('noble','Noble','Squire and retainers','Accompanied by a 2nd level fighter (a squire) and up to ten 1st level fighters (retainers).','OSE','Special','OSR',2),('noble','Noble','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('nobleStreynor',NULL,'Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('nobleStreynor',NULL,'Keen Hearing and Smell','The noble streynor has advantage on Wisdom (Perception) checks that rely on hearing or smell up to 300 yards away.','5e SRD','Special','D&D 5e',1),('nomad','Nomad','Arms (desert)','50% of group have: leather armour, shield, lance; 30% have: chainmail, shield, lance; 20% have: leather armour, shortbow.','OSE','Special','OSR',2),('nomad','Nomad','Arms (steppes)','50% of group have: leather armour, shortbow; 20% have: leather armour, shield, lance; 20% have: chainmail, shortbow; 10% have: chainmail, shield, lance, and may be mounted on a war horse.','OSE','Special','OSR',3),('nomad','Nomad','Camp leaders','Tribal chief (8th level fighter), plus a 5th level fighter for every 100 nomads. 50% chance of a cleric (9th level); 25% chance of a magic-user (8th level).','OSE','Special','OSR',6),('nomad','Nomad','Camps','Hunting / foraging groups commonly combine and live in a tribe of up to 300 nomad warriors.','OSE','Special','OSR',5),('nomad','Nomad','Hoard','Only have treasure type A in the camp.','OSE','Special','OSR',7),('nomad','Nomad','Leaders','For every 25 nomads, there is a 2nd level fighter. For every 40 nomads, there is a 4th level fighter.','OSE','Special','OSR',4),('nomad','Nomad','Mounted','On riding horses or (in the desert) on camels.','OSE','Special','OSR',1),('nomad','Nomad','Traders','Often carry trade route tales of faraway lands.','OSE','Special','OSR',8),('nomad','Nomad','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('norn',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('nosferatuMalefactor',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('nosferatuMalefactor',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('nosferatuOverlord',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('nosferatuOverlord',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('nosferatuThrall',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('nosferatuThrall',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('nosoi',NULL,'Monitor','Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('nosoi',NULL,'Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('nuckelavee','Nuckelavee','3/day','control water, diminish plants, obscuring mist','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('nuckelavee','Nuckelavee','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('nuckelavee','Nuckelavee','bite','10 (1d8+6 plus','d20web','Action','d20',1),('nuckelavee','Nuckelavee','Breath Weapon (Su)','A nuckelavee\'s breath weapon is a cone of withering foulness that causes painful welts, cramps, and bleeding, and only harms living creatures-this damage bypasses all energy resistance and damage reduction. Non-creature plants in the area are affected as if by a blight spell. Any creature that fails its Reflex save against the breath weapon must make a DC 21 Fortitude save or contract mortasheen (see below). The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Charge','If the nuckelavee moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the attack deals an extra 16 (3d10) piercing damage.','5e SRD','Special','D&D 5e',1),('nuckelavee','Nuckelavee','Claw','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('nuckelavee','Nuckelavee','Disease (Su)','Mortasheen: Contact; save Fort DC 21; onset immediate; frequency 1/day; effect 1d4 Con and target is fatigued; cure 2 consecutive saves. Animals take a -2 penalty on their saves against this disease. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Feat 2',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Feat 3',' Lightning Stance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Feat 4',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Feat 5',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Feat 6',' Wind Stance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('nuckelavee','Nuckelavee','Glimpse Destiny','The nuckelavee can innately cast divination at will while it has stolen a creature\'s luck.','5e SRD','Special','D&D 5e',1),('nuckelavee','Nuckelavee','Hoof','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('nuckelavee','Nuckelavee','Kick','The nuckelavee makes a hoof attack.','5e SRD','Legendary Action','D&D 5e',1),('nuckelavee','Nuckelavee','Magic Weapons','The nuckelavee\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('nuckelavee','Nuckelavee','Melee 1','mwk longsword +11 (1d8+9/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Melee 2',' bite +10 (1d8+6 plus disease)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Melee 3',' 2 hooves +5 (1d6+3 plus disease)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nuckelavee','Nuckelavee','Multiattack','The nuckelavee makes three attacks: one with its bite and two with its claws. If both claws hit the same target, the target must make a DC 17 Strength or Dexterity saving throw or the nuckelavee steals a worn or carried item from the creature other than a magic weapon. If a creature could start a grapple with the nuckelavee, it can choose to retrieve an item instead.','5e SRD','Action','D&D 5e',1),('nuckelavee','Nuckelavee','mwk longsword','11 (1d8+9/19-20)','d20web','Action','d20',1),('nuckelavee','Nuckelavee','Overrun','The nuckelavee moves up to its speed. It can move through the spaces of Medium and smaller creatures during this movement; each time it does, it can make a hoof attack against that creature. If it uses its movement later on the same turn, it can also overrun creatures in this way during that movement. The nuckelavee can\'t attack the same creature more than once on the same turn this way.','5e SRD','Action','D&D 5e',1),('nuckelavee','Nuckelavee','Slashing Lunge (Costs 2 Actions)','The nuckelavee makes two claw attacks on a single target. If both hit, the target must make a DC 17 Strength or Dexterity saving throw or the nuckelavee steals a worn or carried item from the creature other than a magic weapon. If a creature could start a grapple with the nuckelavee, it can choose to retrieve an item instead.','5e SRD','Legendary Action','D&D 5e',1),('nuckelavee','Nuckelavee','Steal Luck','The nuckelavee steals the luck of a creature it can see within 120 feet. The creature must succeed on a DC 18 Wisdom saving throw or it is cursed with bad luck. For as long as it remains cursed, attack rolls against the creature are made with advantage and the target has disadvantage on attack rolls to hit the nuckelavee. The curse ends when the nuckelavee ends the effect or dies or when the target receives a remove curse spell.','5e SRD','Legendary Action','D&D 5e',1),('nuckelavee','Nuckelavee','Stolen Destiny','When the nuckelavee is hit by an attack or fails a saving throw, it can end its Steal Luck legendary action on one creature within 120 feet that it can see as a reaction. If it does, instead the attack misses or the nuckelavee succeeds on the saving throw.','5e SRD','Reaction','D&D 5e',1),('nuckelavee','Nuckelavee','|Breath Weapon|Disease|Frightful|Presence','No more than once every 1d4 ronuds, a nuckelavee\'s breath weapon is a cone of withering foulness that causes painful welts, cramps, and bleeding, and only harms living creatures- this damage bypasses all energy resistance and damage reduction. Non-creature plants in the area are affected as if by a blight spell. Any creature that fails its Breath save against the breath weapon must make a Death save or contract mortasheen (see below).','aquilae','Special','OSR',1),('nuckelavee','Nuckelavee','|Breath Weapon|Disease|Frightful|Presence','Mortasheen: Contact; Save Death; frequency 1/day; effect 1d4 Constitution damage and target is fatigued; cure 2 consecutive saves. Animals suffer -4 penalty on their saves against this disease.','aquilae','Special','OSR',2),('nuckelavee','Nuckelavee','|Breath Weapon|Disease|Frightful|Presence','Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.','aquilae','Special','OSR',3),('nucol',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('nucol',NULL,'Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('nuglub',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('nuglub',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('nupperibo','Nupperibo','Claws','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.','5e SRD','Action','D&D 5e',1),('nupperibo','Nupperibo','Devil\'s Sight','Magical darkness doesn\'t impede the nupperibo\'s darkvision.','5e SRD','Special','D&D 5e',1),('nupperibo','Nupperibo','Magic Resistance','The nupperibo devil has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('nupperibo','Nupperibo','Spear','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.','5e SRD','Action','D&D 5e',1),('nycar','Nycar','bite','8 (1d4+1 plus','d20web','Action','d20',1),('nycar','Nycar','Elusive (Ex)','A nycar can make an Escape Artist check as a swift action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nycar','Nycar','Feat 1','Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nycar','Nycar','Feat 2',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nycar','Nycar','Melee 1','bite +8 (1d4+1 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nycar','Nycar','Poison (Ex)','Bite-injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d4 acid and 1 Con damage; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nycar','Nycar','|Poison|Regeneration','Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d4 acid and 1 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',1),('nycar','Nycar','|Poison|Regeneration','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing.','aquilae','Special','OSR',2),('nycar','Nycar','|Poison|Regeneration','Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',3),('nyktera',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('nyktera',NULL,'Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('nymph','Nymph','0','detect magic, guidance, light, stabilize','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','1/day','grasping vine, tree stride','5e SRD','Special','D&D 5e',1),('nymph','Nymph','1st','charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist, produce flame','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','2/day','cure wounds, goodberry, lesser restoration','5e SRD','Special','D&D 5e',1),('nymph','Nymph','2nd','barkskin, flame blade, resist energy, tree shape','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','3rd','call lightning (DC 16), cure moderate wounds, water breathing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','4th','summon nature\'s ally IV','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','<p class=\"stat-block-1\"><b>Spells Prepared</b> (CL 7th)</p>','Spells Prepared (CL 7th)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','Amphibious','The nymph can breathe air and water.','5e SRD','Special','D&D 5e',1),('nymph','Nymph','At will','detect magic, druidcraft, guidance, light','5e SRD','Special','D&D 5e',1),('nymph','Nymph','Blinding Beauty','If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn\'t surprised can avert their eyes.','5e SRD','Action','D&D 5e',1),('nymph','Nymph','Blinding Beauty (Su)','This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','Blinding Beauty (Su)','','d20web','Special (Su)','d20',1),('nymph','Nymph','Club','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('nymph','Nymph','Feat 1','Agile Maneuvers','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nymph','Nymph','Feat 2',' Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nymph','Nymph','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nymph','Nymph','Feat 4',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nymph','Nymph','Innate Spellcasting','The nymph\'s innate spellcasting ability is Charisma (spell save DC 14). The nymph can innately cast the following druid spells, requiring no components.','5e SRD','Special','D&D 5e',1),('nymph','Nymph','Inspiration (Su)','A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph\'s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse\'s Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','Inspiration (Su)','','d20web','Special (Su)','d20',1),('nymph','Nymph','Magic Resistance','The nymph has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('nymph','Nymph','Melee 1','mwk dagger +10 (1d4/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nymph','Nymph','mwk dagger','10 (1d4/19-20)','d20web','Action','d20',1),('nymph','Nymph','Speak with Beasts and Plants','The nymph can communicate with beasts and plants as if they shared a language.','5e SRD','Special','D&D 5e',1),('nymph','Nymph','Spells','A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','Spells (Su)','','d20web','Special (Su)','d20',1),('nymph','Nymph','Stunning Glance','A nymph can stun a creature within 30 feet with a look. The target must succeed on a Spell save or be stunned for 2d4 rounds.','aquilae','Special','OSR',1),('nymph','Nymph','Stunning Glance (Su)','As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','Stunning Glance (Su)','','d20web','Special (Su)','d20',1),('nymph','Nymph','Unearthly Grace (Su)','A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','Unearthly Grace (Su)','','d20web','Special (Su)','d20',1),('nymph','Nymph','Wild Empathy (Su)','This works like the druid\'s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph\'s effective druid level is equal to her HD for determining her total modifer to the check.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nymph','Nymph','Wild Empathy (Su)','','d20web','Special (Su)','d20',1),('nymph','Nymph','|Blinding Beauty','This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on Spell save or be blinded permanently. A nymph can suppress or resume this ability as a free action.','aquilae','Special','OSR',1),('nymph','Nymph','|Blinding Beauty','A nymph can choose an intelligent creature to inspire and serve as a muse by giving Inspirations that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph\'s token, the creature gains +4 bonus on all Wisdom saving throws, and checks to craft or perform. A bard who has a nymph for a muse in this way can use his bardic performance for an additional 8 rounds per day. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.','aquilae','Special','OSR',2),('nyogoth',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('nyogoth',NULL,'Qlippoth','A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.','fan json','Trait','Pathfinder 2e',1),('nyrissa',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('nyrissa',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('nysrock','Nysrock','3/day each','bane, spiritual weapon','5e SRD','Special','D&D 5e',1),('nysrock','Nysrock','At will','blight, dispel magic, teleport (self only)','5e SRD','Special','D&D 5e',1),('nysrock','Nysrock','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the target must succeed at a DC 17 Constitution saving throw or suffer an additional 18 (4d8) and be poisoned for one hour. A creature already suffering the poisoned condition caused by a nysrock is also stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('nysrock','Nysrock','Innate Spellcasting','The nysrock\'s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('nysrock','Nysrock','Magic Resistance','The nysrock demon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('nysrock','Nysrock','Multiattack','The nysrock demon makes one Sting attack and one other attack.','5e SRD','Action','D&D 5e',1),('nysrock','Nysrock','Spit Poison','Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d8 + 2) poison damage and the target must succeed at a DC 17 Constitution saving throw or be blinded until the end of its next turn.','5e SRD','Action','D&D 5e',1),('nysrock','Nysrock','Sting','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) piercing damage and the target must succeed at a DC 17 Constitution saving throw or suffer an additional 18 (4d8) poison damage and be poisoned for one hour. A creature already suffering the poisoned condition caused by a nysrock is also stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('oakstewardEnforcer',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('oakstewardEnforcer',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('obrousian',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('obrousian',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('obsidianGolem',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('obsidianGolem',NULL,'Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('obsidianGolem',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('oceanGiant','Ocean Giant','mwk','mwk','d20web','Action','d20',1),('oceanGiant','Ocean Giant','|Rock Throwing','You are an accomplished rock thrower and have a +4 bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size.','aquilae','Special','OSR',1),('oceanGiant','Ocean Giant','|Rock Throwing','A \"rock\" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage.','aquilae','Special','OSR',2),('ochreJelly','Ochre Jelly','Acid','After a successful attack, sticks to the victim and exudes acid. The acid inflicts 2d6 damage per round to flesh and destroys cloth, leather, or wood in one round. (Stone and metal are unaffected.)','OSE','Special','OSR',3),('ochreJelly','Ochre Jelly','Division','Lightning or attacks with weapons cause the jelly to divide into 1d4+1 2HD jellies that do half damage.','OSE','Special','OSR',2),('ochreJelly','Ochre Jelly','Immunity','Unharmed by all attacks except cold or fire.','OSE','Special','OSR',1),('ochreJelly','Ochre Jelly','Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('ochreJelly','Ochre Jelly','Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('ochreJelly','Ochre Jelly','Seep','Can squeeze through small holes and cracks.','OSE','Special','OSR',4),('ochreJelly','Ochre Jelly','touch','1 * touch (2d6)','OSE','Action','OSR',1),('ocluai',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('octopus','Octopus','bite','5 (1d3+1 plus','d20web','Action','d20',1),('octopus','Octopus','Feat 1','MultiattackB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('octopus','Octopus','Feat 2',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('octopus','Octopus','Hold Breath','While out of water, the octopus can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('octopus','Octopus','Ink Cloud','','d20web','Special (Ex)','d20',1),('octopus','Octopus','Ink Cloud (Ex)','An octopus can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('octopus','Octopus','Ink Cloud (Recharges after a Short or Long Rest)','A 5- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.','5e SRD','Action','D&D 5e',1),('octopus','Octopus','Jet','','d20web','Special (Ex)','d20',1),('octopus','Octopus','Jet (Ex)','An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('octopus','Octopus','Melee 1','bite +5 (1d3+1 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('octopus','Octopus','Melee 2',' tentacles +3 (grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('octopus','Octopus','Poison','','d20web','Special (Ex)','d20',1),('octopus','Octopus','Poison (Ex)','Bite-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('octopus','Octopus','Tentacles','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can\'t use its tentacles on another target.','5e SRD','Action','D&D 5e',1),('octopus','Octopus','Underwater Camouflage','The octopus has advantage on Dexterity (Stealth) checks made while underwater.','5e SRD','Special','D&D 5e',1),('octopus','Octopus','Water Breathing','The octopus can breathe only underwater.','5e SRD','Special','D&D 5e',1),('octopus','Octopus','|Ink Cloud|Jet|Poison','An octopus can emit a 10ft radius sphere of ink once per minute as a free action.','aquilae','Special','OSR',1),('octopus','Octopus','|Ink Cloud|Jet|Poison','The ink provides total concealment in water, and persists for 1 minute.','aquilae','Special','OSR',2),('octopus','Octopus','|Ink Cloud|Jet|Poison','An octopus can jet backward once per round as a full-round action, at a speed of opportunity when it does so.','aquilae','Special','OSR',3),('octopus','Octopus','|Ink Cloud|Jet|Poison','Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1 Strength damage; cure 1 save.','aquilae','Special','OSR',4),('ofalth',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('ogre','Ogre','Brute','A melee weapon deals one extra die of its damage when the ogre brute hits with it (included in the attack).','5e SRD','Special','D&D 5e',1),('ogre','Ogre','club','1 * club (1d10)','OSE','Action','OSR',1),('ogre','Ogre','Feat 