered dream—which ensure the fetch is enraged by and jealous of its source. A fetch is similar in appearance to the creature whose soul spawned it, save that it often displays fey-like features such as pointed ears, plantlike elements, or supernatural grace. A fetch who seeks to impersonate a still-living source must disguise these features, and takes care to manifest its fetch weapon as one known to be wielded by its target. When a fetch dies, it and its manifested items fades away into a bloom of plant life, its soul instantly recycled into the First World, leaving behind a patch of weeds and thorny flowers roughly in the shape they held in mockery while alive. Members Fetch Behemoth (Creature 20), Fetch Stalker (Creature 18), Risen Fetch (Creature 22) Freed Fetches Warning - this sidebar contains spoilers for the Kingmaker adventure path. If a fetch replaces its source by slaying them and taking their place in society, it can become a freed fetch. These are unique entities and should be hand-crafted as needed. All fetches begin their lives chaotic evil, but once they claim their place in the cycle of souls, they can (albeit rarely) find redemption. Fetches created by powerful entities after the source soul has moved on to be judged (including all fetches in Kingmaker ) can never become freed, for they exist only at the whim of their creator. Inversion Of Undeath? Scholars have theorized that fetches are a sort of inversion of undead, in that their creation is linked to a living creature's soul—either forming when that soul has a powerful emotional event or manifesting alongside the creature's death. Yet unlike an undead creature, a fetch is its own being, not a corruption or transformation of another creature's soul. Fetches have souls themselves, yet since these souls are “borrowed” from energies underlying the First World, they have no capacity to gain in power once they are created. As such, fetches who live for any appreciable length of time grow increasingly frustrated with the stagnation of their personal growth, something of a curse that forces many to seek out increasingly dangerous risks. A fetch created from a still-living creature can, upon slaying its source, sometimes shed this limitation—in effect, taking the original's place in reality. This drives most fetch to seek out their source, murder them in secret, and try to replace them, yet unless the original was as depraved and twisted as they, such deceptions are inevitably laid bare when a fetch's evil nature becomes apparent. ",
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"url": "/MonsterFamilies.aspx?ID=322",
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"creature_family": "Wild Hunt",
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"id": "creature-family-323",
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Wild Hunt](/MonsterFamilies.aspx?ID=323)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 616</row>\n\nAlthough some believe the wild hunt is nothing more than legend, the riders of the wild hunt are real. Countless members of these fey compose the wild hunt—the term “wild hunt” refers to the family of creatures as a whole as well as to individual groups of these fey who gather to pursue their quarry. Wild hunt monarchs set the terms of each specific hunt, depending upon the prey and their own whims. The easier the prey, the more likely a monarch is to impose rules to make the hunt more entertaining, such as forbidding anyone but their hounds from injuring the quarry, or holding back their forces to give the target creature time to rest and recover.\n\n While most missions come from rumors gathered by a wild hunt monarch, monarchs occasionally consider proposals from the few who are brave and knowledgeable enough to seek them out. They accept tasks only from sources they deem worthy, and the payments they demand for their services vary significantly, though they have no interest in material wealth. Wild hunt monarchs take grave offense at unfavorable deals. Those who attempt to cheat a monarch often become the enraged fey's next target.\r\n\r\n<title level=\"2\">Members</title>\r\n[Wild Hunt Archer](/Monsters.aspx?ID=2214) (Creature 16), [Wild Hunt Horse](/Monsters.aspx?ID=2213) (Creature 15), [Wild Hunt Hound](/Monsters.aspx?ID=2212) (Creature 14), [Wild Hunt Monarch](/Monsters.aspx?ID=2216) (Creature 20), [Wild Hunt Scout](/Monsters.aspx?ID=2215) (Creature 18)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Erastil</title>\r\n\r\nThose who lack understanding or religious backgrounds sometimes mistake representations of the wild hunt as depictions of the god [Erastil](/Deities.aspx?ID=6), but Erastil and his church have long fought against the capricious, often destructive effects the wild hunt can have on rural societies. Some believe that Erastil was the first Horned Lord in an ancient time, and that his heart and conscience caused him to step away from the role, leaving behind a son to take up that position; these beliefs are regarded as blasphemy by the church itself. Certainly, those who claim to worship Erastil in this light do not count any actual clerics among their number.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Wild Hunts</title>\r\n\r\nThe agents of the wild hunt presented here represent typical wild hunts, but rumors persist of other, much rarer fey of the wild hunt. Stories of shapeshifting wild hunt infiltrators, wild hunt trappers capable of transforming the terrain into hazards, and wild hunt warlords who stand taller than any other member of the wild hunt persist on certain remote worlds.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Serving The Eldest</title>\r\n\r\nSome wild hunt bands serve specific members among [the Eldest](/DeityCategories.aspx?ID=7). These variant wild hunts always have the same abilities and statistics as those presented on these pages, but often bear minor physical changes to set them apart. For example, wild hunts that serve [the Lantern King](/Deities.aspx?ID=95) have eyes that shine with fiery light, as if a flickering lantern flame burned deep within their skulls.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Surviving The Hunt</title>\r\n\r\nWhen one is marked by the wild hunt, there is often little that can be done to avoid their attention. Some stories give examples of fraught chases in which a hunted prey escapes the wild hunt through evasion and luck. The best way to simulate such an encounter is to use the [chase](/Rules.aspx?ID=1210) rules. If you do so, it should be a long chase with DCs appropriately high to challenge PCs of 15th or higher level—the wild hunt is not intended to be a challenge that lower level PCs can hope to survive against, after all!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Horned King</title>\r\n\r\nAll fey of the wild hunt ultimately serve a legendary leader they refer to only as the Horned King. The Horned King's true nature is unknown, but its ability to command such powerful followers suggests that it is a fey on par with one of [the Eldest](/DeityCategories.aspx?ID=7) (who themselves deny knowledge of such a creature's existence). The Horned King does not grant spells to clerics. When the Horned King calls, several wild hunts join into a legion and ride together against legendary opponents. This call is rare, however, and wild hunts are normally left to direct themselves or to serve other entities, such as [the Lantern King](/Deities.aspx?ID=95).\r\n</aside>",
|
||
"name": "Wild Hunt",
|
||
"rarity": "common",
|
||
"release_date": "2022-10-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 616</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAlthough some believe the wild hunt is nothing more than legend, the riders of the wild hunt are real. Countless members of these fey compose the …\r\n</summary>",
|
||
"source": [
|
||
"Kingmaker Adventure Path"
|
||
],
|
||
"source_raw": [
|
||
"Kingmaker Adventure Path pg. 616"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Kingmaker",
|
||
"source_markdown": "<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 616</row>",
|
||
"speed": {},
|
||
"summary": "Although some believe the wild hunt is nothing more than legend, the riders of the wild hunt are real. Countless members of these fey compose the …",
|
||
"summary_markdown": "Although some believe the wild hunt is nothing more than legend, the riders of the wild hunt are real. Countless members of these fey compose the …",
|
||