1','Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ogre','Ogre','Feat 2',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ogre','Ogre','Greatclub','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('ogre','Ogre','Hate neanderthals','Attack on sight.','OSE','Special','OSR',2),('ogre','Ogre','Javelin','Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('ogre','Ogre','Melee 1','greatclub +7 (2d8+7)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ogre','Ogre','Ranged 1','javelin +1 (1d8+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ogre','Ogre','Sack','Outside of the lair, carry a sack containing 1d6 * 100gp.','OSE','Special','OSR',1),('ogreBoss',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('ogreBoss',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('ogreGlutton',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('ogreGlutton',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('ogreHurler',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('ogreHurler',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('ogreSpider',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('ogreWarrior',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('ogreWarrior',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('oilLivingGraffiti',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('okiti','Okiti','Keen Smell','The okiti swashbuckler has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('okiti','Okiti','Multiattack','The okiti swashbuckler makes two attacks with its rapier.','5e SRD','Action','D&D 5e',1),('okiti','Okiti','Offensive Stance','Once per turn, the okiti swashbuckler can add 1d4 to its attack roll.','5e SRD','Special','D&D 5e',1),('okiti','Okiti','Pack Tactics','The okiti swashbuckler has advantage on an attack roll against a creature if at least one of the okiti swashbuckler\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('okiti','Okiti','Rapier','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('okiti','Okiti','Riposte','If a melee attack made against the okiti swashbuckler misses, it can make an attack against its attacker with disadvantage.','5e SRD','Reaction','D&D 5e',1),('oldCrackjaw',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('oldManStatue',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('oldManStatue',NULL,'Divine','This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('oldManStatue',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('oldThrasher',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('olethrodaemon',NULL,'Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('olethrodaemon',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('omox',NULL,'Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('omox',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('omox',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('onidoshi',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('onidoshi',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('onidoshi',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('onidoshi',NULL,'Oni','Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes.','fan json','Trait','Pathfinder 2e',1),('onryo',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('oozeMephit','Ooze Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('oozeMephit','Ooze Mephit','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('oozeMephit','Ooze Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('oozeMephit','Ooze Mephit','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('ophidian','Ophidian','Blinding Spray (Recharge 5-6)','The ophidian spews forth a 20-foot cone of viscous liquid. All creatures in this area must succeed on a DC 12 Dexterity saving or be blinded for 1 minute. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('ophidian','Ophidian','Keen Smell','The ophidian has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('ophidian','Ophidian','Snake Hands','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour.','5e SRD','Action','D&D 5e',1),('ophidiotaur','Ophidiotaur','Bite','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('ophidiotaur','Ophidiotaur','Call Serpents (1/Day)','The ophidiotaur magically calls 1d6 poisonous snakes or flying snakes (ophidiotaur\'s choice). The called creatures arrive in 1d4 rounds, acting as allies of the ophidiotaur and obeying its spoken commands. The snakes remain for 1 hour, until the ophidiotaur dies, or until the ophidiotaur dismisses them as a bonus action.','5e SRD','Action','D&D 5e',1),('ophidiotaur','Ophidiotaur','Charge','If the ophidiotaur moves at least 30 feet straight toward a target and then hits it with a poisoned glaive attack on the same turn, the target takes an extra 5 (1d10) slashing damage.','5e SRD','Special','D&D 5e',1),('ophidiotaur','Ophidiotaur','Magic Resistance','The ophidiotaur has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('ophidiotaur','Ophidiotaur','Multiattack','The ophidiotaur makes two attacks: one with its bite and one with its glaive.','5e SRD','Action','D&D 5e',1),('ophidiotaur','Ophidiotaur','Poisoned Glaive','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 3 (1d6) poison damage.','5e SRD','Action','D&D 5e',1),('ophinix','Ophinix','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('ophinix','Ophinix','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the ophinix is charged with electricity, the target also takes 5 (2d4) lightning damage.','5e SRD','Action','D&D 5e',1),('ophinix','Ophinix','Conductive Fur','While the ophinix is charged with electricity, a creature that touches the ophinix or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning damage.','5e SRD','Special','D&D 5e',1),('ophinix','Ophinix','Generate Static','The ophinix rubs along a dry surface and charges its fur with static electricity. Its fur remains charged with electricity for 1 minute or until it uses Lightning Strike.','5e SRD','Action','D&D 5e',1),('ophinix','Ophinix','Lightning Recharge','Whenever the ophinix is subjected to lightning damage, it takes no damage and becomes charged with electricity. If it is already charged, the duration resets to 1 minute.','5e SRD','Special','D&D 5e',1),('ophinix','Ophinix','Lightning Strike (Recharge Special)','The ophinix releases its static electricity at up to three targets it can see within 30 feet of it. Each creature must make a DC 12 Dexterity saving throw, taking 5 (2d4) lightning damage on a failed save, or half as much damage on a successful one. After using Lightning Strike, the ophinix is no longer charged with electricity. It can\'t use Lightning Strike if isn\'t charged with electricity.','5e SRD','Action','D&D 5e',1),('ophiotaurus','Ophiotaurus','1/day','ascension','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ophiotaurus','Ophiotaurus','2 hooves','25 (2d6+7)','d20web','Action','d20',1),('ophiotaurus','Ophiotaurus','3/day','restore mythic power, share glory, steal power (DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ophiotaurus','Ophiotaurus','Apocalyptic Wound (Su)','When an ophiotaurus takes damage, it can expend one use of its mythic power as an immediate action to inundate its attacker\'s mind with dire prophetic visions for 2d6 rounds (DC 27 Will negates). These visions cause the attacker to become dazzled and to take a 20% miss chance on all its attacks. An affected creature must successfully save again each round or become confused, dazed, or frightened (equal chance of each) for 1 round. This is a mind-affecting divination effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ophiotaurus','Ophiotaurus','Confounding Coils (Su)','Mythic creatures grappled by an ophiotaurus must succeed at a DC 21 Will save each round or be affected as if by mythic severance. The save DC is Wisdom-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ophiotaurus','Ophiotaurus','Constant','mind blank','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ophiotaurus','Ophiotaurus','Drag Along','','d20web','Special (Ex)','d20',1),('ophiotaurus','Ophiotaurus','Drag Along (Ex)','An ophiotaurus grappling Medium or smaller creatures does not gain the grappled condition, it can maintain its grapple as a free action (though if it does, it can\'t attempt any additional checks to maintain the grapple that round), and it can move itself and its target at full speed without making additional grapple checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ophiotaurus','Ophiotaurus','gore','27 (2d8+15)','d20web','Action','d20',1),('ophiotaurus','Ophiotaurus','Questing Beast (Su)','Up to five creatures can feast upon a slain ophiotaurus\'s entrails. Each such creature is exposed to nightmare vapor poison (DC 27; Pathfinder RPG Core Rulebook 560), but also gains one of the following spell effects of her choice: discern location, divination, find the path, greater scrying (DC 21), moment of prescience, or vision (CL 15th). In addition, she may choose to accept a geas/quest to slay a specific mythic creature or creature of CR 20 or greater, gaining the effect of vengeful outrage when in combat with that opponent. Eating the entrails of a living ophiotaurus exposes the eater to the poison without any benefit. The save DC against the poison is Constitution-based, and the save DC against the spell effects is Wisdom-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ophiotaurus','Ophiotaurus','tail slap','25 (2d8+7 plus','d20web','Action','d20',1),('ophiotaurus','Ophiotaurus','Thundering Trample','','d20web','Special (Ex)','d20',1),('ophiotaurus','Ophiotaurus','Thundering Trample (Ex)','An ophiotaurus can expend one use of its mythic power when using its trample attack to make a single combat maneuver check and apply the result as a bull rush maneuver against the CMD of each creature that fails to save against its trample. These combat maneuvers do not provoke attacks of opportunity.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('opkherab',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('opossum','Opossum','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 point of piercing damage.','5e SRD','Action','D&D 5e',1),('orc','Orc','Aggressive','As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.','5e SRD','Special','D&D 5e',1),('orc','Orc','Craven','Afraid of larger or stronger-looking creatures, though leaders may force them to fight.','OSE','Special','OSR',3),('orc','Orc','Feat 1','Weapon Focus (falchion)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('orc','Orc','Giant companions','For every 20 orcs, there is a 1-in-6 chance of an ogre accompanying them. There is a 1-in-10 chance of a troll living in the lair.','OSE','Special','OSR',6),('orc','Orc','Greataxe','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('orc','Orc','Hate the sun','-1 to-hit in full daylight.','OSE','Special','OSR',1),('orc','Orc','Javelin','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('orc','Orc','Leader','Groups are led by an orc with 8 hit points. The leader gains a +1 bonus to damage rolls. Leaders have defeated other orcs in combat to gain their position.','OSE','Special','OSR',4),('orc','Orc','Melee 1','falchion +5 (2d4+4/18-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('orc','Orc','Mercenaries','Orcs may be hired to fight in Chaotic armies. They delight in wanton killing and razing of settlements.','OSE','Special','OSR',8),('orc','Orc','Orc chieftain','A 4HD (15hp) chieftain rules an orc tribe. The chieftain gains a +2 bonus to damage rolls.','OSE','Special','OSR',5),('orc','Orc','Ranged 1','javelin +1 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('orc','Orc','Tribal','Orcs of different tribes may fight among themselves, unless their leaders command them not to. Each tribe has its own lair and has as many females as males, and two whelps per two adults.','OSE','Special','OSR',7),('orc','Orc','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('orc','Orc','Weapons','Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons (e.g. crossbows, catapults).','OSE','Special','OSR',2),('orc','Orc','|Light Sensitivity','You are dazzled in areas of bright sunlight or within the radius of a daylight spell.','aquilae','Special','OSR',1),('orca',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('orcBrute',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('orcBrute',NULL,'Orc','A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.','fan json','Trait','Pathfinder 2e',1),('orcus','Orcus','3/day each','circle of death, finger of death','5e SRD','Special','D&D 5e',1),('orcus','Orcus','5/day','eyebite','5e SRD','Special','D&D 5e',1),('orcus','Orcus','7/day','create undead','5e SRD','Special','D&D 5e',1),('orcus','Orcus','At will','animate dead, chill touch (17th level), detect magic','5e SRD','Special','D&D 5e',1),('orcus','Orcus','Attunement','To attune to the artifact, you must bathe yourself and the Wand of Orcus in the blood of a Solar Angel.','5e SRD','Regional Effect','D&D 5e',1),('orcus','Orcus','Aura of Death','Each non-undead creature that starts its turn within 20 feet of Orcus takes 17 (5d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('orcus','Orcus','Aura of Death 2','Any living creature is unable to take short or long rests within 300 feet of the Wand of Orcus. If any creature who is not Orcus touches the Wand of Orcus, it must succeed on a DC 17 Charisma saving throw or drop to 0 hit points and begin dying. On a successful saving throw, the creature takes 6d6 necrotic damage. A creature who succeeds on the saving throw is immune to this effect for 24 hours. Orcus can suppress this effect from any locations.','5e SRD','Regional Effect','D&D 5e',1),('orcus','Orcus','Aura of Enfeeblement (Recharge 5-6)','Black beams of negative energy surround Orcus in a 20-foot radius centered on it. Each creature in this area must make a DC 24 Constitution saving throw. On a failure, the target deals only half damage with weapon attacks that use Strength for 1 minute. A weakened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\'s saving throw is successful or the effect ends for it, the target is immune to Orcus\'s Aura of Enfeeblement for the next 24 hours.','5e SRD','Action','D&D 5e',1),('orcus','Orcus','Beckon Army of the Dead','While in its lair, Orcus can use the wand to summon an undead army. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 100 feet of Orcus and obey its commands until they are destroyed or until it dismisses them as an action. Orcus can only use this lair action every 24 hours unless it is in the Palace of Bones on Thanatos, the level of the Abyss it rules. Orcus may use it on each subsequent initiative 20 at will if on that plane. That army consists of:','5e SRD','Lair Action','D&D 5e',1),('orcus','Orcus','Bone Cage','Orcus causes all bones within the lair to form tight cages around two creatures of its choice. The cages can be attacked and destroyed (AC 15; hp 30; vulnerability to bludgeoning damage; resistance to piercing, poison, slashing, and psychic damage). While in a bone-cage, a creature is retrained.','5e SRD','Lair Action','D&D 5e',1),('orcus','Orcus','Destruction','The Wand of Orcus can only be destroyed if Orcus is truly slain and destroyed. If Orcus is permanently slain, the Wand of Orcus becomes brittle and can be easily smashed into dust.','5e SRD','Regional Effect','D&D 5e',1),('orcus','Orcus','Devouring Darkness (Costs 2 Actions)','Orcus chooses a point that it can see within 100 feet of it. A cloud of darkness erupts from that point and lasts for 1 minute. The area is heavily obscured and each creature in the area must make a DC 24 Constitution saving throw, taking 28 (8d6) necrotic damage on a failure, or half as much damage on a success. Creatures slain by the devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds.','5e SRD','Legendary Action','D&D 5e',1),('orcus','Orcus','Fountain of Blood','Orcus chooses a point on the ground that it can see within 100 feet of it. A geyser of caustic blood erupts from the ground at that point and rains down in a 40-foot high, 10-foot cylinder. Each creature in that area must make a DC 24 Dexterity saving throw, taking 24 (7d6) acid damage on a failure, or half as much damage on a successful one.','5e SRD','Lair Action','D&D 5e',1),('orcus','Orcus','Innate Spellcasting','Orcus\'s spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). Orcus can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('orcus','Orcus','Legendary Resistance (3/day)','If Orcus fails a saving throw, it can choose to succeed instead. Lord of the Grave. Orcus always casts animate dead or create undead at maximum level and without any restrictions. Creatures created by these spells remain under its control indefinitely.','5e SRD','Special','D&D 5e',1),('orcus','Orcus','Magic Resistance','Orcus has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('orcus','Orcus','Magic Weapon','The Wand of Orcus functions as a magic mace that has a +3 bonus to attack and damage rolls made with this weapon. It deals 4d6 bludgeoning damage on a hit. It also functions as a sword of wounding.','5e SRD','Regional Effect','D&D 5e',1),('orcus','Orcus','Magic Weapons','Orcus\'s attacks are magical.','5e SRD','Special','D&D 5e',1),('orcus','Orcus','Multiattack','Orcus makes two Wand of Orcus attacks.','5e SRD','Action','D&D 5e',1),('orcus','Orcus','Sentience','The Wand of Orcus is a sentient chaotic evil magic item, with an Intelligence of 20, a Wisdom of 18, and a Charisma of 23. It has truesight out to 120 feet and understands Abyssal and Infernal. It can communicate with its wielder telepathically. Its goal is the subjugation and destruction of all realms under the all-encompassing gaze of Orcus. It will attempt to sway or control an attuned creature to further the goals of Orcus. The Wand of Orcus is evil, wholly so. The wand\'s telepathic messages are quiet and breathy, almost a wet wheeze through diseased lungs. It is not averse to assisting an attuned wielder\'s temporary goals, as long as they are not inimical to its long-term goal of turning all planes of existence into fields of undead.','5e SRD','Regional Effect','D&D 5e',1),('orcus','Orcus','Special Equipment','Orcus wields its iconic rod, the Wand of Orcus.','5e SRD','Special','D&D 5e',1),('orcus','Orcus','Spellcasting','You can use an action to cast the following spells at will: blight, darkness, or speak with dead. The Wand of Orcus has 20 charges, which can be used to cast the following spells: animate dead (3 or more charges), bestow curse (2 charges), circle of death (6 charges), contagion (5 charges), create undead (6 or more charges), finger of death (7 charges), harm (6 charges), or power word kill (9 charges). The Wand of Orcus recovers all charges each midnight.','5e SRD','Regional Effect','D&D 5e',1),('orcus','Orcus','Tail','Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage plus 22 (4d10) poison damage.','5e SRD','Action','D&D 5e',1),('orcus','Orcus','Tail 2','Orcus makes one tail attack.','5e SRD','Legendary Action','D&D 5e',1),('orcus','Orcus','Teleport','Orcus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Action','D&D 5e',1),('orcus','Orcus','Wand of Orcus','Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage and the target must make a DC 17 Charisma saving throw, dropping to 0 hit points on failure, or, on a success, the target takes 21 (6d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('orcWarchief',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('orcWarchief',NULL,'Orc','A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.','fan json','Trait','Pathfinder 2e',1),('orcWarrior',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('orcWarrior',NULL,'Orc','A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.','fan json','Trait','Pathfinder 2e',1),('oreadGuard',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('oreadGuard',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('oreadGuard',NULL,'Oread','Oreads are planar scions descended from shaitans.','fan json','Trait','Pathfinder 2e',1),('orochi',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('orochi',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('ostiarius',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('ostiarius',NULL,'Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('ostovite',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('osyluth','Osyluth','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('osyluth','Osyluth','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('otter','Otter','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('otter','Otter','bite','5 (1d3-4)','d20web','Action','d20',1),('otterfolk',NULL,'Atlatl Dart','Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('otterfolk',NULL,'Dagger','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('otterfolk',NULL,'Hold