"text": " Wild Hunt Source Kingmaker Adventure Path pg. 616 Although some believe the wild hunt is nothing more than legend, the riders of the wild hunt are real. Countless members of these fey compose the wild hunt—the term “wild hunt” refers to the family of creatures as a whole as well as to individual groups of these fey who gather to pursue their quarry. Wild hunt monarchs set the terms of each specific hunt, depending upon the prey and their own whims. The easier the prey, the more likely a monarch is to impose rules to make the hunt more entertaining, such as forbidding anyone but their hounds from injuring the quarry, or holding back their forces to give the target creature time to rest and recover. While most missions come from rumors gathered by a wild hunt monarch, monarchs occasionally consider proposals from the few who are brave and knowledgeable enough to seek them out. They accept tasks only from sources they deem worthy, and the payments they demand for their services vary significantly, though they have no interest in material wealth. Wild hunt monarchs take grave offense at unfavorable deals. Those who attempt to cheat a monarch often become the enraged fey's next target. Members Wild Hunt Archer (Creature 16), Wild Hunt Horse (Creature 15), Wild Hunt Hound (Creature 14), Wild Hunt Monarch (Creature 20), Wild Hunt Scout (Creature 18) Erastil Those who lack understanding or religious backgrounds sometimes mistake representations of the wild hunt as depictions of the god Erastil, but Erastil and his church have long fought against the capricious, often destructive effects the wild hunt can have on rural societies. Some believe that Erastil was the first Horned Lord in an ancient time, and that his heart and conscience caused him to step away from the role, leaving behind a son to take up that position; these beliefs are regarded as blasphemy by the church itself. Certainly, those who claim to worship Erastil in this light do not count any actual clerics among their number. Other Wild Hunts The agents of the wild hunt presented here represent typical wild hunts, but rumors persist of other, much rarer fey of the wild hunt. Stories of shapeshifting wild hunt infiltrators, wild hunt trappers capable of transforming the terrain into hazards, and wild hunt warlords who stand taller than any other member of the wild hunt persist on certain remote worlds. Serving The Eldest Some wild hunt bands serve specific members among the Eldest. These variant wild hunts always have the same abilities and statistics as those presented on these pages, but often bear minor physical changes to set them apart. For example, wild hunts that serve the Lantern King have eyes that shine with fiery light, as if a flickering lantern flame burned deep within their skulls. Surviving The Hunt When one is marked by the wild hunt, there is often little that can be done to avoid their attention. Some stories give examples of fraught chases in which a hunted prey escapes the wild hunt through evasion and luck. The best way to simulate such an encounter is to use the chase rules. If you do so, it should be a long chase with DCs appropriately high to challenge PCs of 15th or higher level—the wild hunt is not intended to be a challenge that lower level PCs can hope to survive against, after all! The Horned King All fey of the wild hunt ultimately serve a legendary leader they refer to only as the Horned King. The Horned King's true nature is unknown, but its ability to command such powerful followers suggests that it is a fey on par with one of the Eldest (who themselves deny knowledge of such a creature's existence). The Horned King does not grant spells to clerics. When the Horned King calls, several wild hunts join into a legion and ride together against legendary opponents. This call is rare, however, and wild hunts are normally left to direct themselves or to serve other entities, such as the Lantern King. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=323",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Bandersnatch",
|
||
"creature_family_markdown": "Bandersnatch",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-324",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Bandersnatch](/MonsterFamilies.aspx?ID=324)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 610</row>\n\nBandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. A bandersnatch resembles a tawny, six-legged, earless great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. It measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds.\r\n\r\n<title level=\"2\">Members</title>\r\n[Primal Bandersnatch](/Monsters.aspx?ID=2205) (Creature 19)",
|
||
"name": "Bandersnatch",
|
||
"rarity": "common",
|
||
"release_date": "2022-10-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 610</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. A bandersnatch …\r\n</summary>",
|
||
"source": [
|
||
"Kingmaker Adventure Path"
|
||
],
|
||
"source_raw": [
|
||
"Kingmaker Adventure Path pg. 610"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Kingmaker",
|
||
"source_markdown": "<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 610</row>",
|
||
"speed": {},
|
||
"summary": "Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. A bandersnatch …",
|
||
"summary_markdown": "Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. A bandersnatch …",
|
||
"text": " Bandersnatch Source Kingmaker Adventure Path pg. 610 Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. A bandersnatch resembles a tawny, six-legged, earless great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. It measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Members Primal Bandersnatch (Creature 19)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=324",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Vilderavn",
|
||
"creature_family_markdown": "Vilderavn",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-325",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Vilderavn](/MonsterFamilies.aspx?ID=325)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 287</row>\n\nIn their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a snarling wolf, a hybrid of both wolf and raven, and a tall humanoid in black armor with a massive greatsword. More sinister is their ability to assume a humanoid guise suited to insinuate themselves into the retinues of boastful mortal rulers. With historical knowledge and clever rumor-mongering, they goad the proud into squabbles, feuds, and ultimately wars. The vilderavn stays at the ruler's side until victory is within grasp, the war almost won, then exacts the cruel stroke of betrayal. Their magic turns the mortals against each other, and the vilderavn's sword falls swiftly.\r\n\r\n<title level=\"2\">Members</title>\r\n[Vilderavn](/Monsters.aspx?ID=1360) (Creature 16), [Vilderavn Herald](/Monsters.aspx?ID=2210) (Creature 19)",
|
||
"name": "Vilderavn",
|
||
"rarity": "common",
|
||
"release_date": "2021-04-07",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 287</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIn their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a …\r\n</summary>",
|
||
"source": [
|
||
"Bestiary 3"
|
||
],
|
||
"source_raw": [
|
||
"Bestiary 3 pg. 287"
|
||
],
|
||
"source_category": "Rulebooks",
|
||
"source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 287</row>",
|
||
"speed": {},
|
||
"summary": "In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a …",
|
||
"summary_markdown": "In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a …",
|
||
"text": " Vilderavn Source Bestiary 3 pg. 287 In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a snarling wolf, a hybrid of both wolf and raven, and a tall humanoid in black armor with a massive greatsword. More sinister is their ability to assume a humanoid guise suited to insinuate themselves into the retinues of boastful mortal rulers. With historical knowledge and clever rumor-mongering, they goad the proud into squabbles, feuds, and ultimately wars. The vilderavn stays at the ruler's side until victory is within grasp, the war almost won, then exacts the cruel stroke of betrayal. Their magic turns the mortals against each other, and the vilderavn's sword falls swiftly. Members Vilderavn (Creature 16), Vilderavn Herald (Creature 19)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=325",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Afziaka",
|
||
"creature_family_markdown": "Afziaka",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-326",
|
||
"image": [
|
||
"/Images/Monsters/Afziaka_Stalker.png"
|
||
],
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Afziaka](/MonsterFamilies.aspx?ID=326)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #185: A Taste of Ashes](/Sources.aspx?ID=188) pg. 82</row>\n\n[Vrykolakas vampires](/MonsterFamilies.aspx?ID=159) use animals as tools to carry their spirits when they would otherwise be slain. The animal usually dies as the vampire is reborn, but some live on in painful starvation\r\n\r\n<title level=\"2\">Members</title>\r\n[Afziaka Brute](/Monsters.aspx?ID=2359) (Creature 6), [Afziaka Stalker](/Monsters.aspx?ID=2360) (Creature 12)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Afziaka Servants</title>\r\n\r\nMost [vrykolakas](/MonsterFamilies.aspx?ID=159) can't afford to be choosy about which animal they possess when their existence is threatened, but experienced vrykolakas prefer larger animals in the hopes of gaining an afziaka out of their forced rebirth. Generally, afziaka brutes only arise from vrykolakas masters, and afziaka stalkers only arise from powerful vrykolakas ancients.\r\n</aside>",
|
||
"name": "Afziaka",
|
||
"rarity": "common",
|
||
"release_date": "2022-11-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #185: A Taste of Ashes](/Sources.aspx?ID=188) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Vrykolakas vampires use animals as tools to carry their spirits when they would otherwise be slain. The animal usually dies as the vampire is …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #185: A Taste of Ashes"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #185: A Taste of Ashes pg. 82"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Blood Lords",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #185: A Taste of Ashes](/Sources.aspx?ID=188) pg. 82</row>",
|
||
"speed": {},
|
||
"summary": " Vrykolakas vampires use animals as tools to carry their spirits when they would otherwise be slain. The animal usually dies as the vampire is …",
|
||
"summary_markdown": " Vrykolakas vampires use animals as tools to carry their spirits when they would otherwise be slain. The animal usually dies as the vampire is …",
|
||
"text": " Afziaka Source Pathfinder #185: A Taste of Ashes pg. 82 Vrykolakas vampires use animals as tools to carry their spirits when they would otherwise be slain. The animal usually dies as the vampire is reborn, but some live on in painful starvation Members Afziaka Brute (Creature 6), Afziaka Stalker (Creature 12) Afziaka Servants Most vrykolakas can't afford to be choosy about which animal they possess when their existence is threatened, but experienced vrykolakas prefer larger animals in the hopes of gaining an afziaka out of their forced rebirth. Generally, afziaka brutes only arise from vrykolakas masters, and afziaka stalkers only arise from powerful vrykolakas ancients. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=326",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Facetbound",
|
||
"creature_family_markdown": "Facetbound",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-327",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Facetbound](/MonsterFamilies.aspx?ID=327)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #185: A Taste of Ashes](/Sources.aspx?ID=188) pg. 84</row>\n\nInspired by the work of the Azlanti and their obsessions with [_aeon stones_](/Equipment.aspx?ID=407), certain necromancers strive to tap into those curious magical items to create undead with powerful abilities. A facetbound is created from a living being with an _aeon stone_ surgically attached to their skull who is killed in a specific, secret ritual. Each facetbound must bear a single _aeon stone_, and this stone determines the powers the facetbound wields (in place of the normal powers of the implanted stone).\r\n\r\n<title level=\"2\">Members</title>\r\n[Facetbound Cascader](/Monsters.aspx?ID=2363) (Creature 16), [Factbound Nullifier](/Monsters.aspx?ID=2362) (Creature 15)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Azlanti Heritage</title>\r\n\r\nThe creation of a facetbound is difficult for several reasons, not least of which is the cost of the necessary _aeon stones_. Even so, creators sometimes fail even when they replicate the process exactly. Some researchers posit that the most successful cases are those in which the subjects have at least some Azlanti ancestry\r\n</aside>",
|
||
"name": "Facetbound",
|
||
"rarity": "common",
|
||
"release_date": "2022-11-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #185: A Taste of Ashes](/Sources.aspx?ID=188) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nInspired by the work of the Azlanti and their obsessions with aeon stones , certain necromancers strive to tap into those curious magical items to …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #185: A Taste of Ashes"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #185: A Taste of Ashes pg. 84"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Blood Lords",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #185: A Taste of Ashes](/Sources.aspx?ID=188) pg. 84</row>",
|
||
"speed": {},
|
||
"summary": "Inspired by the work of the Azlanti and their obsessions with aeon stones , certain necromancers strive to tap into those curious magical items to …",
|
||
"summary_markdown": "Inspired by the work of the Azlanti and their obsessions with aeon stones , certain necromancers strive to tap into those curious magical items to …",
|
||
"text": " Facetbound Source Pathfinder #185: A Taste of Ashes pg. 84 Inspired by the work of the Azlanti and their obsessions with aeon stones , certain necromancers strive to tap into those curious magical items to create undead with powerful abilities. A facetbound is created from a living being with an aeon stone surgically attached to their skull who is killed in a specific, secret ritual. Each facetbound must bear a single aeon stone , and this stone determines the powers the facetbound wields (in place of the normal powers of the implanted stone). Members Facetbound Cascader (Creature 16), Factbound Nullifier (Creature 15) Azlanti Heritage The creation of a facetbound is difficult for several reasons, not least of which is the cost of the necessary aeon stones . Even so, creators sometimes fail even when they replicate the process exactly. Some researchers posit that the most successful cases are those in which the subjects have at least some Azlanti ancestry ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=327",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Necrohulk",
|
||
"creature_family_markdown": "Necrohulk",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-328",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Necrohulk](/MonsterFamilies.aspx?ID=328)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #185: A Taste of Ashes](/Sources.aspx?ID=188) pg. 86</row>\n\nThe strange, terrible energies swirling about on the winds and embedded in the earth of the Mana Wastes have led to unexpected changes and mutations in the bodies of those who dwell there. These mutants usually have little chance to escape their hardscrabble existence, as they're ostracized by other societies. People in the kingdom of Nex to the north look on such folk with suspicion, as do the dwarves of Alkenstar to the west. Surprisingly, the undead nation of Geb to the south is often the best hope for a future among people with unusual appearances.\n\n Those who flee to Geb or are convinced to make it their home frequently find their welcome to be a false promise, however. Necromancers who long ago tired of animating the same humanoids find new potential in mutated flesh, and mutants who aren't careful might find themselves led into laboratories or crypts for experimentation.\n\n Enterprising twilight sages of Yled's Mortuarium have innovated bizarre combinations of alchemy and necromancy that boost their victims' mutations to persist even after reanimation. Although these necrohulks are virtually mindless and require a constant influx of chemicals to retain their might, they're more than powerful enough to make the extremely difficult process worth the effort. The cartridge containing the alchemical formulation that sustains them is perhaps the trickiest part of necrohulk animation, and it's easiest to simply stitch the cartridge right into the necrohulk's flesh.\n\n Yled's armies contain a growing number of necrohulks. This isn't solely because these juggernauts are frightening effective combatants on the field of battle; leveraging the instinctive revulsion that mutants create carries some strategic advantage. Although the occasional necrohulks do run amok in Yled, addled on the chemical cocktails that sustain them, military necromancers generally keep them under control.\r\n\r\n<title level=\"2\">Members</title>\r\n[Necrohulk Flailer](/Monsters.aspx?ID=2364) (Creature 13), [Necrohulk Smasher](/Monsters.aspx?ID=2365) (Creature 15)",
|
||
"name": "Necrohulk",
|
||
"rarity": "common",
|
||