Breath','The otterfolk can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('otterfolk',NULL,'Pack Tactics','The otterfolk has advantage on attack rolls against a creature if at least one of the otterfolk\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('otterfolk',NULL,'Reptile Foe','The otterfolk has advantage on Wisdom (Survival) checks to track reptilian creatures and on Intelligence checks to recall information about them.','5e SRD','Special','D&D 5e',1),('otterfolk',NULL,'Secrete Oil (Recharge 4-6)','The otterfolk secretes an oil that makes it slippery until the end of its next turn. It has advantage on ability checks and saving throws made to escape a grapple. If it is grappled when it takes this action, it can take a bonus action to escape the grapple.','5e SRD','Action','D&D 5e',1),('otyugh','Otyugh','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('otyugh','Otyugh','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\'s hit point maximum lasts until the disease is cured.','5e SRD','Action','D&D 5e',1),('otyugh','Otyugh','bite','7 (1d8+4 plus','d20web','Action','d20',1),('otyugh','Otyugh','Disease (Ex)','Filth fever: Bite-injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('otyugh','Otyugh','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('otyugh','Otyugh','Feat 2',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('otyugh','Otyugh','Feat 3',' Weapon Focus (tentacle)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('otyugh','Otyugh','Limited Telepathy','The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn\'t allow the receiving creature to telepathically respond.','5e SRD','Special','D&D 5e',1),('otyugh','Otyugh','Melee 1','bite +7 (1d8+4 plus disease)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('otyugh','Otyugh','Melee 2',' 2 tentacles +3 (1d6+2 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('otyugh','Otyugh','Multiattack','The otyugh makes three attacks: one with its bite and two with its tentacles.','5e SRD','Action','D&D 5e',1),('otyugh','Otyugh','Tentacle','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.','5e SRD','Action','D&D 5e',1),('otyugh','Otyugh','Tentacle Slam','The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh\'s next turn. On a successful save, the target takes half the bludgeoning damage and isn\'t stunned.','5e SRD','Action','D&D 5e',1),('otyugh','Otyugh','Treasure','standard','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('otyugh','Otyugh','|Constrict|Disease','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('otyugh','Otyugh','|Constrict|Disease','Filth Fever-Bite injury; Save Death; Onset 1d3 days; Frequency 1/day; Effect 1d3 Dexterity damage and 1d3 Constitution damage; Cure 2 consecutive saves.','aquilae','Special','OSR',2),('ouroboros',NULL,'Astral','Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.','fan json','Trait','Pathfinder 2e',1),('ouroboros',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('overgrownViperVine',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('oversizedChimera',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('ovinnik',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('owb',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('owbProphet',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('owl','Owl','2 talons','5 (1d4-2)','d20web','Action','d20',1),('owlbear','Owlbear','2 claws','8 (1d6+4 plus','d20web','Action','d20',1),('owlbear','Owlbear','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('owlbear','Owlbear','Beak','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('owlbear','Owlbear','Bear hug','If a victim is hit by both paws in the same round, the owl bear hugs for an extra 2d8 automatic damage.','OSE','Special','OSR',1),('owlbear','Owlbear','bite','1 * bite (1d8)','OSE','Action','OSR',2),('owlbear','Owlbear','Blood Frenzy','The dire owlbear has advantage on melee attack rolls against a creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('owlbear','Owlbear','claw','2 * claw (1d8)','OSE','Action','OSR',1),('owlbear','Owlbear','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('owlbear','Owlbear','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('owlbear','Owlbear','Feat 2',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('owlbear','Owlbear','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('owlbear','Owlbear','Keen Sight and Smell','The dire owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.','5e SRD','Special','D&D 5e',1),('owlbear','Owlbear','Melee 1','2 claws +8 (1d6+4 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('owlbear','Owlbear','Melee 2',' bite +8 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('owlbear','Owlbear','Multiattack','The dire owlbear makes one attack with its beak and one attack with its claws.','5e SRD','Action','D&D 5e',1),('ox','Ox','butt','1 * butt (1d6)','OSE','Action','OSR',1),('ox','Ox','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('ox','Ox','Males','In groups of 3 or more, only 1-in-4 are males. These have 1d4 extra hit points and protect the herd.','OSE','Special','OSR',2),('ox','Ox','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('ox','Ox','Stampede','See main entry.','OSE','Special','OSR',4),('pachycephalosaurus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('pachycephalosaurus',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('pachycephalosaurus','Pachycephalosaurus','|Clobbering|Charge','When a pachycephalosaurus hits a target with its slam attack at the end of a turn in which it moves at least its full Speed, the victim must make a Paralysis save or be Staggered for 1 round.','aquilae','Special','OSR',1),('pairaka',NULL,'Div','Divs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.','fan json','Trait','Pathfinder 2e',1),('pairaka',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('pairakaDiv',NULL,'2 claws','14 (1d6+3 plus','d20web','Action','d20',1),('pairakaDiv',NULL,'|Disease','Disease-Claw-injury; save Death; frequency 1/day; effect 1d4 Strength damage, 1 Charisma damage, and victim is Fatigued; cure 2 consecutive saves.','aquilae','Special','OSR',1),('pairakaDiv',NULL,'|Disease','Disease (The Shakes) Disease-Claw-injury; save Death; frequency 1/day; effect 1d8 Dexterity damage; cure 2 consecutive Lustful Dreams See in Darkness Telepathy saves.','aquilae','Special','OSR',2),('pairakaDiv',NULL,'|Disease','Pairakas can torment sleeping creatures. While an intelligent creature sleeps, a pairaka can slip into the target\'s mind and twist its dreams to lusty nocturnal visions. The victim must be asleep for the pairaka to use this ability and the pairaka must be within 100 feet. If the victim fails a Paralysis save, it experiences vivid hallucinations of a lurid nature that leave it breathless and fatigued upon waking.','aquilae','Special','OSR',3),('pairakaDiv',NULL,'|Disease','The victim, even a depraved soul, rarely considers the sexual nature of these dreams enjoyable, as the images exploit any number of taboos the pairaka suspects its victim might harbor. Creatures that do not sleep or dream are immune to this effect.','aquilae','Special','OSR',4),('pairakaDiv',NULL,'|Disease','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',5),('pairakaDiv',NULL,'|Disease','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('pakalchi',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('pakalchi',NULL,'Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('palaceSkelm',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('palaceSkelm',NULL,'Skelm','These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.','fan json','Trait','Pathfinder 2e',1),('paleSovereign',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('paleStranger',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('panda',NULL,'2 claws','5 (1d3+3)','d20web','Action','d20',1),('panda',NULL,'Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+4) piercing damage.','5e SRD','Action','D&D 5e',1),('panda',NULL,'bite','5 (1d6+6)','d20web','Action','d20',1),('panda',NULL,'Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.','5e SRD','Action','D&D 5e',1),('panda',NULL,'Multiattack','Pandas attack with both a claw and a bite attack every round.','5e SRD','Special','D&D 5e',1),('panda',NULL,'Scent','Pandas have advantage on Wisdom checks related to their sense of smell.','5e SRD','Special','D&D 5e',1),('panther','Panther','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('panther','Panther','bite','1 * bite (1d8)','OSE','Action','OSR',2),('panther','Panther','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('panther','Panther','claw','2 * claw (1d4)','OSE','Action','OSR',1),('panther','Panther','Favoured prey','Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.','OSE','Special','OSR',2),('panther','Panther','Inquisitive','May follow PCs out of curiosity.','OSE','Special','OSR',3),('panther','Panther','Keen Smell','The panther has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('panther','Panther','Pounce','If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('panther','Panther','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('panther','Panther','Pursuit','See main entry.','OSE','Special','OSR',4),('pard','Pard','2 claws','7 (1d4+1)','d20web','Action','d20',1),('pard','Pard','bite','12 (1d6+2)','d20web','Action','d20',1),('pard','Pard','|Empathy','Pards can transmit complex emotions and basic ideas to other pards within 60 feet. When interacting with other kinds of creatures, they can only convey simple emotions such as anger, fear, and curiosity.','aquilae','Special','OSR',1),('pard','Pard','|Empathy','Evasion You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',2),('pard','Pard','|Empathy','Phasing Attack As a full-round action, a pard can shift itself partially out of phase, damaging any creature it moves through. The pard must move at least 30 feet and it gains a +4 bonus on the check. If it succeeds, the target takes fire damage and is knocked prone. If it exceeds a creature\'s AC by 5 or more, it stuns the creature for 1 round instead of knocking it prone. The target can make an attack of opportunity, but at a -4 penalty. If the target forgoes an attack of opportunity provoked by this maneuver, it can try to avoid the pard by attempting a Breath save; if successful, it takes only half damage. The pard can only deal phasing attack damage to each target once per round, no matter how many times its movement takes it over a target creature. When using this ability, the pard can move through up to 5 feet of any solid object, barrier, or difficult terrain as if it were a normal open square.','aquilae','Special','OSR',3),('pard','Pard','|Empathy','The pard cannot end its movement inside a creature or solid barrier. This ability counts as trample for the purposes of effects that enhance or protect against trample.','aquilae','Special','OSR',4),('pard','Pard','|Empathy','Uncanny Dodge You can react to danger before your senses would normally allow you to do so. You cannot be caught by surprise.','aquilae','Special','OSR',5),('parrot',NULL,'Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('parrot',NULL,'bite','4 (1d3-4)','d20web','Action','d20',1),('parrot',NULL,'Mimicry','The parrot can mimic simple sounds it has heard, such as animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.','5e SRD','Special','D&D 5e',1),('parrot',NULL,'Sound Mimicry','','d20web','Special (Ex)','d20',1),('pazuzu','Pazuzu','1/day','dominate monster (DC 32), time stop*, wish*','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','3/day-quickened','dominate person* (DC 28), summon demons, symbol of persuasion (DC 29), sympathy (DC 31), whirlwind*','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','At will','astral projection, blasphemy* (DC 30), control winds, desecrate*, dominate person* (DC 28), greater dispel magic, greater teleport, shapechange, telekinesis* (DC 28), unhallow, unholy blight* (DC 27)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','Aura of Locusts (Su)','Pazuzu exhales clouds of locusts. In any round in which he does not move more than 5 feet, he is surrounded by a 10-foot-radius spread of these creatures. Any creature that enters this area must succeed at a DC 43 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','Avian Mastery (Su)','Any creature flying under its own power (flight from a source other than a spell, spell-like ability, or magic item) that attempts to attack Pazuzu with a melee attack must attempt a DC 40 Will save. If it fails, the creature can\'t follow through with the attack, that part of its action is lost, and it can\'t directly attack Pazuzu for 1d4 rounds. Once a creature succeeds at this save, it is immune to this ability for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','Constant','detect good, detect law, freedom of movement, speak with animals (winged animals only), true seeing, unholy aura (DC 31)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 10',' Greater Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 11',' Greater Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 12',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 13',' Improved Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 14',' Improved Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 15',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 16',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 17',' Quicken Spell-Like Ability (dominate person)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 18',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 2',' Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 3',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 4',' Craft Construct','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 5',' Craft Magic Arms and Armor','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 6',' Craft Rod','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 7',' Craft Wondrous Item','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 8',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Feat 9',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Hear Name (Su)','Pazuzu hears his name whenever it is spoken, regardless of distance-this ability functions even across planar boundaries. If a creature speaks Pazuzu\'s name aloud three times in the same breath, Pazuzu automatically knows that creature\'s precise location and name. If Pazuzu is on the same plane as someone who speaks his name three times in a single breath, he can immediately attempt to possess that creature.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','Melee 1','+5 anarchic keen unholy longsword +54/+49/+44/+39 (2d6+20/17-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Melee 2',' bite +49 (2d6+15)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Melee 3',' claw +49 (1d6+15)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Melee 4',' sting +49 (2d8+15 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Melee 5',' 2 talons +49 1d6+15','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pazuzu','Pazuzu','Poison (Ex)','Sting-injury; save Fort DC 43; frequency 1/round for 6 rounds; effect 1d6 Wisdom drain and nauseated; cure 3 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','Possession (Su)','Once per day as a swift action, Pazuzu can attempt to possess a single living creature within 1 mile, provided he knows the target\'s name. The target can resist this possession attempt by succeeding at a DC 43 Will save. A lawful creature gains a +10 bonus on this saving throw, and a good creature gains a +20 bonus on the saving throw (these bonuses stack). If the creature successfully saves, it is immune to possession attempts by Pazuzu for the rest of its life. If the saving throw fails, Pazuzu can control the possessed creature from afar. While possessing a creature, Pazuzu automatically knows every thought that creature has. By concentrating, he can sense the creature\'s surroundings using that creature\'s senses. As a swift action, he can cause the creature to perform any ability it can perform on its own. Pazuzu can use any of his spell-like abilities through a possessed target, with the effects resolving as if the possessed creature had created the effect. Possession is permanent, but Pazuzu can only possess one creature at a time. A creature possessed by Pazuzu is immune to protection from evil, magic circle against evil, and any similar effe','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','Profane Wishcraft (Su)','A creature that accepts a wish from Pazuzu immediately becomes chaotic evil unless it succeeds at a DC 43 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 1 week, followed by the effects of crushing despair for 1d6 months (CL 30th). The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pazuzu','Pazuzu','Swarm Master (Su)','Pazuzu is immune to swarm damage and other swarm effects (such as distraction). As a swift action, he can direct the movement of any swarm within 30 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pegasus','Pegasus','2 hooves','2 (1d6+2)','d20web','Action','d20',1),('pegasus','Pegasus','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('pegasus','Pegasus','Constant','detect evil (60-ft. radius), detect good (60-ft. radius)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pegasus','Pegasus','Feat 1','Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pegasus','Pegasus','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pegasus','Pegasus','Hate hippogriffs','Natural enemies.','OSE','Special','OSR',1),('pegasus','Pegasus','hoof','2 * hoof (1d6)','OSE','Action','OSR',1),('pegasus','Pegasus','Hooves','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('pegasus','Pegasus','Melee 1','bite +7 (1d3+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pegasus','Pegasus','Melee 2',' 2 hooves +2 (1d6+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pegasus','Pegasus','Melee bite','7 (1d3+4)','d20web','Action','d20',1),('pegasus','Pegasus','Mount','Can carry a human-sized rider.','OSE','Special','OSR',2),('pegasus','Pegasus','Training','If captured when young, will serve Lawful characters.','OSE','Special','OSR',3),('peluda','Peluda','2 claws','18 (1d6+8)','d20web','Action','d20',1),('peluda','Peluda','bite','18 (2d6+8)','d20web','Action','d20',1),('peluda','Peluda','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('peluda','Peluda','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peluda','Peluda','Feat 2',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peluda','Peluda','Feat 3',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peluda','Peluda','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peluda','Peluda','Feat 5',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peluda','Peluda','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peluda','Peluda','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('peluda','Peluda','Melee 1','bite +18 (2d6+8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peluda','Peluda','Melee 2',' 2 claws +18 (1d6+8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peluda','Peluda','Melee 3',' tail slap +13 (3d6+4 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peluda','Peluda','Poison','(Ex) Quill-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peluda','Peluda','Quill Barrage (Ex)','Three times per day, a peluda can fire dozens of spearlike barbs in all directions. All creatures within 15 feet take 6d6 points of piercing damage (Reflex DC 20 half) and are subject to its poison quills. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peluda','Peluda','Quills (Ex)','A peluda\'s back and tail are covered in sharp black quills. A creature that strikes a peluda with a melee weapon, an unarmed attack, or a natural weapon takes 1d6 points of piercing damage from the peluda\'s quills and risks being poisoned. Weapons with reach do not endanger an attacker in this way. Any creature that grapples a peluda takes 3d6 points of piercing damage and risks being poisoned on its turn each round.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peluda','Peluda','tail slap','13 (3d6+4 plus','d20web','Action','d20',1),('peluda','Peluda','Vulnerable Tail (Su)','A peluda is vulnerable to attacks against its tail. Any attack that is not an attempt to sever the peluda\'s tail (including area attacks or attacks that cause piercing or bludgeoning damage) affects its body. To sever the tail, an opponent must target the tail and attempt a sunder combat maneuver with a slashing weapon. The tail is considered a separate weapon with hardness 5 and hit points equal to the peluda\'s HD. The opponent must deal enough damage on a single blow to reduce the tail\'s hit points to 0 or fewer. If the tail is severed, the peluda can no longer attack with it and takes 2d6 points of bleed damage each round.