"release_date": "2022-11-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #185: A Taste of Ashes](/Sources.aspx?ID=188) pg. 86</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe strange, terrible energies swirling about on the winds and embedded in the earth of the Mana Wastes have led to unexpected changes and mutations …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #185: A Taste of Ashes"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #185: A Taste of Ashes pg. 86"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Blood Lords",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #185: A Taste of Ashes](/Sources.aspx?ID=188) pg. 86</row>",
|
||
"speed": {},
|
||
"summary": "The strange, terrible energies swirling about on the winds and embedded in the earth of the Mana Wastes have led to unexpected changes and mutations …",
|
||
"summary_markdown": "The strange, terrible energies swirling about on the winds and embedded in the earth of the Mana Wastes have led to unexpected changes and mutations …",
|
||
"text": " Necrohulk Source Pathfinder #185: A Taste of Ashes pg. 86 The strange, terrible energies swirling about on the winds and embedded in the earth of the Mana Wastes have led to unexpected changes and mutations in the bodies of those who dwell there. These mutants usually have little chance to escape their hardscrabble existence, as they're ostracized by other societies. People in the kingdom of Nex to the north look on such folk with suspicion, as do the dwarves of Alkenstar to the west. Surprisingly, the undead nation of Geb to the south is often the best hope for a future among people with unusual appearances. Those who flee to Geb or are convinced to make it their home frequently find their welcome to be a false promise, however. Necromancers who long ago tired of animating the same humanoids find new potential in mutated flesh, and mutants who aren't careful might find themselves led into laboratories or crypts for experimentation. Enterprising twilight sages of Yled's Mortuarium have innovated bizarre combinations of alchemy and necromancy that boost their victims' mutations to persist even after reanimation. Although these necrohulks are virtually mindless and require a constant influx of chemicals to retain their might, they're more than powerful enough to make the extremely difficult process worth the effort. The cartridge containing the alchemical formulation that sustains them is perhaps the trickiest part of necrohulk animation, and it's easiest to simply stitch the cartridge right into the necrohulk's flesh. Yled's armies contain a growing number of necrohulks. This isn't solely because these juggernauts are frightening effective combatants on the field of battle; leveraging the instinctive revulsion that mutants create carries some strategic advantage. Although the occasional necrohulks do run amok in Yled, addled on the chemical cocktails that sustain them, military necromancers generally keep them under control. Members Necrohulk Flailer (Creature 13), Necrohulk Smasher (Creature 15)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=328",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Fleshforged",
|
||
"creature_family_markdown": "Fleshforged",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-329",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Fleshforged](/MonsterFamilies.aspx?ID=329)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 327</row>\n\n_Nethys Note: no description has been provided for this family_\r\n\r\n<title level=\"2\">Members</title>\r\n[Fleshforged Conformer](/Monsters.aspx?ID=2406) (Creature 8), [Fleshforged Dreadnought](/Monsters.aspx?ID=2407) (Creature 18), [Skinskitter](/Monsters.aspx?ID=2408) (Creature 1)",
|
||
"name": "Fleshforged",
|
||
"rarity": "common",
|
||
"release_date": "2022-11-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 327</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys Note: no description has been provided for this family \r\n</summary>",
|
||
"source": [
|
||
"Impossible Lands"
|
||
],
|
||
"source_raw": [
|
||
"Impossible Lands pg. 327"
|
||
],
|
||
"source_category": "Lost Omens",
|
||
"source_markdown": "<row gap=\"tiny\">[Impossible Lands](/Sources.aspx?ID=146) pg. 327</row>",
|
||
"speed": {},
|
||
"summary": " Nethys Note: no description has been provided for this family ",
|
||
"summary_markdown": " Nethys Note: no description has been provided for this family ",
|
||
"text": " Fleshforged Source Impossible Lands pg. 327 Nethys Note: no description has been provided for this family Members Fleshforged Conformer (Creature 8), Fleshforged Dreadnought (Creature 18), Skinskitter (Creature 1)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=329",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Ratajin",
|
||
"creature_family_markdown": "Ratajin",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-330",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Ratajin](/MonsterFamilies.aspx?ID=330)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 336</row>\n\n_Nethys Note: no description has been provided for this family_\r\n\r\n<title level=\"2\">Members</title>\r\n[Ratajin Mastermind](/Monsters.aspx?ID=2414) (Creature 2)",
|
||
"name": "Ratajin",
|
||
"rarity": "common",
|
||
"release_date": "2022-11-16",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 336</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys Note: no description has been provided for this family \r\n</summary>",
|
||
"source": [
|
||
"Impossible Lands"
|
||
],
|
||
"source_raw": [
|
||
"Impossible Lands pg. 336"
|
||
],
|
||
"source_category": "Lost Omens",
|
||
"source_markdown": "<row gap=\"tiny\">[Impossible Lands](/Sources.aspx?ID=146) pg. 336</row>",
|
||
"speed": {},
|
||
"summary": " Nethys Note: no description has been provided for this family ",
|
||
"summary_markdown": " Nethys Note: no description has been provided for this family ",
|
||
"text": " Ratajin Source Impossible Lands pg. 336 Nethys Note: no description has been provided for this family Members Ratajin Mastermind (Creature 2)",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=330",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
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"category": "creature-family",
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||
"creature_family": "Gorga",
|
||
"creature_family_markdown": "Gorga",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-331",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Gorga](/MonsterFamilies.aspx?ID=331)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 86</row>\n\nGorgas are fey embodiments of diurnal creatures' fear of the dark. Beings of shadow and hunger, they love to prey upon light-loving creatures. Many different kinds of gorgas exist, and each embodies a different facet of the night's countless terrors.\n\n Gorgas are common in the [First World](/Planes.aspx?ID=10) realm of Nighthold, where they once served the mysterious [Count Ranalc](/Deities.aspx?ID=92). After Ranalc's disappearance, the gorgas quickly lost what little compassion they had, scattered into small bands led by their strongest members, and began hunting any fey they could find. All gorgas carry shrouds of shadow within them, and most find daylight unpleasant, tending to remain within Nighthold's perpetual gloom or hole up in caverns or deep forests until night falls. Their bizarre eyes—hollow pools of magical shadow—allow them to see even in magical darkness.\r\n\r\n<title level=\"2\">Members</title>\r\n[Ocluai](/Monsters.aspx?ID=2446) (Creature 3), [Temagyr](/Monsters.aspx?ID=2445) (Creature 1)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Gorgas and Elves</title>\r\n\r\nFor thousands of years, gorgas have sought vengeance for the loss of their beloved Count Ranalc. A few centuries ago, a fey schemer named Kaneepo the Slim saw in the shadowy creatures' grudge an opportunity to carry out their own vendetta. The slick-tongued fey convinced a group of gorgas that elves were behind Count Ranalc's disappearance and that the gorgas could achieve vengeance if they joined Kaneepo's assaults on the Material Plane. Though some of the brighter gorgas have seen through the ruse, most are content to have an outlet for their fury\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Gorgas</title>\r\n\r\nAs many diferent types of gorgas exist as there are ways to fear the dark. The fear of losing one's sole source of illumination—a fickering torch in a rainstorm, the last tindertwig on a moonless night—manifests as a notua, capable of snufng lights as well as lives. When the dark makes distant objects appear to be something other than they are—a tree trunk seems to be a crouching beast, a drape of moss becoming a dangling snake—the gaiomyr gorga dances with delight and brings its victims' imagined dangers to horrifc life. Some gorgas, it's said, represent nocturnal fears that defy description altogether—the fear of unknown unknowns, perhaps.\r\n</aside>",
|
||
"name": "Gorga",
|
||
"rarity": "common",
|
||
"release_date": "2023-01-25",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 86</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGorgas are fey embodiments of diurnal creatures' fear of the dark.\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #187: The Seventh Arch"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #187: The Seventh Arch pg. 86"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Gatewalkers",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 86</row>",
|
||
"speed": {},
|
||
"summary": "Gorgas are fey embodiments of diurnal creatures' fear of the dark.",
|
||
"summary_markdown": "Gorgas are fey embodiments of diurnal creatures' fear of the dark.",
|
||
"text": " Gorga Source Pathfinder #187: The Seventh Arch pg. 86 Gorgas are fey embodiments of diurnal creatures' fear of the dark. Beings of shadow and hunger, they love to prey upon light-loving creatures. Many different kinds of gorgas exist, and each embodies a different facet of the night's countless terrors. Gorgas are common in the First World realm of Nighthold, where they once served the mysterious Count Ranalc. After Ranalc's disappearance, the gorgas quickly lost what little compassion they had, scattered into small bands led by their strongest members, and began hunting any fey they could find. All gorgas carry shrouds of shadow within them, and most find daylight unpleasant, tending to remain within Nighthold's perpetual gloom or hole up in caverns or deep forests until night falls. Their bizarre eyes—hollow pools of magical shadow—allow them to see even in magical darkness. Members Ocluai (Creature 3), Temagyr (Creature 1) Gorgas and Elves For thousands of years, gorgas have sought vengeance for the loss of their beloved Count Ranalc. A few centuries ago, a fey schemer named Kaneepo the Slim saw in the shadowy creatures' grudge an opportunity to carry out their own vendetta. The slick-tongued fey convinced a group of gorgas that elves were behind Count Ranalc's disappearance and that the gorgas could achieve vengeance if they joined Kaneepo's assaults on the Material Plane. Though some of the brighter gorgas have seen through the ruse, most are content to have an outlet for their fury Other Gorgas As many diferent types of gorgas exist as there are ways to fear the dark. The fear of losing one's sole source of illumination—a fickering torch in a rainstorm, the last tindertwig on a moonless night—manifests as a notua, capable of snufng lights as well as lives. When the dark makes distant objects appear to be something other than they are—a tree trunk seems to be a crouching beast, a drape of moss becoming a dangling snake—the gaiomyr gorga dances with delight and brings its victims' imagined dangers to horrifc life. Some gorgas, it's said, represent nocturnal fears that defy description altogether—the fear of unknown unknowns, perhaps. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=331",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Skin Beetle",
|
||
"creature_family_markdown": "Skin Beetle",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-332",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Skin Beetle](/MonsterFamilies.aspx?ID=332)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 89</row>\n\nSkin beetles are found in most environments that can sustain life, from cold, dry steppes to dense, humid jungles. They use their complex multi-jointed mandibles to strip the skin and flesh from recently deceased creatures with almost surgical precision.\n\n While skin beetles eat most of what they remove, they also preserve chunks for later by coating it in special salivary secretions similar to formaldehyde. The skin beetle rolls this coated flesh into a ball, then stores it under an exposed tree root or rock for leaner times. Signs of skin beetle activity include excoriated skeletons and the smell of the beetles' preservative saliva.\r\n\r\n<title level=\"2\">Members</title>\r\n[Skin Beetle](/Monsters.aspx?ID=2461) (Creature 3), [Skin Beetle Swarm](/Monsters.aspx?ID=2462) (Creature 8)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Umasi Beetle Masters</title>\r\n\r\nThough best known for flaying carrion, skin beetles can also heal gravely wounded individuals. Skin beetles can graft preserved flesh onto a dying animal or humanoid. The end result isn't pretty, but it sometimes works. From the perspective of the healed, the blessing can be mixed, as the beetle's surgery often transforms the subject into a patchwork aberration called an [umasi](/Monsters.aspx?ID=1354).\n\n Umasi created by skin beetles sometimes develop supernatural connections to their insectile saviors. Such umasi can command skin beetles to harvest more flesh to keep their decaying bodies intact.\r\n</aside>",
|
||
"name": "Skin Beetle",
|
||
"rarity": "common",
|
||
"release_date": "2023-02-22",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 89</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSkin beetles are found in most environments that can sustain life, from cold, dry steppes to dense, humid jungles. They use their complex …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #188: They Watched the Stars"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #188: They Watched the Stars pg. 89"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Gatewalkers",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 89</row>",
|
||
"speed": {},
|
||
"summary": "Skin beetles are found in most environments that can sustain life, from cold, dry steppes to dense, humid jungles. They use their complex …",
|
||
"summary_markdown": "Skin beetles are found in most environments that can sustain life, from cold, dry steppes to dense, humid jungles. They use their complex …",
|
||
"text": " Skin Beetle Source Pathfinder #188: They Watched the Stars pg. 89 Skin beetles are found in most environments that can sustain life, from cold, dry steppes to dense, humid jungles. They use their complex multi-jointed mandibles to strip the skin and flesh from recently deceased creatures with almost surgical precision. While skin beetles eat most of what they remove, they also preserve chunks for later by coating it in special salivary secretions similar to formaldehyde. The skin beetle rolls this coated flesh into a ball, then stores it under an exposed tree root or rock for leaner times. Signs of skin beetle activity include excoriated skeletons and the smell of the beetles' preservative saliva. Members Skin Beetle (Creature 3), Skin Beetle Swarm (Creature 8) Umasi Beetle Masters Though best known for flaying carrion, skin beetles can also heal gravely wounded individuals. Skin beetles can graft preserved flesh onto a dying animal or humanoid. The end result isn't pretty, but it sometimes works. From the perspective of the healed, the blessing can be mixed, as the beetle's surgery often transforms the subject into a patchwork aberration called an umasi. Umasi created by skin beetles sometimes develop supernatural connections to their insectile saviors. Such umasi can command skin beetles to harvest more flesh to keep their decaying bodies intact. ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=332",
|
||
"weakness": {}
|
||
},
|
||
{
|
||
"breadcrumbs_spa": [],
|
||
"category": "creature-family",
|
||
"creature_family": "Blackforst Dead",
|
||
"creature_family_markdown": "Blackforst Dead",
|
||
"exclude_from_search": false,
|
||