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peluda','Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','every 1d4 rounds. You are immune to your own breath weapon.','aquilae','Special','OSR',1),('peluda','Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','Quill—injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',2),('peluda','Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','Three times per day, a peluda can fire dozens of spearlike barbs in all directions.','aquilae','Special','OSR',3),('peluda','Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','All creatures within 15 feet take 2d6 piercing damage (Breath save halves) and are subject to its poison quills.','aquilae','Special','OSR',4),('peluda','Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','A peluda\'s back and tail are covered in sharp black quills. A creature that strikes a peluda with a melee weapon, an unarmed attack, or a natural weapon takes 2d4 piercing damage from the peluda\'s quills and risks being poisoned. Weapons with reach do not endanger an attacker in this way. Any creature that grapples a peluda takes 3d6 points of piercing damage and risks being poisoned on its turn each round.','aquilae','Special','OSR',5),('penanggalan',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('penanggalan',NULL,'Tanggal','This family of cannibalistic aberrations consists of various humanoid-shaped creatures that can separate their body into two pieces while hunting.','fan json','Trait','Pathfinder 2e',1),('peng',NULL,'Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('peng',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('peng',NULL,'Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('penguin',NULL,'Beak','Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('penguin',NULL,'bite','0 (1d3-1)','d20web','Action','d20',1),('penguin',NULL,'Fat and Feathers','Penguins has a layer of fat, as well as a coat of water-repellant feathers, to keep it warm and dry, even when submerged. They can tolerate temperatures as low as ?20 degrees Fahrenheit without any additional protection.','5e SRD','Special','D&D 5e',1),('penguin',NULL,'Hold Breath','The penguin can hold its breath for 20 minutes.','5e SRD','Special','D&D 5e',1),('penguin',NULL,'|Hold Breath|Toboggan','The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.','aquilae','Special','OSR',1),('penguin',NULL,'|Hold Breath|Toboggan','On snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.','aquilae','Special','OSR',2),('penqual',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('penqual',NULL,'Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('penqual',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('peri','Peri','+2','2','d20web','Action','d20',1),('peri','Peri','3/day','fireball (DC 21), flame strike (DC 23), wall of fire','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peri','Peri','At will','aid, flame jump, pyrotechnics (DC 20), scorching ray','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peri','Peri','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('peri','Peri','Constant','fire shield (warm shield)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peri','Peri','Elemental Demise','If the peri dies, its body disintegrates into a warm breeze, leaving behind only the equipment the peri was wearing or carrying.','5e SRD','Special','D&D 5e',1),('peri','Peri','Feat 1','Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Feat 10',' Whirlwind Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Feat 4',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Feat 5',' Improved Disarm','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Feat 7',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Feat 8',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Feat 9',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('peri','Peri','Flame Jump (Sp)','A peri can enter any fire equal to the peri\'s size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peri','Peri','Invisibility','The peri magically turns invisible until it attacks or uses Storm Wave, or until its concentration ends (as if concentrating on a spell). Any equipment the peri wears or carries is invisible with it.','5e SRD','Action','D&D 5e',1),('peri','Peri','Melee 1','+2 flaming burst scimitar +27/+22/+17/+12 (1d6+11/18-20 plus 1d6 fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Melee 2',' 2 wings +20 (1d6+3 plus burn)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('peri','Peri','Smoke Sight (Su)','A peri can see through fire, fog, and smoke without penalty.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peri','Peri','Storm Wave (1/Day)','The peri throws its arms forward, releasing a blast of stormy wind in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a creature takes 7 (2d6) lightning damage and 7 (2d6) thunder damage and is pushed up to 10 feet away from the peri. On a success, a creature takes half the damage and isn\'t pushed.','5e SRD','Action','D&D 5e',1),('peri','Peri','Whirlwind Dance (Su)','Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 26 Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage and is subject to the peri\'s burn special attack. The save DC is Dexterity-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peri','Peri','Wind Slash','Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) lightning damage or thunder damage (the peri\'s choice).','5e SRD','Action','D&D 5e',1),('peri','Peri','|Aligned','Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of resolving resistance.','aquilae','Special','OSR',1),('peri','Peri','|Aligned','Burn You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Breath save to avoid catching on fire.','aquilae','Special','OSR',2),('peri','Peri','|Aligned','Flame Jump A peri can enter any fire equal to the peri\'s size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.','aquilae','Special','OSR',3),('peri','Peri','|Aligned','Smoke Sight Telepathy A peri can see through fire, fog, and smoke without penalty.','aquilae','Special','OSR',4),('peri','Peri','|Aligned','Whirlwind Dance Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability damage and is subject to the peri\'s burn special attack.','aquilae','Special','OSR',5),('peri','Peri','|Aligned','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('peryton','Peryton','2 hooves','3 (1d4+1)','d20web','Action','d20',1),('peryton','Peryton','Antler','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('peryton','Peryton','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('peryton','Peryton','Flyby','The peryton doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('peryton','Peryton','gore','9 (1d6+3/18-20)','d20web','Action','d20',1),('peryton','Peryton','Heart Devourer','If the peryton slays a creature which possesses a heart, it may use a bonus action to rend the creature\'s heart from its chest and eat it. The peryton gains 10 temporary hit points and has advantage on attack rolls for the next round. Any creatures within 30 feet who witness this devouring must succeed on a DC 13 Wisdom (fear) saving throw or become frightened until the end of their next turn.','5e SRD','Special','D&D 5e',1),('peryton','Peryton','Horrific Critical','','d20web','Special (Ex)','d20',1),('peryton','Peryton','Multiattack','The peryton makes one Antler attack and one Talon attack','5e SRD','Action','D&D 5e',1),('peryton','Peryton','Slash and Snatch','If the peryton dives at least 30 feet straight toward a target and then hits it with a Talon attack on the same turn, the target takes an additional 10 (3d6) slashing damage. If the target is size Small or smaller, it is grappled (escape DC 13). The peryton has picked it up and may begin flying away with it.','5e SRD','Special','D&D 5e',1),('peryton','Peryton','Talon','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('peryton','Peryton','|Horrific Critical|Shadow Mark','A peryton\'s gore attack threatens a critical hit on an 18-20. If a peryton kills a humanoid foe with a critical hit, it can tear out the victim\'s heart with its wolf-like teeth as a free action. Any creature that witnesses this savage event must make a Death save or be shaken for 1 round. This is a mind-affecting fear effect.','aquilae','Special','OSR',1),('peryton','Peryton','|Horrific Critical|Shadow Mark','As a free action, a peryton can make a ranged touch attack by flying over a humanoid target - the maximum range of this attack is 300 feet. If the peryton hits, its shadow transforms to match the shadow of the creature struck. Once a peryton has established this link, it gains a +4 bonus on attack rolls and a +2 bonus on damage rolls made against that target, and every time the peryton hits that target with an attack, the creature must make a Spell save or become frightened for 1 round. This is a mind-affecting fear effect.','aquilae','Special','OSR',2),('pesgahithePoisoner',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('pesgahithePoisoner',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('petalspineBehemoth','Petalspine Behemoth','trample','1 * tail (2d8) or 1 * trample (2d8)','OSE','Action','OSR',1),('petitioner',NULL,'Petitioner','Petitioners are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane. ','fan json','Trait','Pathfinder 2e',1),('peuchen','Peuchen','3/day','hold person (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peuchen','Peuchen','3/day each','charm person, hold person','5e SRD','Special','D&D 5e',1),('peuchen','Peuchen','Animal Possession','A peuchen can possess a beast within 100 feet of the same species it has assumed with its Shapechanger ability. The beast must succeed a DC 18 Wisdom saving throw to avoid this effect. If the possession succeeds, the peuchen\'s previous body dies. This does not change the amount of hit points the peuchen has.','5e SRD','Action','D&D 5e',1),('peuchen','Peuchen','At will','vampiric touch','5e SRD','Special','D&D 5e',1),('peuchen','Peuchen','At will','vampiric touch','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peuchen','Peuchen','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 45 (6d12 + 6) piercing damage plus 33 (6d10) poison damage.','5e SRD','Action','D&D 5e',1),('peuchen','Peuchen','bite','19 (2d6+9 plus 1d6','d20web','Action','d20',1),('peuchen','Peuchen','Hypnotic Scales','A peuchen can cause its scales to glisten and gleam, causing all creatures within 30 feet to be stunned unless they succeed a DC 18 Wisdom saving throw. Once a creature is stunned, it remains until it is damaged. A creature can retry its saving throw at the end of each of its rounds. A creature that successfully saves against this ability is immune to this peuchen\'s Hypnotic Scales for 24 hours.','5e SRD','Action','D&D 5e',1),('peuchen','Peuchen','Innate Spellcasting','The peuchen\'s spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('peuchen','Peuchen','Paralyzing Poison','A creature hit by the peuchen\'s bite attack must succeed a DC 17 Constitution saving throw or be paralyzed until the peuchen\'s next turn. A creature that fails its saving throw is also poisoned for 1 minute.','5e SRD','Special','D&D 5e',1),('peuchen','Peuchen','Poison (Ex)','Bite-injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('peuchen','Peuchen','Shapechanger','The peuchen can transform into a Small or Medium beast, keeping all of the same statistics as its base form though it loses its fly speed if the beast it transformed into cannot fly.','5e SRD','Action','D&D 5e',1),('phalanxOfPhalanges',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('phalanxOfPhalanges',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('phalanxOfPhalanges',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('phantomBeast',NULL,'Ethereal','Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.','fan json','Trait','Pathfinder 2e',1),('phantomBeast',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('phantomBeast',NULL,'Phantom','A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead.','fan json','Trait','Pathfinder 2e',1),('phantomBeast',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('phantomFungus','Phantom Fungus','bite','5 (1d6+3)','d20web','Action','d20',1),('phantomFungus','Phantom Fungus','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phantomFungus','Phantom Fungus','Feat 2',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phantomFungus','Phantom Fungus','Melee 1','bite +5 (2d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phantomFungus','Phantom Fungus','Phantom Flesh (Su)','As a move action, a phantom fungus can turn invisible as if using greater invisibility (caster level 4th). A moment after it attacks with invisibility, the creature appears briefly as a semi-transparent version of its normal self. This allows any viewer with line of sight to the phantom fungus to pinpoint its location at the time of the attack (though if the creature moves after it attacks, opponents have to pinpoint it again). An opponent can ready an action to strike at the fungus when it momentarily appears, in which case the creature only has concealment instead of invisibility (20% miss chance). The fungus can turn completely visible as a move action, though it normally remains invisible all the time. If killed while invisible, it becomes visible 1d4 minutes later.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('phantomFungus','Phantom Fungus','|Phantom Flesh','As a move action, a phantom fungus can turn invisible as if using greater invisibility briefly as a semitransparent version of its normal self. This allows any viewer with line of sight to the phantom fungus to pinpoint its location at the time of the attack An opponent can ready an action to strike at the fungus when it momentarily appears, in which case the creature only has concealment instead of invisibility (20% miss chance). The fungus can turn completely visible as a move action, though it normally remains invisible all the time. If killed while invisible, it becomes visible 1d4 minutes later.','aquilae','Special','OSR',1),('phantomKnight',NULL,'Ethereal','Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.','fan json','Trait','Pathfinder 2e',1),('phantomKnight',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('phantomKnight',NULL,'Phantom','A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead.','fan json','Trait','Pathfinder 2e',1),('phantomKnight',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('phaseSpider','Phase Spider','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.','5e SRD','Action','D&D 5e',1),('phaseSpider','Phase Spider','bite','10 (2d6+7 plus','d20web','Action','d20',1),('phaseSpider','Phase Spider','Ethereal Ambush (Ex)','A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('phaseSpider','Phase Spider','Ethereal Jaunt','As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.','5e SRD','Special','D&D 5e',1),('phaseSpider','Phase Spider','Ethereal Jaunt (Su)','A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('phaseSpider','Phase Spider','Feat 1','Ability Focus (poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phaseSpider','Phase Spider','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phaseSpider','Phase Spider','Feat 3',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phaseSpider','Phase Spider','Melee 1','bite +10 (2d6+7 plus poison and grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phaseSpider','Phase Spider','Poison (Ex)','Bite-injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('phaseSpider','Phase Spider','Spider Climb','The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('phaseSpider','Phase Spider','Web Walker','The spider ignores movement restrictions caused by webbing.','5e SRD','Special','D&D 5e',1),('phaseSpider','Phase Spider','z','Ethereal Ambush A phase spider that attacks foes on the Material Plane in a surprise round can take a Ethereal Jaunt Poison full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.','aquilae','Special','OSR',1),('phaseSpider','Phase Spider','zz','A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action).','aquilae','Special','OSR',2),('phaseSpider','Phase Spider','zzz','Bite-injury; save Death; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('phidian','Phidian','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.','5e SRD','Action','D&D 5e',1),('phistophilus',NULL,'Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('phistophilus',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('phoenix','Phoenix','2 talons','24 (2d6+8/19-20 plus 1d6 fire) and bite +24 (2d8+8 plus 1d6 fire)','d20web','Action','d20',1),('phoenix','Phoenix','3/day','fire storm (DC 24), greater restoration, heal, mass cure critical wounds, quickened wall of fire','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('phoenix','Phoenix','At will','continual flame, cure critical wounds, greater dispel magic, remove curse, wall of fire','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('phoenix','Phoenix','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('phoenix','Phoenix','Constant','detect magic, detect poison, see invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('phoenix','Phoenix','Feat 1','Blinding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Feat 10',' Quicken Spell-Like Ability (wall of fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Feat 3',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Feat 4',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Feat 5',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Feat 6',' Improved Critical (talon)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Feat 7',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Feat 8',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Feat 9',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('phoenix','Phoenix','Melee 1','2 talons +24 (2d6+8/19-20 plus 1d6 fire) and bite +24 (2d8+8 plus 1d6 fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('phoenix','Phoenix','Self-Resurrection (Su)','A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix gains 1 permanent negative level when this occurs, although most use greater restoration to remove this negative level as soon as possible. A phoenix can self-resurrect only once per year. If a phoenix dies a second time before that year passes, its death is permanent. A phoenix that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the phoenix immediately resurrects. A phoenix brought back to life by other means never gains negative levels as a result.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('phoenix','Phoenix','Shroud of Flame (Su)','A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts an additional 1d6 points of fire damage with each natural attack, and any creature within reach (20 feet for most phoenixes) must make a DC 25 Reflex save each round to avoid taking 4d6 points of fire damage at the start of its turn. A creature that attacks the phoenix with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('phoenix','Phoenix','|Regeneration','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within SelfResurrection A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix loses 1d8 points from its maximum hit point total each time this occurs, although most use restoration to remove this condition as soon as possible. A phoenix can self-resurrect only once per year.','aquilae','Special','OSR',1),('phoenix','Phoenix','|Regeneration','Shroud of Flame A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts must make a Breath save each round to avoid taking 4x this amount of fire damage at the start of its turn. A creature that attacks the phoenix with natural or non-reach melee weapons takes fire damage (no save) with each successful hit.','aquilae','Special','OSR',2),('phomandala',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('phomandala',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('phooka','Phooka','Dagger','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('phooka','Phooka','dagger','6 (1d3)','d20web','Action','d20',1),('phooka','Phooka','One with Nature','When a phooka is slain through violence, all plants within a 100-foot radius of where it fell die and no new ones grow naturally in that area for 1 year.','5e SRD','Special','D&D 5e',1),('phooka','Phooka','Tree Stride','Once on its turn, the phooka can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.','5e SRD','Special','D&D 5e',1),('piasa','Piasa','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('piasa','Piasa','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('piasa','Piasa','Frightful Presence','Each creature of the piasa\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the piasa\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('piasa','Piasa','Multiattack','The piasa can use its Frightful Presence. It then makes three attacks: one with its bite or tail and two with its claws.','5e SRD','Action','D&D 5e',1),('piasa','Piasa','Segmented Tail','The piasa\'s spiked tail is segmented and up to three times the length of its body. When the piasa takes 25 or more damage in a single turn, a segment of its tail is severed. When the first segment is severed, the tail attack\'s damage type changes from piercing to bludgeoning and deals 1d8 less damage. When the second segment is severed, the tail attack no longer deals damage, but it can still grapple. When the third segment is severed, the piasa can\'t make tail attacks. The tail re-grows at a rate of one segment per long rest.','5e SRD','Special','D&D 5e',1),('piasa','Piasa','Sleep Breath (Recharge 5-6)','The piasa exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.','5e SRD','Action','D&D 5e',1),('piasa','Piasa','Tail','Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the piasa can\'t make tail attacks against other targets. When the piasa moves, any Medium or smaller creature it is grappling moves with it.','5e SRD','Action','D&D 5e',1);