"id": "creature-family-333",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Blackforst Dead](/MonsterFamilies.aspx?ID=333)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 80</row>\n\nThese shambling arctic horrors are dead in name alone. Creatures who succumb to the frigid elements while cursed by blackfrost don't become mere corpses entombed in ice but rather vicious undead capable of spreading the curse of blackfrost even further. Cracked, frostbitten flesh that emits a freezing vapor like steam; inexorable, unhindered strides through feet of ash-blackened snow; a vacant, icy-blue gaze devoid of humanity—the descriptions of blackfrost dead vary by the teller, but none can deny the supernatural dread these monsters evoke.\n\n Blackfrost dead take a variety of forms. Most are mindless, lumbering brutes, largely indiscernible from mundane zombies except for the curse they can inflict. Others not only maintain their presence of mind but wield powers of psychic corruption not unlike those of blackfrost's originator, Osoyo, the Blackfrost Whale. What form a blackfrost dead takes depends primarily on the victim's psychic fortitude and its aptitude for occult magic.\n\n See the [curse](/Curses.aspx?ID=51) for further details on blackfrost. \n\n<title level=\"2\" right=\"\">Blackfrost Dead Abilities</title> You can modify an existing undead creature to become blackfrost dead using the following abilities. All blackfrost dead bear the [curse of blackfrost](/Curses.aspx?ID=51) and have some way to inflict it, usually using one of their existing Strikes. Most blackfrost dead have one other ability from this list as well. As blackfrost dead stem from blackfrost itself, all blackfrost dead have the [rare](/Traits.aspx?ID=137) trait.\n\n **Blackfrost Breath** <actions string=\"Two Actions\" /> ([conjuration](/Traits.aspx?ID=33), [occult](/Traits.aspx?ID=120)) The blackfrost dead gasps sharply, then exhales a mist of dark-blue blackfrost particles in a 5-foot emanation. All creatures within the mist become [concealed](/Conditions.aspx?ID=4), and all creatures outside the mist become concealed to creatures within it. The mist persists for 1 minute. A creature that ends its turn in the mist is exposed to blackfrost. The blackfrost dead can't use Blackfrost Breath again for 1d4 rounds.\n\n **Ice Climb** The blackfrost dead 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.\n\n **Mindburning Gaze** <actions string=\"Two Actions\" /> ([emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [necromancy](/Traits.aspx?ID=117), [occult](/Traits.aspx?ID=120), [visual](/Traits.aspx?ID=163)) The blackfrost dead fixes its terrifying gaze on a creature within 60 feet. The creature takes 1d4 mental damage per level of the blackfrost dead (minimum 2d4), with a [basic](/Rules.aspx?ID=329) Will save. On a critical failure, the creature is [frightened 1](/Conditions.aspx?ID=19).\n\n **Shattering Death** ([cold](/Traits.aspx?ID=27)) When the blackfrost dead is destroyed, its body shatters like brittle ice, filling the air around it with a cloud of frigid, razor-sharp ice shards. Creatures in a 10-foot emanation take 1d8 cold damage per level of the blackfrost dead (minimum 3d8), with a [basic](/Rules.aspx?ID=329) Reflex save. Creatures that critically fail this save also take 1d6 [persistent bleed damage](/Conditions.aspx?ID=29).\r\n\r\n<title level=\"2\">Members</title>\r\n[Blackfrost Guecubu](/Monsters.aspx?ID=2509) (Creature 8), [Blackfrost Prophet](/Monsters.aspx?ID=2498) (Creature 9), [Blackfrost Zombie](/Monsters.aspx?ID=2497) (Creature 6)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Creating Blackfrost Dead</title>\r\n\r\nThe simplest way to create a blackfrost dead is to use an existing undead, such as a [zombie](/MonsterFamilies.aspx?ID=103) or a [mummy](/MonsterFamilies.aspx?ID=74), as your base creature. Replace the creature's abilities with abilities from the list on this page. All blackfrost dead gain the cold trait and have at least one way to inflict [blackfrost](/Curses.aspx?ID=51), often using one of their Strikes.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_3_Locations.png\">Curse of the Crown</title>\r\n\r\nBlackfrost dead are found only around the Nameless Spires, under which a massive alien being named Osoyo remains imprisoned. Only recently has this ancient being stirred from its slumber, causing blackfrost to foam out of fissures in the ice and afflict unfortunate explorers. The spread of the blackfrost curse has been mercifully slow thus far, but with each creature afflicted, Osoyo's reach expands ever outward.\r\n</aside>",
|
||
"name": "Blackforst Dead",
|
||
"rarity": "common",
|
||
"release_date": "2023-03-29",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese shambling arctic horrors are dead in name alone. Creatures who succumb to the frigid elements while cursed by blackfrost don't become mere …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #189: Dreamers of the Nameless Spires"
|
||
],
|
||
"source_raw": [
|
||
"Pathfinder #189: Dreamers of the Nameless Spires pg. 80"
|
||
],
|
||
"source_category": "Adventure Paths",
|
||
"source_group": "Gatewalkers",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 80</row>",
|
||
"speed": {},
|
||
"summary": "These shambling arctic horrors are dead in name alone. Creatures who succumb to the frigid elements while cursed by blackfrost don't become mere …",
|
||
"summary_markdown": "These shambling arctic horrors are dead in name alone. Creatures who succumb to the frigid elements while cursed by blackfrost don't become mere …",
|
||
"text": " Blackforst Dead Source Pathfinder #189: Dreamers of the Nameless Spires pg. 80 These shambling arctic horrors are dead in name alone. Creatures who succumb to the frigid elements while cursed by blackfrost don't become mere corpses entombed in ice but rather vicious undead capable of spreading the curse of blackfrost even further. Cracked, frostbitten flesh that emits a freezing vapor like steam; inexorable, unhindered strides through feet of ash-blackened snow; a vacant, icy-blue gaze devoid of humanity—the descriptions of blackfrost dead vary by the teller, but none can deny the supernatural dread these monsters evoke. Blackfrost dead take a variety of forms. Most are mindless, lumbering brutes, largely indiscernible from mundane zombies except for the curse they can inflict. Others not only maintain their presence of mind but wield powers of psychic corruption not unlike those of blackfrost's originator, Osoyo, the Blackfrost Whale. What form a blackfrost dead takes depends primarily on the victim's psychic fortitude and its aptitude for occult magic. See the curse for further details on blackfrost. Blackfrost Dead Abilities You can modify an existing undead creature to become blackfrost dead using the following abilities. All blackfrost dead bear the curse of blackfrost and have some way to inflict it, usually using one of their existing Strikes. Most blackfrost dead have one other ability from this list as well. As blackfrost dead stem from blackfrost itself, all blackfrost dead have the rare trait. Blackfrost Breath Two Actions (conjuration, occult) The blackfrost dead gasps sharply, then exhales a mist of dark-blue blackfrost particles in a 5-foot emanation. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The mist persists for 1 minute. A creature that ends its turn in the mist is exposed to blackfrost. The blackfrost dead can't use Blackfrost Breath again for 1d4 rounds. Ice Climb The blackfrost dead 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. Mindburning Gaze Two Actions (emotion, fear, necromancy, occult, visual) The blackfrost dead fixes its terrifying gaze on a creature within 60 feet. The creature takes 1d4 mental damage per level of the blackfrost dead (minimum 2d4), with a basic Will save. On a critical failure, the creature is frightened 1. Shattering Death (cold) When the blackfrost dead is destroyed, its body shatters like brittle ice, filling the air around it with a cloud of frigid, razor-sharp ice shards. Creatures in a 10-foot emanation take 1d8 cold damage per level of the blackfrost dead (minimum 3d8), with a basic Reflex save. Creatures that critically fail this save also take 1d6 persistent bleed damage. Members Blackfrost Guecubu (Creature 8), Blackfrost Prophet (Creature 9), Blackfrost Zombie (Creature 6) Creating Blackfrost Dead The simplest way to create a blackfrost dead is to use an existing undead, such as a zombie or a mummy, as your base creature. Replace the creature's abilities with abilities from the list on this page. All blackfrost dead gain the cold trait and have at least one way to inflict blackfrost, often using one of their Strikes. Curse of the Crown Blackfrost dead are found only around the Nameless Spires, under which a massive alien being named Osoyo remains imprisoned. Only recently has this ancient being stirred from its slumber, causing blackfrost to foam out of fissures in the ice and afflict unfortunate explorers. The spread of the blackfrost curse has been mercifully slow thus far, but with each creature afflicted, Osoyo's reach expands ever outward. ",
|
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"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=333",
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"weakness": {}
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"category": "creature-family",
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"creature_family": "Elder Thing",
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"creature_family_markdown": "Elder Thing",
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"exclude_from_search": false,
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"id": "creature-family-334",
|
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"markdown": "<title level=\"1\" right=\"Creature Family\">[Elder Thing](/MonsterFamilies.aspx?ID=334)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 84</row>\n\nKnown by various names on various worlds, but most often as “elder things” or “old ones,” these alien creatures are interested in creating lasting works of art, architecture, and even life (such as the legendary and dreaded [shoggoth](/Monsters.aspx?ID=368)). Matched with their boundless capacity for egotism and enormous life spans, elder things often see themselves as the most learned and advanced species on any planet they visit, and tend to treat most other forms of life like a scientist might treat experimental stock. While not generally inimical or violent, their nature often puts them at odds against other societies they encounter, and war is a time-honored solution. The elder things rarely shy away from using violence to secure their own territory and their perceived right to experiment and explore.\n\n A typical elder thing is 6 feet tall from head to foot, with a 7-foot wingspan. Their bodies are radial in nature, with five wings, five tentacle-like arms that each end in a writhing nest of tendrils, and five eyestalks. At one end of their barrel-shaped bodies are several larger tentacles they use for combat and locomotion, while at the other, at the center of their five eyes in their starfish-shaped heads, sits a single mouth surrounded by multicolored cilia. An elder thing's language is a mix of piping and whistling sounds, but they can vocalize a wide range of other languages as well—albeit with a strange, high-pitched accent.\r\n\r\n<title level=\"2\">Members</title>\r\n[Elder Thing](/Monsters.aspx?ID=2501) (Creature 5), [Elder Thing Researcher](/Monsters.aspx?ID=2502) (Creature 10)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Space Travelers</title>\r\n\r\nAn elder thing can travel through outer space via flight, but it doesn't do so at a greater speed than its normal fly Speed. When an elder thing wishes to travel through the void of space, it typically aims itself in the direction it wishes to go, then enters a timed hibernation so that it wakes at a point where it nears its destination.\r\n</aside>",
|
||
"name": "Elder Thing",
|
||
"rarity": "common",
|
||
"release_date": "2023-03-29",
|
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"resistance": {},
|
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"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKnown by various names on various worlds, but most often as “elder things” or “old ones,” these alien creatures are interested in creating lasting …\r\n</summary>",
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"Pathfinder #189: Dreamers of the Nameless Spires"
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"source_group": "Gatewalkers",
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"source_markdown": "<row gap=\"tiny\">[Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 84</row>",
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"speed": {},
|
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"summary": "Known by various names on various worlds, but most often as “elder things” or “old ones,” these alien creatures are interested in creating lasting …",
|
||
"summary_markdown": "Known by various names on various worlds, but most often as “elder things” or “old ones,” these alien creatures are interested in creating lasting …",
|
||
"text": " Elder Thing Source Pathfinder #189: Dreamers of the Nameless Spires pg. 84 Known by various names on various worlds, but most often as “elder things” or “old ones,” these alien creatures are interested in creating lasting works of art, architecture, and even life (such as the legendary and dreaded shoggoth). Matched with their boundless capacity for egotism and enormous life spans, elder things often see themselves as the most learned and advanced species on any planet they visit, and tend to treat most other forms of life like a scientist might treat experimental stock. While not generally inimical or violent, their nature often puts them at odds against other societies they encounter, and war is a time-honored solution. The elder things rarely shy away from using violence to secure their own territory and their perceived right to experiment and explore. A typical elder thing is 6 feet tall from head to foot, with a 7-foot wingspan. Their bodies are radial in nature, with five wings, five tentacle-like arms that each end in a writhing nest of tendrils, and five eyestalks. At one end of their barrel-shaped bodies are several larger tentacles they use for combat and locomotion, while at the other, at the center of their five eyes in their starfish-shaped heads, sits a single mouth surrounded by multicolored cilia. An elder thing's language is a mix of piping and whistling sounds, but they can vocalize a wide range of other languages as well—albeit with a strange, high-pitched accent. Members Elder Thing (Creature 5), Elder Thing Researcher (Creature 10) Space Travelers An elder thing can travel through outer space via flight, but it doesn't do so at a greater speed than its normal fly Speed. When an elder thing wishes to travel through the void of space, it typically aims itself in the direction it wishes to go, then enters a timed hibernation so that it wakes at a point where it nears its destination. ",
|
||
"type": "Creature Family",
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"url": "/MonsterFamilies.aspx?ID=334",
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"weakness": {}
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Bhanyada",
|
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"creature_family_markdown": "Bhanyada",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-335",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Bhanyada](/MonsterFamilies.aspx?ID=335)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 84</row>\n\nGobbets of flesh left behind from an untidy meal or a surgical procedure typically rot away if left where they lie, but when steeped in areas of powerful lingering magic or eldritch radiation, these bits of loose tissue might achieve some measure of animation, perhaps sprouting thick limbs to move about or tiny, multifaceted eyes to see. Near the magic-suffused Ghantibhu Pits in the caverns located beneath southern Vudra, where ripples of magic are powerful enough to rend the air and transform stone, these tiny, rotting castoffs form into even larger amalgamations called bhanyadas.\r\n\r\n<title level=\"2\">Members</title>\r\n[Bhanyada Behemoth](/Monsters.aspx?ID=2518) (Creature 12), [Bhanyada Scavenger](/Monsters.aspx?ID=2516) (Creature 8), [Bhanyada Swarm](/Monsters.aspx?ID=2517) (Creature 11)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Bhanyada Familiars</title>\r\n\r\nA component of a bhanyada swarm makes a useful, if gruesome, familiar. A character who can take a familiar and who has encountered a bhanyada can choose a bhanyada familiar, which must have the [burrower](/Familiars.aspx?ID=2) and [darkvision](/Familiars.aspx?ID=5) abilities. The owner would be wise to anoint the familiar with perfumes or find other solutions to mask the unpleasant smell.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Tied to Open Bridge</title>\r\n\r\nBhanyadas are almost never encountered outside the Open Bridge region in southern Vudra, as the magic of the Ghantibhu Pits beneath that region create them. Bhanyadas taken away from Open Bridge quickly decay into a repulsive slurry, although though it isn't clear whether their demise is due to being too far from the magical energies that animated them or too far from the masses of other bhanyadas that give them cunning and vigor.\r\n</aside>",
|
||
"name": "Bhanyada",
|
||
"rarity": "common",
|
||
"release_date": "2023-04-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGobbets of flesh left behind from an untidy meal or a surgical procedure typically rot away if left where they lie, but when steeped in areas of …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #190: The Choosing"
|
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],
|
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"source_raw": [
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"Pathfinder #190: The Choosing pg. 84"
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],
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"source_category": "Adventure Paths",
|
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"source_group": "Stolen Fate",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 84</row>",
|
||
"speed": {},
|
||
"summary": "Gobbets of flesh left behind from an untidy meal or a surgical procedure typically rot away if left where they lie, but when steeped in areas of …",