INSERT INTO `creaturestat_trait_bygame` VALUES ('piercer','Piercer','Drop','Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 14 (4d6). Miss: The piercer takes half the normal falling damage for the distance fallen.','5e SRD','Action','D&D 5e',1),('piercer','Piercer','False Appearance','While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.','5e SRD','Special','D&D 5e',1),('piercer','Piercer','Spider Climb','The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('pig',NULL,'bite','1 (1d4)','d20web','Action','d20',1),('pig',NULL,'Slam','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning Damage.','5e SRD','Action','D&D 5e',1),('pinacosaurus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('pinacosaurus',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('piranhaSwarm','Piranha Swarm','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('piranhaSwarm','Piranha Swarm','Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('piranhaSwarm','Piranha Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('pirate','Pirate','Arms','50% of group have: leather armour, sword; 35% have: leather armour, sword, crossbow; 15% have: chainmail, sword.','OSE','Special','OSR',2),('pirate','Pirate','Fleet commander','Fleets of 300 or more pirates are led by a pirate lord (11th level fighter). 75% chance of a magic-user (level 1d2+8).','OSE','Special','OSR',4),('pirate','Pirate','Havens','Lawless, fortified, coastal towns may act as a haven for pirates.','OSE','Special','OSR',8),('pirate','Pirate','Leaders','For every 30 pirates, there is a 4th level fighter. For every 50 pirates, and for each ship, there is a 5th level fighter. For every 100 pirates, and per fleet, there is an 8th level fighter.','OSE','Special','OSR',3),('pirate','Pirate','Prisoners','25% chance of 1d3 prisoners to be ransomed.','OSE','Special','OSR',6),('pirate','Pirate','Ships and crew','Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 * 10 pirates each); Coastal waters: 1d6 small galleys (1d3+1 * 10 pirates each); Any: 1d4 longships (1d3+2 * 10 pirates each); Ocean: 1d3 small warships (1d5+3 * 10 pirates each). (See Water Vessels for details on ships.)','OSE','Special','OSR',1),('pirate','Pirate','Treacherous','Will attack other pirates, if they can profit from it.','OSE','Special','OSR',5),('pirate','Pirate','Treasure','Divided between vessels. Instead of carrying with them, may have a map to where it is buried.','OSE','Special','OSR',7),('pirate','Pirate','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('piscodaemon','Piscodaemon','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('piscodaemon','Piscodaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('piscodaemon','Piscodaemon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('pitaxWarden',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('pitaxWarden',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('pitFiend','Pit Fiend','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('pitFiend','Pit Fiend','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('pitFiend','Pit Fiend','|Constrict','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('pitFiend','Pit Fiend','|Constrict','Devil Shaping Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice\'s worth of lesser devils equal to the number of lemures affected. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.','aquilae','Special','OSR',2),('pitFiend','Pit Fiend','|Constrict','Disease (Devil Chills) Disease-Bite-injury; save Death; frequency 1/day; effect 1d4 Strength; cure 3 consecutive saves.','aquilae','Special','OSR',3),('pitFiend','Pit Fiend','|Constrict','Poison Bite-injury; save Death; frequency 1/round for 10 rounds; effect 1d6 Constitution damage and 1d8 Poison damage; cure 3 consecutive saves.','aquilae','Special','OSR',4),('pitFiend','Pit Fiend','|Constrict','Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('pitFiend','Pit Fiend','|Constrict','See in Darkness This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',6),('pitFiend','Pit Fiend','|Constrict','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',7),('pitViper','Pit Viper','bite','1 * bite (1d4 + poison)','OSE','Action','OSR',1),('pitViper','Pit Viper','Infravision','60\'. (Pits in the head allow heat sense.)','OSE','Special','OSR',1),('pitViper','Pit Viper','Initiative','Always gains initiative (no roll), due to special senses.','OSE','Special','OSR',2),('pitViper','Pit Viper','Poison','Causes death (save vs poison).','OSE','Special','OSR',3),('pixie','Pixie','1/day','dancing lights, detect thoughts (DC 15), dispel magic, entangle (DC 14), lesser confusion (DC 14), permanent image (DC 19; visual and auditory elements only), shield','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pixie','Pixie','1/day each','confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, polymorph, sleep','5e SRD','Special','D&D 5e',1),('pixie','Pixie','At will','druidcraft, greater invisibility (self only)','5e SRD','Special','D&D 5e',1),('pixie','Pixie','Constant','detect chaos, detect evil, detect good, detect law','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pixie','Pixie','dagger','1 * dagger (1d4)','OSE','Action','OSR',1),('pixie','Pixie','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pixie','Pixie','Feat 2',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pixie','Pixie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('pixie','Pixie','Innate Spellcasting','The pixie\'s innate spellcasting ability is Charisma (spell save DC13, +5 to hit with spell attacks). It can cast the following spells, requiring only its pixie dust as a component:','5e SRD','Special','D&D 5e',1),('pixie','Pixie','Invisibility (Su)','A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pixie','Pixie','Invisibility (Su)','','d20web','Special (Su)','d20',1),('pixie','Pixie','Invisible','Naturally invisible, but may choose to reveal themselves. May remain invisible when attacking: cannot be attacked in the first round; in subsequent rounds, may be attacked at -2 to hit (locatable by faint shadows and air movement).','OSE','Special','OSR',1),('pixie','Pixie','Limited flight','Small wings only allow 3 turns of flight. Must rest 1 turn after flying.','OSE','Special','OSR',3),('pixie','Pixie','Magic Resistance','The pixie has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('pixie','Pixie','Melee 1','short sword +8 (1d4-2/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pixie','Pixie','Ranged 1','longbow +8 (1d6-2/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pixie','Pixie','short sword','8 (1d4-2/19-20)','d20web','Action','d20',1),('pixie','Pixie','Shortbow','Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('pixie','Pixie','Shortsword','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('pixie','Pixie','Special Arrows (Su)','When a pixie fires an arrow from any bow, it can decide to change the arrow\'s properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)-the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie\'s chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits-it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pixie','Pixie','Special Arrows (Su)','','d20web','Special (Su)','d20',1),('pixie','Pixie','Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('pixie','Pixie','Surprise','Always surprise, if invisible.','OSE','Special','OSR',2),('pixie','Pixie','|Invisibility','A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it at any time without spending an action.','aquilae','Special','OSR',1),('pixie','Pixie','|Invisibility','Special Arrows When a pixie fires an arrow from any bow, it can decide to change the arrow\'s properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can use this dust 20 times each day. The dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie\'s chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits; it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow, Charm, Memory Loss or Sleep.','aquilae','Special','OSR',2),('pixie','Pixie','|Invisibility','Charm Arrow Charm; The target must succeed on a Spell save or be affected as though by a Charm Monster spell for 10 minutes.','aquilae','Special','OSR',3),('pixie','Pixie','|Invisibility','Memory Loss Arrow Memory Loss; The target must succeed on a Spell save or be affected by a modify memory spell. This effect can only eliminate the previous 5 minutes of memory - a pixie typically uses this ability to make the target forget it encountered the pixie so it won\'t chase the pixie when he flees.','aquilae','Special','OSR',4),('pixie','Pixie','|Invisibility','Sleep Arrow Sleep; The target must succeed on a Spell save or fall asleep for 5 minutes.','aquilae','Special','OSR',5),('pixiu','Pixiu','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('pixiu','Pixiu','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('pixiu','Pixiu','Consume Treasure','The pixiu has an appetite for gold, silver, and jewels and consumes them whenever possible. If the pixiu attempts to eat a magical coin, gemstone, or piece of jewelry, the object has a 25% chance of breaking, dispelling its magic and rendering it useless. If the object doesn\'t break, the pixiu gives up trying to eat it.','5e SRD','Special','D&D 5e',1),('pixiu','Pixiu','Multiattack','The pixiu makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('pixiu','Pixiu','Protector of Qi','The pixiu is immune to disease and to effects that would lower its maximum hp. In addition, each ally within 10 feet of the pixiu has advantage on saving throws against disease and is immune to effects that would lower its maximum hp.','5e SRD','Special','D&D 5e',1),('pixiu','Pixiu','Treasure Sense','A pixiu can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.','5e SRD','Special','D&D 5e',1),('plagueGiant',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('plagueGiant',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('plagueZombie',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('plagueZombie',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('plagueZombie',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('planarTerra-CottaSoldier',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('planarTerra-CottaSquadron',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('planarTerra-CottaSquadron',NULL,'Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('planetar',NULL,'Angel','This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have darkvision, and have a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('planetar',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('platecarpus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('pleroma',NULL,'Aeon','These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.','fan json','Trait','Pathfinder 2e',1),('pleroma',NULL,'Monitor','Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('plesiosaurus',NULL,'|Keen Scent','The creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.','aquilae','Special','OSR',1),('polarBear','Polar Bear','2 claws','9 (1d6+7 plus','d20web','Action','d20',1),('polarBear','Polar Bear','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('polarBear','Polar Bear','Bear hug','See main entry.','OSE','Special','OSR',1),('polarBear','Polar Bear','bite','9 (1d8+7)','d20web','Action','d20',1),('polarBear','Polar Bear','bite','1 * bite (1d10)','OSE','Action','OSR',2),('polarBear','Polar Bear','claw','2 * claw (1d6)','OSE','Action','OSR',1),('polarBear','Polar Bear','Snow walk','Wide paws allow running on the surface of snow without sinking.','OSE','Special','OSR',3),('polarBear','Polar Bear','Swimming','Excellent swimmers.','OSE','Special','OSR',2),('polong',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('polong',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('polong',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('poltergeist','Poltergeist','Fear (Su)','','d20web','Special (Su)','d20',1),('poltergeist','Poltergeist','Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('poltergeist','Poltergeist','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('poltergeist','Poltergeist','telekinesis (see below)','telekinesis (see below)','d20web','Action','d20',1),('poltergeist','Poltergeist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('poltergeist','Poltergeist','|Frightener','Once per minute as a standard action, a poltergeist can temporarily drop its natural invisibility, revealing itself to be a skeletal, ghost-like humanoid. All creatures within 30 feet when a poltergeist uses this ability must make a Spell save to avoid becoming frightened for 1d4 rounds. The poltergeist then resumes its invisibility at the end of its turn as a free action. A creature that successfully saves is immune to the fear effect of that poltergeist for those that can see invisible creatures are immune to this special attack. This is a mind-affecting fear effect.','aquilae','Special','OSR',1),('poltergeist','Poltergeist','|Frightener','Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.','aquilae','Special','OSR',2),('poltergeist','Poltergeist','|Frightener','Natural Invisibility Rejuvenation This ability is constant - the creature remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.','aquilae','Special','OSR',3),('poltergeist','Poltergeist','|Frightener','Site Bound Telekinesis A poltergeist cannot travel more than 120 feet from the point at which it was created or formed.','aquilae','Special','OSR',4),('poltergeist','Poltergeist','|Frightener','When a poltergeist is destroyed, it only remains destroyed for 2d4 days. After this time, the undead spirit reforms where it was destroyed, fully healed. The only way to permanently destroy a poltergeist is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different poltergeist or group of poltergeists by the GM.','aquilae','Special','OSR',5),('poltergeist','Poltergeist','|Frightener','A poltergeist has no method of attacking apart from its telekinesis. This ability functions as the spell telekinesis. A poltergeist has a ranged attack roll when using telekinesis to hurl objects or creatures, and can use the ability on objects or creatures of up to 375 pounds. If a poltergeist attempts to hurl a creature with this ability, that creature can resist the effect with a successful Spell save.','aquilae','Special','OSR',6),('pony','Pony','2 hooves -3 (1d3)','2 hooves -3 (1d3)','d20web','Action','d20',1),('pony','Pony','Feat 1','Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pony','Pony','Feat 2',' RunB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pony','Pony','Melee 1','2 hooves -3 (1d3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('pooka','Pooka','|Change Shape|Fast Healing|Poison|Telepathy','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',1),('pooka','Pooka','|Change Shape|Fast Healing|Poison|Telepathy','You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',2),('pooka','Pooka','|Change Shape|Fast Healing|Poison|Telepathy','As a standard action, a pooka can blow across her palm and create a 5-foot-diameter cloud of intoxicating dust. The pooka decides when she uses this ability whether the dust acts as an inhaled poison or a mild intoxicant (equivalent to 1–2 glasses of beer). [Pooka Dust] Inhaled; save Death; frequency 1/round for 6 rounds; effect 1d2 Wisdom damage and 1d2 Charisma damage (or intoxication); cure 2 consecutive saves.','aquilae','Special','OSR',3),('pooka','Pooka','|Change Shape|Fast Healing|Poison|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('popobawa',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('poracha',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('porcupine','Porcupine','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('porcupine','Porcupine','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('porcupine','Porcupine','Feat 1','Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('porcupine','Porcupine','Melee 1','tail slap +2 (1d3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('porcupine','Porcupine','Multiattack','The giant porcupine makes one attack with either its bite or claws, and makes an attack with its Tail Slap.','5e SRD','Action','D&D 5e',1),('porcupine','Porcupine','Quills','Any creature that makes a melee attack within 5 feet of the giant porcupine must make a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage. Any creature that attempts to grapple the porcupine takes 7 (2d6) piercing damage when they make the attempt and at the start of each of their turns they maintain the grapple.','5e SRD','Special','D&D 5e',1),('porcupine','Porcupine','Quills (Ex)','Any creature attacking a porcupine with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a porcupine takes 1d3 points of piercing damage each round it does so.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('porcupine','Porcupine','Tail Slap','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('porcupine','Porcupine','tail slap','2 (1d3)','d20web','Action','d20',1),('porcupine','Porcupine','|Quills','Any creature attacking a porcupine with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a porcupine takes piercing damage each round it does so.','aquilae','Special','OSR',1),('portalEater',NULL,'Astral','Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.','fan json','Trait','Pathfinder 2e',1),('prachalla',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('prachalla',NULL,'Soulbound','These constructs are mentally augmented by a fragment of a once-living creature\'s soul.','fan json','Trait','Pathfinder 2e',1),('prairieDrake',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('prairieDrake',NULL,'Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('precentor',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('precentor',NULL,'Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('predatoryRabbit',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('priestofKabriri',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('priestofKabriri',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('primalBandersnatch',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('primalBandersnatch',NULL,'Tane','The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.','fan json','Trait','Pathfinder 2e',1),('procyal',NULL,'Agathion','This family of animal-featured celestials is native to the plane of Nirvana. Most agathions are neutral good, have darkvision, and have a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('procyal',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('profaneGhoul',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('profaneGhoul',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('provincialJiang-Shi',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('provincialJiang-Shi',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('prowlerWight',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('prowlerWight',NULL,'Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('psoglav','Psoglav','1/day','greater invisibility','5e SRD','Special','D&D 5e',1),('psoglav','Psoglav','2 claws','24 (1d6+9)','d20web','Action','d20',1),('psoglav','Psoglav','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (1d12 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('psoglav','Psoglav','bite','24 (1d8+13/17-20 plus curse)','d20web','Action','d20',1),('psoglav','Psoglav','Consume Prey (Su)','','d20web','Special (Su)','d20',1),('psoglav','Psoglav','Cursed Bite','','d20web','Special (Ex)','d20',1),('psoglav','Psoglav','Innate Spellcasting','The psoglav\'s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:','5e SRD','Special','D&D 5e',1),('psoglav','Psoglav','Magic Weapon','The psoglav\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('psoglav','Psoglav','Multiattack','The psoglav demon makes three bite attacks.','5e SRD','Action','D&D 5e',1),('psoglav','Psoglav','Shadow Door (4/Day)','The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet.','5e SRD','Special','D&D 5e',1),('psoglav','Psoglav','Shadow Stealing Ray (Recharge 5-6)','The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target\'s shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature\'s natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature\'s alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit.','5e SRD','Action','D&D 5e',1),('pteranodon',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('pufferfish',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('pufferfish',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('pugwampi',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('pugwampi',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('pukwudgie',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('pumpkinhead','Pumpkinhead','Attack','Pumpkinhead uses either his Slam, Grasping Arm, Reel, or Squash Bugs action.','5e SRD','Legendary Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Create Shambling Mound (Above Ground Only)','Pumpkinhead creates a shambling mound, appearing in an empty space within 60 feet of Pumpkinhead that he can see.','5e SRD','Lair Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Feed the Tree (Cost 2 Actions)','Pumpkinhead draws life from his lair, regaining 20 hit points.','5e SRD','Legendary Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Flailing Vines','Thick, flailing vines sprout in a 15-foot radius centered on a point within 60 feet that Pumpkinhead can see. These vines wither away after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature in that area when the vines appear must succeed on a DC 14 Dexterity saving throw or fall prone.','5e SRD','Lair Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Grasping Arm','Melee Weapon Attack: +5 to hit, reach 25 ft., one target. Hit: The target is grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. Pumpkinhead can only have one creature grappled at a time.','5e SRD','Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Hurl Pumpkin (Above Ground Only)','Pumpkinhead telekinetically hurls a pumpkin within 60 feet of him that he can see. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one creature. Hit: 7 (1d10 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Magic Resistance','Pumpkinhead has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('pumpkinhead','Pumpkinhead','Maneuver','Pumpkinhead takes the dash, dodge, or disengage action.','5e SRD','Legendary Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Multiattack','Pumpkinhead makes two slam attacks, or a slam attack and a grasping arm attack. He may also hurl a pumpkin while above ground.','5e SRD','Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Reel','Pumpkinhead pulls each creature grappled by him up to 25 feet straight toward him.','5e SRD','Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('pumpkinhead','Pumpkinhead','Squash Bugs','Targeting one grappled creature within 5 feet of him, Pumpkinhead exhales a swarm of squash bugs which infest the creature, entering orifices and biting skin. The creature must make a DC 14 Constitution saving throw, suffering 6d8 necrotic damage on a failed saving throw, or half as much damage on a successful save.','5e SRD','Action','D&D 5e',1),('pumpkinKing','Pumpkin King','1/day each','blight, insect plague','5e SRD','Special','D&D 5e',1),('pumpkinKing','Pumpkin King','3/day each','plant growth, spike growth','5e SRD','Special','D&D 5e',1),('pumpkinKing','Pumpkin King','At will','entangle','5e SRD','Special','D&D 5e',1),('pumpkinKing','Pumpkin King','Cast a Spell (Costs 3 Actions)','The Pumpkin King casts a spell from their list of innate spells, consuming a use of the spell as normal.','5e SRD','Legendary Action','D&D 5e',1),('pumpkinKing','Pumpkin King','Fire-Fallow (Costs 2 Actions)','Magical fire ignites from within the Pumpkin King\'s pumpkin head, flickering out from their eyes and twisted mouth. Each creature within 10 feet of the Pumpkin King that can see them must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. The fire remains until the start of the Pumpkin King\'s next turn. While this fire lasts, a creature that touches or hits the Pumpkin King with a melee weapon while within 5 feet of the Pumpkin King takes 5 (1d10) fire damage.','5e SRD','Legendary Action','D&D 5e',1),('pumpkinKing','Pumpkin King','Harvest Dance (1/Day)','A 15-foot-radius swirling vortex of gourds and vegetables extends out from the Pumpkin King, moves with they, and spreads around corners. The vortex lasts for 1 minute. Until the vortex ends, the area is difficult terrain for creatures other than the Pumpkin King, and when a creature enters the area for the first time on a turn or starts its turn in the area, it must make a DC 16 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('pumpkinKing','Pumpkin King','Innate Spellcasting','The Pumpkin King\'s innate spellcasting ability score is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components.','5e SRD','Special','D&D 5e',1),('pumpkinKing','Pumpkin King','Legendary Resistance (3/Day)','If the Pumpkin King fails a saving throw, they can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('pumpkinKing','Pumpkin King','Magic Resistance','The Pumpkin King has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('pumpkinKing','Pumpkin King','Move','The Pumpkin King moves up to their speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('pumpkinKing','Pumpkin King','Multiattack','The Pumpkin King makes two vine attacks.','5e SRD','Action','D&D 5e',1),('pumpkinKing','Pumpkin King','Vine','Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16).','5e SRD','Action','D&D 5e',1),('pumpkinKing','Pumpkin King','Vine Attack','The Pumpkin King makes one vine attack.','5e SRD','Legendary Action','D&D 5e',1),('purpleWorm','Purple Worm','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('purpleWorm','Purple Worm','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 17 (5d6) acid damage at the start of each of the worm\'s turns. If the worm takes 20 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('purpleWorm','Purple Worm','bite','25 (4d8+12/19-20 plus','d20web','Action','d20',1),('purpleWorm','Purple Worm','bite','1 * bite (2d8)','OSE','Action','OSR',1),('purpleWorm','Purple Worm','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','Feat 2',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','Feat 3',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','Feat 4',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','Feat 6',' Staggering Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','Feat 7',' Weapon Focus (bite','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','Feat 8',' sting)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','In restricted spaces','May not always be able to bite and sting at once.','OSE','Special','OSR',3),('purpleWorm','Purple Worm','Melee 1','bite +25 (4d8+12/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','Melee 2',' sting +25 (2d8+12 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('purpleWorm','Purple Worm','Multiattack','The worm makes two attacks: one with its bite and one with its stinger.','5e SRD','Action','D&D 5e',1),('purpleWorm','Purple Worm','Poison','','d20web','Special (Ex)','d20',1),('purpleWorm','Purple Worm','Poison','Causes death (save vs poison).','OSE','Special','OSR',2),('purpleWorm','Purple Worm','Poison (Ex)','Sting-injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('purpleWorm','Purple Worm','sting','1 * sting (1d8 + poison)','OSE','Action','OSR',2),('purpleWorm','Purple Worm','Swallow whole','A bite attack roll of 20, or 4 or more than the target number required, indicates that a human-sized (or smaller) victim is swallowed. Inside the worm\'s belly: suffer 3d6 damage per round (until the worm dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',1),('purpleWorm','Purple Worm','Tail Stinger','Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('purpleWorm','Purple Worm','Tunneler','The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.','5e SRD','Special','D&D 5e',1),('purpleWorm','Purple Worm','|Poison|Swallow Whole','Sting - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves.','aquilae','Special','OSR',1),('purpleWorm','Purple Worm','|Poison|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',2),('purrodaemon',NULL,'Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('purrodaemon',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('pygmyKaava',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('pyrausta','Pyrausta','At will','spark','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pyrausta','Pyrausta','Bite','Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 1 piercing damage plus 1 fire damage.','5e SRD','Action','D&D 5e',1),('pyrausta','Pyrausta','bite','7 (1d3-2 plus 1 fire)','d20web','Action','d20',1),('pyrausta','Pyrausta','Fire Breath (Recharge 5-6)','The pyrausta exhales fire in a 10-foot cone. Each creature in that area must make a DC 9 Dexterity saving throw, taking 2 (1d4) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('pyrausta','Pyrausta','Flyby','The pyrausta doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('pyrausta','Pyrausta','Heart of Flame','A tiny spark of flame that acts as a pyrausta\'s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. Its regeneration does not function until the end of its next turn and it must make a DC 11 Constitution saving throw. On a failed save, it must use its next action to re-ignite its heart, or it will take 1 point of cold damage at the end of each of its turns until it does.','5e SRD','Special','D&D 5e',1),('pyrausta','Pyrausta','Heart of Flame (Ex)','A tiny spark of flame that acts as a pyrausta\'s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. It loses its fast healing and breath weapon, gains the staggered condition, and takes 1 point of damage each round. This continues until it is exposed to a source of flame that would normally deal fire damage or until it successfully uses its spark spell-like ability to reignite its heart (doing so requires a successful DC 11 concentration check because of the ongoing damage).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('pyrausta','Pyrausta','Regeneration','The pyrausta regains 1 hit point at the start of its turn if it has at least 1 hit point.','5e SRD','Special','D&D 5e',1),('pyrausta','Pyrausta','Spark','The pyrausta ignites a flammable object it can see within 30 feet. If the object is held or attended by a creature, the creature may make a DC 11 Dexterity saving throw; on a success, the object is unaffected.','5e SRD','Action','D&D 5e',1),('pyrogeist',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('pyrogeist',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('pyrogeist',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('pyrolisk','Pyrolisk','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) piercing damage and the target must make a successful DC 12 Constitution saving throw or burst into flames, taking 3 (1d6) fire damage immediately plus 3 (1d6) fire damage at the start of each of the pyrolisk\'s turns for as long as the flames burn. A creature can extinguish flames on itself or on an adjacent creature by using an action to make a successful DC 10 Dexterity check.','5e SRD','Action','D&D 5e',1),('pyrolisk','Pyrolisk','bite','8 (1d4-2 plus 1d3 fire)','d20web','Action','d20',1),('pyrolisk','Pyrolisk','Pyrotechnics (1/day)','A pyrolisk causes an ordinary fire within 120 feet of it to flare into a burst of sparks and light. This burst is so bright that all creatures able to see the fire and within 60 feet of it must make a successful DC 10 Wisdom saving throw or be blinded for 1d4 rounds. Pyrolisks are immune to this effect.','5e SRD','Action','D&D 5e',1),('pyroniteOoze',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('pyroniteOoze',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('qallupilluk','Qallupilluk','1/day-commune with nature,','divination','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('qallupilluk','Qallupilluk','2 claws','13 (1d6+5 plus','d20web','Action','d20',1),('qallupilluk','Qallupilluk','3/day','charm animal (DC 13), charm person (DC 13), chill metal (DC 14), sleet storm','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('qallupilluk','Qallupilluk','At will','water breathing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('qallupilluk','Qallupilluk','bite','13 (1d6+5)','d20web','Action','d20',1),('qallupilluk','Qallupilluk','Cloying Scent (Su)','Qallupilluks exude a vaguely sweet and unexpectedly pleasant briny scent. This smell comforts and distracts humanoids and animals that come within 15 feet of the qallupilluk, causing such creatures to take a -2 penalty on saves against mind-affecting effects.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('qallupilluk','Qallupilluk','Curse of Scales (Su)','If a qallupilluk grapples a Medium or Small humanoid opponent, her target begins transforming into an aquatic monster. Starting on the third consecutive round of grappling, the grappled target must succeed at a DC 18 Fortitude save every round or fully transform into a grindylow, reefclaw, bunyip, merrow, or scrag. Once fully transformed, the creature is slavishly devoted to the qallupilluk that created it. If the qallupilluk is slain, the creature loses this devotion but remains transformed. The transformation ends after 1 hour or if the creature is slain. A qallupilluk can make this transformation permanent by performing a ritual that takes 10 minutes and deals 30 points of damage to the qallupilluk. This is a curse and polymorph effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('qallupilluk','Qallupilluk','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('qallupilluk','Qallupilluk','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('qallupilluk','Qallupilluk','Feat 3',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('qallupilluk','Qallupilluk','Feat 4',' Stand Still','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('qallupilluk','Qallupilluk','Melee 1','bite +13 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('qallupilluk','Qallupilluk','Melee 2',' 2 claws +13 (1d6+5 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('qallupilluk','Qallupilluk','Ranged 1','javelin +10 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('qallupilluk','Qallupilluk','|Cloying Scent|Curse of Scales','Qallupilluks exude a vaguely sweet and unexpectedly pleasant briny scent. This smell comforts and distracts humanoids and animals that come within 15 feet of the qallupilluk, causing such creatures to take a –2 penalty on saves against mindaffecting effects.','aquilae','Special','OSR',1),('qallupilluk','Qallupilluk','|Cloying Scent|Curse of Scales','If a qallupilluk grapples a humanoid opponent equal to or smaller than her size category, her target begins transforming into an aquatic monster. Starting on the third consecutive round of successful melee attacks, the grappled target must succeed at a Spell save every round or fully transform into a grindylow, reefclaw, bunyip, merrow, or scrag. Once fully transformed, the creature is slavishly devoted to the qallupilluk that created it. If the qallupilluk is slain, the creature loses this devotion but remains transformed. The transformation ends after 1 hour or if the creature is slain. A qallupilluk can make this transformation permanent by performing a ritual that takes 10 minutes and deals 30 points of damage to the qallupilluk. This is a curse and polymorph effect.','aquilae','Special','OSR',2),('qasogonaga','Qasogonaga','3/day each','call lightning, control weather, daylight','5e SRD','Special','D&D 5e',1),('qasogonaga','Qasogonaga','At will','druidcraft, feather fall, gust of wind, thunderwave','5e SRD','Special','D&D 5e',1),('qasogonaga','Qasogonaga','Change Shape','The qasogonaga magically polymorphs into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. If the qasogonaga dies, it reverts to its true form.','5e SRD','Action','D&D 5e',1),('qasogonaga','Qasogonaga','Innate Spellcasting','The qasogonaga\'s innate spellcasting ability is Wisdom (spell save DC 15). The qasogonaga can cast the following spells, requiring no components:','5e SRD','Special','D&D 5e',1),('qasogonaga','Qasogonaga','Multiattack','The qasogonaga makes two slam attacks.','5e SRD','Action','D&D 5e',1),('qasogonaga','Qasogonaga','Slam','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage and 10 (3d6) lightning damage.','5e SRD','Action','D&D 5e',1),('qormintur',NULL,'Duergar','Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.','fan json','Trait','Pathfinder 2e',1),('qormintur',NULL,'Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('qormintur',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('quantiumGolem',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('quantiumGolem',NULL,'Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('quantiumGolem',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('quarryConstruct',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('quarryConstruct',NULL,'Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('quarryConstruct',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('quasit','Quasit','1/day','cause fear (30-foot radius, DC 11)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('quasit','Quasit','1/week','commune (six questions)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('quasit','Quasit','At will','detect good, detect magic, invisibility (self only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('quasit','Quasit','Claws (Bite in Beast Form)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('quasit','Quasit','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('quasit','Quasit','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('quasit','Quasit','Feat 2',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('quasit','Quasit','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('quasit','Quasit','Invisibility','The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.','5e SRD','Action','D&D 5e',1),('quasit','Quasit','Magic Resistance','The quasit has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('quasit','Quasit','Melee 1','2 claws +7 (1d3-1 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('quasit','Quasit','Melee 2',' bite +7 (1d4-1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('quasit','Quasit','Poison (Ex)','Claw-injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('quasit','Quasit','Scare (1/Day)','One creature of the quasit\'s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('quasit','Quasit','Shapechanger','The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('quasit','Quasit','|Change Shape|Fast Healing|Poison|Telepathy','May change into, and then back from, any two of the following forms: Bat, Small Centipede, Toad, or Wolf; Bat, as per polymorph You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts.','aquilae','Special','OSR',1),('quasit','Quasit','|Change Shape|Fast Healing|Poison|Telepathy','Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',2),('quasit','Quasit','|Change Shape|Fast Healing|Poison|Telepathy','Claw-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage and You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',3),('quasit','Quasit','|Change Shape|Fast Healing|Poison|Telepathy','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('quatoid',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('quatoid',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('quatoid',NULL,'Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('queenOfCats','Queen Of Cats','3/day each','counterspell, pass without trace','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','At will','dispel magic, invisibility (self only)','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Bite (Cat or True Form Only)','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('queenOfCats','Queen Of Cats','Cat Passivism','No cats or weretigers can willingly attack the Queen of Cats. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Claw (Cat or True Form Only)','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage.','5e SRD','Action','D&D 5e',1),('queenOfCats','Queen Of Cats','Innate Spellcasting','The Queen of Cats\' spellcasting ability is Charisma (spell save DC 19). The Queen can innately cast the following spells, requiring only verbal components:','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Keen Smell','The Queen of Cats has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Leap','The Queen of Cats moves up to her speed, jumping or climbing over obstacles in the way. Difficult terrain caused by urban or forested terrain features doesn\'t cost her extra movement when she leaps.','5e SRD','Legendary Action','D&D 5e',1),('queenOfCats','Queen Of Cats','Legendary Resistance (3/day)','If the Queen of Cats fails a saving throw, she can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Magic Resistance','The Queen of Cats has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Magic Weapons','The Queen of Cats\' weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','maze','1/day','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Moon Strike','Ranged Spell Attack: +10 to hit, range 90 ft., one target. Hit: 22 (4d10) radiant damage. The target must succeed on a DC 18 Dexterity saving throw or shed dim light in a 5-foot radius until the start of the Queen\'s next turn. As long as it glows, the target gains no benefit from being invisible, can\'t hide, and the next attack made against the target has advantage.','5e SRD','Action','D&D 5e',1),('queenOfCats','Queen Of Cats','Multiattack','In human form, the Queen of Cats makes two moon strike attacks. In cat form or her true form, she makes three attacks: two with her claws or moon strike and one with her bite.','5e SRD','Action','D&D 5e',1),('queenOfCats','Queen Of Cats','Pounce','If the Queen of Cats moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Rejuvenation','If she dies, the Queen of Cats\' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another cat on the Material Plane which becomes the Queen of Cats with all of the hp and abilities thereof. Only killing every cat on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Safe Fall','When she falls, the Queen of Cats lands on her feet and takes no damage.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Scurry (Costs 2 Actions)','The Queen of Cats moves up to her speed and can Hide.','5e SRD','Legendary Action','D&D 5e',1),('queenOfCats','Queen Of Cats','Shapechanger','The Queen of Cats can use her action to polymorph into a Medium human woman, a Small cat, or back into her true Large, cat-headed humanoid form. Her statistics, other than her size, are the same in each form with the exception that only her cat and true forms retain her climbing speed. Any equipment she is wearing or carrying transforms with her.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Speak with Felines','The Queen of Cats can communicate with cats as if they shared a language.','5e SRD','Special','D&D 5e',1),('queenOfCats','Queen Of Cats','Swipe (Cat or True Form Only)','The Queen of Cats makes a claw attack.','5e SRD','Legendary Action','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','1/day each','etherealness, eyebite, freedom of movement','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','3/day each','giant insect (scorpions and spiders only), ray of enfeeblement','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Acidic Bile (Recharge 5-6)','The Queen of Scorpions spews acid from her mouth in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\'t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Arachnid Passivism','No scorpion or spider can willingly attack the Queen of Scorpions. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','At will','invisibility (self only), pass without trace, poison spray','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','At Will Spell','The Queen of Scorpions casts one of her at will spells.','5e SRD','Legendary Action','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Burrow (Scorpion or True Form Only)','The Queen of Scorpions moves up to her burrowing speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Claw (Scorpion Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 17). While in scorpion form, the Queen has two claws, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Innate Spellcasting','The Queen of Scorpions\' innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Legendary Resistance (3/Day)','If the Queen of Scorpions fails a saving throw, she can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Magic Resistance','The Queen of Scorpions has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Magic Weapons','The Queen of Scorpions\' weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Multiattack','In human form, the Queen of Scorpions makes two scimitar attacks. In scorpion form, she makes three attacks: two with her claws and one with her sting. In her true form, she makes three attacks: one with her sting and two with her scimitar.','5e SRD','Action','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Rejuvenation','If she dies, the Queen of Scorpions\' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another scorpion on the Material Plane, which then becomes the Queen of Scorpions (with all of the hp and abilities thereof). Only killing every scorpion on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Scimitar (Humanoid or True Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 3 (1d6) poison damage.','5e SRD','Action','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Shapechanger','The Queen of Scorpions can use her action to polymorph into a Huge giant scorpion, a Medium human woman of unearthly beauty, or back into her true Medium, scorpion-tailed humanoid form. Her statistics, other than her size, are the same in each form-with the exception that only her scorpion and true forms retain her climbing and burrowing speeds. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies.','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Speak with Arachnids','The Queen of Scorpions can communicate with scorpions and spiders as if they shared a language.','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Spider Climb','The Queen of Scorpions\' can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','Sting (Scorpion or True Form Only)','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('queenOfScorpions','Queen Of Scorpions','The Queen of Scorpions makes one scimitar attack.','Scimitar (Costs 2 Actions; Humanoid or True Form Only)','5e SRD','Legendary Action','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','1/day each','astral projection, teleport','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','2/day each','etherealness, freedom of movement','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','3/day each','darkness, scrying','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','At will','pass without trace, purify food and drink, protection from poison','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Bestowal of Trust','The Queen of Serpents can grant a single creature a +1 enhancement to Wisdom which lasts until the creature harms a reptile of any kind. Only one creature may have this enhancement at any time.','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Bite (Snake or True Form Only)','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Constrict (Snake or True Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 27 (6d6 + 6) bludgeoning damage and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained, and the Queen of Serpents can\'t constrict another target.','5e SRD','Action','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Detect','The Queen of Serpents makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Innate Spellcasting','The Queen of Serpents\' innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Keen Smell','The Queen of Serpents has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Legendary Resistance (3/day)','If the Queen of Serpents fails a saving throw, she can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Magic Resistance','The Queen of Serpents has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Magic Weapons','The Queen of Serpents\' weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Mesmerizing Gaze (Recharge 5-6)','The Queen of Serpents targets up to six creatures that she can see within 60 feet of her. Each creature must succeed on a DC 18 Charisma saving throw or be stunned for 10 minutes. The target is no longer stunned if it takes damage or another creature takes an action to shake it. If a creature\'s saving throw is successful, the creature is immune to the Queen of Serpents\' Mesmerizing Gaze for the next 24 hours.','5e SRD','Action','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Move','The Queen of Serpents moves up to her speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Multiattack (Human or True Form Only)','In human form, the Queen of Serpents makes three shortsword attacks. In her true form, she makes two attacks: one with her bite and one with her shortsword.','5e SRD','Action','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Precognition (Costs 2 Actions)','The Queen of Serpents gets a brief glimpse of the immediate future, gaining advantage on attack rolls and Dexterity-based saving throws until the end of her next turn.','5e SRD','Legendary Action','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Rejuvenation','If she dies, the Queen of Serpents\' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another serpent on the Material Plane which becomes the Queen of Serpents, with all of the hp and abilities thereof. Only killing every serpent on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Serpent Passivism','No serpents can willingly attack the Queen of Serpents. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Shapechanger','The Queen of Serpents can use her action to polymorph into a Large constrictor snake, a Medium human woman of middle age, or back into her true human-snake hybrid form. Her statistics, other than her size, are the same in each form with the exception that only her snake and true forms retain her climbing and swimming speeds. Any equipment she is wearing or carrying transforms with her.','5e SRD','Special','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Shortsword (Human or True Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('queenOfSerpents','Queen Of Serpents','Speak with Serpents','The Queen of Serpents can communicate with serpents as if they shared a language.','5e SRD','Special','D&D 5e',1),('queenSluagh',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('queenSluagh',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('quelaunt',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('quetzal','Quetzal','1/day each','aid, augury, heroism','5e SRD','Special','D&D 5e',1),('quetzal','Quetzal','At will','sanctuary, spare the dying','5e SRD','Special','D&D 5e',1),('quetzal','Quetzal','Beak','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('quetzal','Quetzal','Feathered Freedom','Any nonevil creature adjacent to a quetzal has advantage on saving throws to resist becoming charmed, frightened, or paralyzed.','5e SRD','Special','D&D 5e',1),('quetzal','Quetzal','Innate Spellcasting','The quetzal\'s innate spellcasting ability is Charisma (spell save DC 11). The quetzal can innately cast the following spells, requiring no components:','5e SRD','Special','D&D 5e',1),('quetzal','Quetzal','Silent Song (Recharge 5-6)','The quetzal can emit a high, whistling note just beyond the edge of hearing for most creatures, affecting creatures in a 15-foot cone. Nonevil creatures in this area who are charmed, frightened, or paralyzed can attempt a new saving throw to end that effect. Evil creatures in the area take 5 (2d4) thunder damage.','5e SRD','Action','D&D 5e',1),('quetzalcoatlus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('quetzCouatl',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('quetzCouatl',NULL,'Couatl','A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities.','fan json','Trait','Pathfinder 2e',1),('quickling',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('quil','Quil','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.','5e SRD','Action','D&D 5e',1),('quil','Quil','Scent','The Quil has a superior sense of smell. It gains advantage on any perception checks involving scent.','5e SRD','Special','D&D 5e',1),('quintessivore',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('quoppopak',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('quoppopak',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('qurashith',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('qurashith',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('radiantWarden',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('raggoth',NULL,'4 claws','16 (1d6+6 plus','d20web','Action','d20',1),('raggoth',NULL,'Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('raggoth',NULL,'bite','16 (1d8+6)','d20web','Action','d20',1),('raggoth',NULL,'Claws','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage, and the target is grappled (escape DC 17) and restrained.','5e SRD','Action','D&D 5e',1),('raggoth',NULL,'Keen Smell','The raggoth has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('raggoth',NULL,'Multiattack','The raggoth makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('raggoth',NULL,'Tormenting Howl (Recharge 5-6)','The raggoth unleashes a piercing howl. All creatures within 60 feet of the raggoth that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the raggoth\'s Tormenting Howl for 24 hours.','5e SRD','Action','D&D 5e',1),('rajaRakshasa',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('rajaRakshasa',NULL,'Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('rakshasa','Rakshasa','1st level (4 slots)','charm person, detect magic, magic missile, silent image','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','2nd level (3 slots)','acid arrow, invisibility, mirror image, suggestion','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','3rd level (3 slots)','dispel magic, lightning bolt, major image','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','4th level (3 slots)','defy death*, dimension door, draining mist*','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','5th level (2 slots)','animate blades*, hold monster','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','At will','friends, shocking grasp','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','chain lightning','6th level (1 slots)','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','Change Shape','As the spell alter self, but concentration is not required.','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','Detect Thoughts (Su)','A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('rakshasa','Rakshasa','Feat 1','Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rakshasa','Rakshasa','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rakshasa','Rakshasa','Feat 3',' Improved Critical (kukri)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rakshasa','Rakshasa','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rakshasa','Rakshasa','Feat 5',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rakshasa','Rakshasa','Kukri','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4+4 piercing damage and the target must succeed on a Cha save (DC 17) or become frightened of the raja for 1 round.','5e SRD','Action','D&D 5e',1),('rakshasa','Rakshasa','Melee 1','+1 kukri +16/+11 (1d4+4/15-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rakshasa','Rakshasa','Melee 2',' claw +10 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rakshasa','Rakshasa','Melee 3',' bite +10 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rakshasa','Rakshasa','Multiattack','The raja makes three kukri attacks, or makes one kukri attack and uses its recruit ally power.','5e SRD','Action','D&D 5e',1),('rakshasa','Rakshasa','Phantom Image','As a bonus action, the raja creates an illusion of an exact duplicate of itselfAs long as the phantom image is active, melee and ranged attacks against the raja have tactical disadvantage. The effect ends when the raja is hit by an attack.','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','Recruit Ally','The raja magically compels a creature to become its ally, as per the dominate person spell (DC 17)The effect lasts for 1 round.','5e SRD','Action','D&D 5e',1),('rakshasa','Rakshasa','Spellcasting','The raja is a 12th-level caster. Its spellcasting ability is Charisma (DC 17, +9 to hit).','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','Summon Swordspirit (2/Day)','The raja summons two rakshasa swordspirits (see below) to fight for it. The swordspirits appear within 30 feet and act immediately.','5e SRD','Special','D&D 5e',1),('rakshasa','Rakshasa','|Change Shape','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',1),('rakshasa','Rakshasa','|Change Shape','Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',2),('raktavarna',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('raktavarna',NULL,'Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('ram','Ram','Cliff-climber','As long as the ram is on dry ground, it is not affected by difficult terrain.','5e SRD','Special','D&D 5e',1),('ram','Ram','Kick','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('ram','Ram','Ram','The ram moves at least 20 feet. Melee Weapon Attack: +5 to hit, reach 50 ft., one target. Hit: 17 (4d6+3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('ramidreju','Ramidreju','1/day','create pit (DC 12)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ramidreju','Ramidreju','bite','4 (1d6 plus','d20web','Action','d20',1),('ramidreju','Ramidreju','Pit Digger','','d20web','Special (Ex)','d20',1),('ramidreju','Ramidreju','Pit Digger (Ex)','A ramidreju can dig a 20-foot-deep pit in normal ground or soft earth (not solid stone) and cover it with branches, grass, and twigs. This pit is identical to a CR 1 pit trap. It takes a ramidreju 4 hours to dig a pit, though the creature is not required to complete all the digging in the same day.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ramidreju','Ramidreju','Smell Gold','','d20web','Special (Ex)','d20',1),('ramidreju','Ramidreju','Smell Gold (Ex)','A ramidreju can use its scent ability to detect and pinpoint the location of gold within 90 feet. The ramidreju can smell buried gold, gold held inside a container (like a backpack or treasure chest), or even gold deposits inside solid rock. The ramidreju knows neither the amount of gold nor if the gold is carried or guarded by a trap or creature.