|
||
"summary_markdown": "Gobbets of flesh left behind from an untidy meal or a surgical procedure typically rot away if left where they lie, but when steeped in areas of …",
|
||
"text": " Bhanyada Source Pathfinder #190: The Choosing pg. 84 Gobbets of flesh left behind from an untidy meal or a surgical procedure typically rot away if left where they lie, but when steeped in areas of powerful lingering magic or eldritch radiation, these bits of loose tissue might achieve some measure of animation, perhaps sprouting thick limbs to move about or tiny, multifaceted eyes to see. Near the magic-suffused Ghantibhu Pits in the caverns located beneath southern Vudra, where ripples of magic are powerful enough to rend the air and transform stone, these tiny, rotting castoffs form into even larger amalgamations called bhanyadas. Members Bhanyada Behemoth (Creature 12), Bhanyada Scavenger (Creature 8), Bhanyada Swarm (Creature 11) Bhanyada Familiars A component of a bhanyada swarm makes a useful, if gruesome, familiar. A character who can take a familiar and who has encountered a bhanyada can choose a bhanyada familiar, which must have the burrower and darkvision abilities. The owner would be wise to anoint the familiar with perfumes or find other solutions to mask the unpleasant smell. Tied to Open Bridge Bhanyadas are almost never encountered outside the Open Bridge region in southern Vudra, as the magic of the Ghantibhu Pits beneath that region create them. Bhanyadas taken away from Open Bridge quickly decay into a repulsive slurry, although though it isn't clear whether their demise is due to being too far from the magical energies that animated them or too far from the masses of other bhanyadas that give them cunning and vigor. ",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=335",
|
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"weakness": {}
|
||
},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Lilu",
|
||
"creature_family_markdown": "Lilu",
|
||
"exclude_from_search": false,
|
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"id": "creature-family-336",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Lilu](/MonsterFamilies.aspx?ID=336)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 88</row>\n\n_Nethys Note: no description has been provided for this family_\r\n\r\n<title level=\"2\">Members</title>\r\n[Hurlilu](/Monsters.aspx?ID=2521) (Creature 11)",
|
||
"name": "Lilu",
|
||
"rarity": "common",
|
||
"release_date": "2023-04-26",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 88</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys Note: no description has been provided for this family \r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #190: The Choosing"
|
||
],
|
||
"source_raw": [
|
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"Pathfinder #190: The Choosing pg. 88"
|
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],
|
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"source_category": "Adventure Paths",
|
||
"source_group": "Stolen Fate",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 88</row>",
|
||
"speed": {},
|
||
"summary": " Nethys Note: no description has been provided for this family ",
|
||
"summary_markdown": " Nethys Note: no description has been provided for this family ",
|
||
"text": " Lilu Source Pathfinder #190: The Choosing pg. 88 Nethys Note: no description has been provided for this family Members Hurlilu (Creature 11)",
|
||
"type": "Creature Family",
|
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"url": "/MonsterFamilies.aspx?ID=336",
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"weakness": {}
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},
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{
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"breadcrumbs_spa": [],
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"category": "creature-family",
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"creature_family": "Demon Throng",
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"creature_family_markdown": "Demon Throng",
|
||
"exclude_from_search": false,
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"id": "creature-family-337",
|
||
"markdown": "<title level=\"1\" right=\"Creature Family\">[Demon Throng](/MonsterFamilies.aspx?ID=337)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #191: The Destiny War](/Sources.aspx?ID=199) pg. 82</row>\n\nDemons are legion. Countless examples crowd the [Abyss](/Planes.aspx?ID=13), many of which have yet to be categorized by mortal scholars. In the Abyss, might very much makes right, and so despite their chaotic nature, weaker demons often gather together to enjoy safety in numbers. \r\n\r\n<title level=\"2\">Members</title>\r\n[Demonic Rabble](/Monsters.aspx?ID=2525) (Creature 13), [Wrath Riot](/Monsters.aspx?ID=2526) (Creature 16)\n\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Throngs</title>\r\n\r\nWrath riots form because vrocks have an intrinsic quality of cooperation in their dance of ruin, but other types of demons might form into throngs as well. The more notorious forms of demon throngs found in the various tales and historical records include demonic press gangs of [babaus](/Monsters.aspx?ID=598), who abduct hapless victims to serve on nightmarish ships, and firestorms of [brimoraks](/Monsters.aspx?ID=1111), who caper and swoop above eldritch volcanoes. \r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Throng Abilities</title>\r\n\r\nDemon throngs are [troops](/Traits.aspx?ID=367). They have the [Troop Defenses](/MonsterAbilities.aspx?ID=44), Troop Movement, and [Form Up](/MonsterAbilities.aspx?ID=43) abilities. They also have the demonic tide ability, which allows them to occupy the same space as other creatures, which is unusual for troops, and Serenity Vulnerability—a result of the troop's demonic nature.\r\n</aside>\r\n\r\n<title level=\"2\" right=\"Creature Family Group\">Demon</title>\r\n\r\n**Related Families**",
|
||
"name": "Demon Throng",
|
||
"rarity": "common",
|
||
"release_date": "2023-05-24",
|
||
"resistance": {},
|
||
"search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #191: The Destiny War](/Sources.aspx?ID=199) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDemons are legion. Countless examples crowd the Abyss , many of which have yet to be categorized by mortal scholars. In the Abyss, might very much …\r\n</summary>",
|
||
"source": [
|
||
"Pathfinder #191: The Destiny War"
|
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],
|
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|
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|
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],
|
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"source_category": "Adventure Paths",
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"source_group": "Stolen Fate",
|
||
"source_markdown": "<row gap=\"tiny\">[Pathfinder #191: The Destiny War](/Sources.aspx?ID=199) pg. 82</row>",
|
||
"speed": {},
|
||
"summary": "Demons are legion. Countless examples crowd the Abyss , many of which have yet to be categorized by mortal scholars. In the Abyss, might very much …",
|
||
"summary_markdown": "Demons are legion. Countless examples crowd the Abyss , many of which have yet to be categorized by mortal scholars. In the Abyss, might very much …",
|
||
"text": " Demon Throng Source Pathfinder #191: The Destiny War pg. 82 Demons are legion. Countless examples crowd the Abyss, many of which have yet to be categorized by mortal scholars. In the Abyss, might very much makes right, and so despite their chaotic nature, weaker demons often gather together to enjoy safety in numbers. Members Demonic Rabble (Creature 13), Wrath Riot (Creature 16) Other Throngs Wrath riots form because vrocks have an intrinsic quality of cooperation in their dance of ruin, but other types of demons might form into throngs as well. The more notorious forms of demon throngs found in the various tales and historical records include demonic press gangs of babaus, who abduct hapless victims to serve on nightmarish ships, and firestorms of brimoraks, who caper and swoop above eldritch volcanoes. Throng Abilities Demon throngs are troops. They have the Troop Defenses, Troop Movement, and Form Up abilities. They also have the demonic tide ability, which allows them to occupy the same space as other creatures, which is unusual for troops, and Serenity Vulnerability—a result of the troop's demonic nature. Demon Related Families ",
|
||
"type": "Creature Family",
|
||
"url": "/MonsterFamilies.aspx?ID=337",
|
||
"weakness": {}
|
||
}
|
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] |