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('rancorousPriesthood',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('rancorousPriesthood',NULL,'Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('raptorGuard',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('rat','Rat','Afraid of fire','Will flee fire, unless forced to fight by summoner.','OSE','Special','OSR',2),('rat','Rat','Attacking in water','May attack without penalty; excellent swimmers.','OSE','Special','OSR',3),('rat','Rat','bite per pack','1 * bite per pack (1d6 + disease)','OSE','Action','OSR',1),('rat','Rat','Disease','Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.','OSE','Special','OSR',1),('rat','Rat','Disease; Afraid of fire; Attacking in water','See main entry.','OSE','Special','OSR',4),('rat','Rat','Engulf','The creature attacked must save versus death or fall prone, unable to attack until able to stand up again.','OSE','Special','OSR',6),('rat','Rat','Pack','Each group of 5-10 rats attacks as a pack. Each pack makes a single attack roll against one creature.','OSE','Special','OSR',5),('ratajinMastermind',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('ratajinMastermind',NULL,'Ratajin','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('ratatosk','Ratatosk','1/day each','confusion, dissonant whispers','5e SRD','Special','D&D 5e',1),('ratatosk','Ratatosk','At will','druidcraft, vicious mockery','5e SRD','Special','D&D 5e',1),('ratatosk','Ratatosk','Familiar','The ratatosk can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the ratatosk senses as long as they are within 1 mile of each other. While the ratatosk is within 10 feet of its master, the master shares the ratatosk\'s Magic Resistance trait. If its master violates the terms of the contract, the ratatosk can end its service as a familiar, ending the telepathic bond.','5e SRD','Special','D&D 5e',1),('ratatosk','Ratatosk','Horn','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and if the target is a creature wearing wooden armor, carrying a wooden shield, or in possession of a wooden magic item that improves its AC, it must make a DC 13 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target\'s choice) magically deteriorates, taking a permanent and cumulative ?1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.','5e SRD','Action','D&D 5e',1),('ratatosk','Ratatosk','Innate Spellcasting','The ratatosk\'s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:','5e SRD','Special','D&D 5e',1),('ratatosk','Ratatosk','Keen Senses','The ratatosk has advantage on Wisdom (Perception) checks that rely on hearing or sight.','5e SRD','Special','D&D 5e',1),('ratatosk','Ratatosk','Magic Resistance','The ratatosk has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('ratatosk','Ratatosk','Weird Insight','The ratatosk targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the ratatosk\'s Wisdom (Insight) check. If the ratatosk wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.','5e SRD','Action','D&D 5e',1),('ratfolk','Ratfolk','Chopper Squad','The ratfolk mercenary\'s melee weapon attacks deal one extra die of damage if at least one of the mercenary\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('ratfolk','Ratfolk','Dart','Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('ratfolk','Ratfolk','Guard the Big Cheese','When a creature makes an attack against the ratfolk mercenary\'s current employer, the mercenary grants a +2 bonus to the employer\'s AC if the mercenary is within 5 feet of the employer.','5e SRD','Reaction','D&D 5e',1),('ratfolk','Ratfolk','Multiattack','The ratfolk mercenary makes two attacks with its shortsword or dart. If both shortsword attacks hit the same target, the ratfolk mercenary can use its bonus action to automatically deal an extra 4 (1d8) piercing damage as it bites the target.','5e SRD','Action','D&D 5e',1),('ratfolk','Ratfolk','Nimbleness','The ratfolk mercenary can move through the space of any Medium or larger creature.','5e SRD','Special','D&D 5e',1),('ratfolk','Ratfolk','Pack Tactics','The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('ratfolk','Ratfolk','Packing Heat','If the ratfolk mercenary moves at least 10 feet straight toward a target and then hits it with a shortsword attack on the same turn, the mercenary can make one dart attack against another target within 20 feet as a bonus action without disadvantage.','5e SRD','Special','D&D 5e',1),('ratfolk','Ratfolk','Shortsword','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('ratfolk','Ratfolk','|Evasion|Swarming','You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',1),('ratfolk','Ratfolk','|Evasion|Swarming','Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes\' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.','aquilae','Special','OSR',2),('ratfolkGrenadier',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('ratfolkGrenadier',NULL,'Ratfolk','A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats. An ability with this trait can be used or selected only by ratfolk.','fan json','Trait','Pathfinder 2e',1),('ratSnakeSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('ratSnakeSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('ratSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('ratSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('ravager','Ravager','2 claws','51 (3d8+20/15-20)','d20web','Action','d20',1),('ravager','Ravager','4 claws','46 (4d6+15/15- 20)','d20web','Action','d20',1),('ravager','Ravager','Attack','The ravager makes one claw or bite attack.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Bite','Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 34 (7d6 + 10) piercing damage.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','bite','46 (6d6+15/19-20/x3)','d20web','Action','d20',1),('ravager','Ravager','Charge','If the ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the ravager can make one claw attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('ravager','Ravager','Claws','Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 45 (10d6 + 10) slashing damage and the target is grappled (Escape DC 23). Until this grapple ends, the creature is restrained.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Improved Critical','The ravagerÂs bite and claws score a critical hit on a roll of 19 or 20.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Legendary Resistance (3/day)','If the ravager fails a saving throw, it can choose to succeed instead.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Magic Disruption','Every time the ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as the dispel magic spell cast using a 7th level spell slot with a +7 spellcasting ability modifier.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Magic Weapons','The ravagerÂs melee attacks are magical.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Move','The ravager moves up to half of its speed.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Multiattack','The ravager makes one bite and four claw attacks. It can also make a smash attack if it is grappling a creature.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Rampage','When the ravager reduces a creature to 0 hit points with a melee attack on its turn, the ravager can take a bonus action to move up to half its speed and make a bite attack.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Regeneration','The ravager regains 15 hit points at the start of its turn. If the ravager takes damage from an artifact or from a legendary action, this trait doesnÂt function at the start of the ravagerÂs next turn. The ravager only dies if it starts its turn at 0 hit points and doesnÂt regenerate.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Smash','If a target is grappled at the beginning of its turn, the ravager may smash it into the ground for 37 (6d8 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Tunneler','The ravager can burrow through solid rock at half of its burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake.','5e SRD','Action','D&D 5e',1),('ravager','Ravager','Vampiric Healing','Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum.','5e SRD','Action','D&D 5e',1),('ravagerOfTindalos',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('ravagerOfTindalos',NULL,'Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('raven','Raven','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('raven','Raven','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('raven','Raven','bite','4 (1d3-4)','d20web','Action','d20',1),('raven','Raven','Mimicry','The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.','5e SRD','Special','D&D 5e',1),('ravener',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('ravener',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('ravener',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('ravenerHusk',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('ravenerHusk',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('ravenfolk','Ravenfolk','Ghost Wings','The ravenfolk warrior furiously \"beats\" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk\'s next turn.','5e SRD','Action','D&D 5e',1),('ravenfolk','Ravenfolk','Longbow','Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('ravenfolk','Ravenfolk','Mimicry','Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.','5e SRD','Special','D&D 5e',1),('ravenfolk','Ravenfolk','Multiattack','A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack.','5e SRD','Action','D&D 5e',1),('ravenfolk','Ravenfolk','Odin\'s Call','A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less.','5e SRD','Reaction','D&D 5e',1),('ravenfolk','Ravenfolk','Peck','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('ravenfolk','Ravenfolk','Radiant Runespear','Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.','5e SRD','Action','D&D 5e',1),('ravenfolk','Ravenfolk','Rapier','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Reaction','D&D 5e',1),('ravenfolk','Ravenfolk','Rune Weapons','Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin\'s own hand.','5e SRD','Special','D&D 5e',1),('ravenile',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('ravenile',NULL,'Lizardfolk','These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.','fan json','Trait','Pathfinder 2e',1),('ravenSwarm','Raven Swarm','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('ravenSwarm','Raven Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('rawNerve',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('reaperSkullPuffball',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('reaperSkullPuffball',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('rebornSunHunter',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('rebornSunHunter',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('rebornSunMage',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('rebornSunMage',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('rebornSunWarrior',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('rebornSunWarrior',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('redacted,TheWeaverInDreams',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('redacted,TheWeaverInDreams',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('redacted,TheWeaverInDreams',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('redcap',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('redCommanderAnt',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('redDragon','Red Dragon','Age','The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and &#188; or &#189; as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.','OSE','Special','OSR',12),('redDragon','Red Dragon','Attack pattern','A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).','OSE','Special','OSR',3),('redDragon','Red Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('redDragon','Red Dragon','Bite','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.','5e SRD','Action','D&D 5e',1),('redDragon','Red Dragon','bite','1 * bite (4d8)] or breath','OSE','Action','OSR',2),('redDragon','Red Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('redDragon','Red Dragon','Breath weapon','90\' long cone of fire.','OSE','Special','OSR',14),('redDragon','Red Dragon','Claw','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('redDragon','Red Dragon','claw','2 * claw (1d8) or breath','OSE','Action','OSR',1),('redDragon','Red Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('redDragon','Red Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('redDragon','Red Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('redDragon','Red Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('redDragon','Red Dragon','Fire Aura (Su)','','d20web','Special (Su)','d20',1),('redDragon','Red Dragon','Fire Breath (Recharge 5-6)','The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('redDragon','Red Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('redDragon','Red Dragon','Lairs','A dragon\'s treasure is always kept in its well-hidden lair and is seldom unguarded.','OSE','Special','OSR',13),('redDragon','Red Dragon','Language and spells','Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).','OSE','Special','OSR',9),('redDragon','Red Dragon','Language and spells','50%; 3 * 1st level, 3 * 2nd level, 3 * 3rd level.','OSE','Special','OSR',15),('redDragon','Red Dragon','Legendary Resistance (3/Day)','If the dragon fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('redDragon','Red Dragon','Line','5\' wide along whole length.','OSE','Special','OSR',7),('redDragon','Red Dragon','Multiattack','The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('redDragon','Red Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('redDragon','Red Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('redDragon','Red Dragon','Sleeping','10%.','OSE','Special','OSR',16),('redDragon','Red Dragon','Smoke Vision','','d20web','Special (Ex)','d20',1),('redDragon','Red Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('redDragon','Red Dragon','Tail','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('redDragon','Red Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('redDragon','Red Dragon','unknown','unknown','d20web','Action','d20',1),('redDragon','Red Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('redFox',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('redGuardAnt',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('redJester','Red Jester','Fear Cackle (1/day)','The red jester unleashes a fear-inducing cackle. All creatures within 60 feet that hear the cackle must make a successful DC 14 Wisdom saving throw or be frightened for 2d4 rounds. A frightened creature has a 50% chance of immediately dropping everything it holds in its hands.','5e SRD','Action','D&D 5e',1),('redJester','Red Jester','Fist','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d12 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('redJester','Red Jester','Jester\'s Deck','Ranged Weapon Attack: +6 to hit, range 20 ft., one creature. Hit: The target creature is affected as if it drew a random card from the deck of many things. In the hands of anyone but a red jester, the jester\'s deck acts as a normal, nonmagical deck of playing cards. +2 Mace of Merriment. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage and the target must make a successful DC 14 Wisdom saving throw or be paralyzed with merriment for 1d3 rounds. In the hands of anyone but a red jester, the weapon acts as a +1 mace.','5e SRD','Action','D&D 5e',1),('redJester','Red Jester','Multiattack','A red jester makes two Fist attacks or two Mace attacks.','5e SRD','Action','D&D 5e',1),('redJester','Red Jester','Unassailable Mind','The mind of a red jester is a twisted and dangerous place to peer into. If a living creature targets a red jester with an attack that normally causes psychic damage or tries to use telepathy on a red jester, that creature must make a successful DC 13 Intelligence saving throw or be cursed, with an effect identical to a permanent confusion spell. The confusion effect can be ended only by magic that lifts the curse.','5e SRD','Special','D&D 5e',1),('redJester','Red Jester','Unassailable Mind','','d20web','Special (Ex)','d20',1),('redQueen',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('reefclaw','Reefclaw','2 claws','2 (1d4 plus','d20web','Action','d20',1),('reefclaw','Reefclaw','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('reefclaw','Reefclaw','Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('reefclaw','Reefclaw','Grab','','d20web','Special (Ex)','d20',1),('reefclaw','Reefclaw','Poison','','d20web','Special (Ex)','d20',1),('reefclaw','Reefclaw','|Constrict|Death Frenzy|Poison','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('reefclaw','Reefclaw','|Constrict|Death Frenzy|Poison','When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw).','aquilae','Special','OSR',2),('reefclaw','Reefclaw','|Constrict|Death Frenzy|Poison','Claw - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.','aquilae','Special','OSR',3),('reefOctopus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('reefOctopus',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('relictnerEroder',NULL,'Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('relictnerEroder',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('relictnerEroder',NULL,'Mortic','Mortics are living humanoids with close ties to undeath. They have darkvision, negative healing, and vulnerabilities to sacred ground, and they can become undead by holding their breath.','fan json','Trait','Pathfinder 2e',1),('remnantofBarzillai',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('remnantofBarzillai',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('remorhaz','Remorhaz','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('remorhaz','Remorhaz','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can\'t bite another target.','5e SRD','Action','D&D 5e',1),('remorhaz','Remorhaz','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('remorhaz','Remorhaz','Feat 2',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('remorhaz','Remorhaz','Feat 3',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('remorhaz','Remorhaz','Feat 4',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('remorhaz','Remorhaz','Feat 5',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('remorhaz','Remorhaz','Heat (Su)','An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a DC 19 Fortitude save to avoid taking damage. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('remorhaz','Remorhaz','Heated Body','A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.','5e SRD','Special','D&D 5e',1),('remorhaz','Remorhaz','Melee 1','bite +13 (3d6+9 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('remorhaz','Remorhaz','Melee bite','13 (3d6+9 plus','d20web','Action','d20',1),('remorhaz','Remorhaz','Swallow','The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite\'s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz\'s turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('remorhaz','Remorhaz','|Heat|Swallow Whole','An enraged remorhaz generates heat so intense that anything touching its body takes 2d4 fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a Death save to avoid taking damage.','aquilae','Special','OSR',1),('remorhaz','Remorhaz','|Heat|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',2),('revenant',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('rezatha',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('rhacos',NULL,'Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('rhacos',NULL,'Kick','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('rhacos',NULL,'Multiattack','The rhacos makes one Bite attack and one Kick attack.','5e SRD','Action','D&D 5e',1),('rhacos',NULL,'Slashing Beak (recharge 4-6)','The rhacos wildly swings its neck around with its beak wide open. The rhacos makes a Bite attack against each creature within reach. A creature hit by one of these attacks is bleeding and loses 1 hit point at the start of each of its turns. A creature can use an action to make a DC 10 Wisdom (Medicine) check to staunch the bleeding, ending the condition on a success. Any magical healing ends this condition.','5e SRD','Action','D&D 5e',1),('rhacos',NULL,'Territorial Reflexes','The rhacos can make any number of opportunity attacks in one round, but no more than one on any turn.','5e SRD','Special','D&D 5e',1),('rhagodessa','Rhagodessa','bite','1 * bite (2d8)','OSE','Action','OSR',2),('rhagodessa','Rhagodessa','Cling','Can walk on walls.','OSE','Special','OSR',3),('rhagodessa','Rhagodessa','Grab','When hit with a sucker, the victim is stuck and will be bitten automatically next round.','OSE','Special','OSR',2),('rhagodessa','Rhagodessa','sucker','1 * sucker (grab)','OSE','Action','OSR',1),('rhagodessa','Rhagodessa','Suckers','Front legs equipped with suckers for grabbing prey.','OSE','Special','OSR',1),('rhevanna',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('rhinoceros','Rhinoceros','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('rhinoceros','Rhinoceros','Charge','If disturbed or threatened, will charge in a random direction. Requires a clear run of at least 20 yards. Make a horn attack on all in the path: inflicts double damage.','OSE','Special','OSR',1),('rhinoceros','Rhinoceros','Charge; Trample','See main entry.','OSE','Special','OSR',3),('rhinoceros','Rhinoceros','Charge; Trample','See main entry.','OSE','Special','OSR',4),('rhinoceros','Rhinoceros','Feat 1','Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rhinoceros','Rhinoceros','Feat 2',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rhinoceros','Rhinoceros','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rhinoceros','Rhinoceros','gore','8 (2d6+9)','d20web','Action','d20',1),('rhinoceros','Rhinoceros','horn','1 * horn (2d4)','OSE','Action','OSR',1),('rhinoceros','Rhinoceros','Melee 1','gore +8 (2d6+9)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rhinoceros','Rhinoceros','trample','1 * trample (2d12)','OSE','Action','OSR',2),('rhinoceros','Rhinoceros','z','Powerful Charge When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.','aquilae','Special','OSR',1),('rhu-Chalik',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('ridingDog',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('ridingHorse','Riding Horse','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('ridingPony',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('riekanoy',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('riekanoy',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('riekanoy',NULL,'Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('riftDrake','Rift Drake','bite','18 (2d8+10/19-20 plus','d20web','Action','d20',1),('riftDrake','Rift Drake','Speed Surge','','d20web','Special (Ex)','d20',1),('riftDrake','Rift Drake','|Bleed|Clinging|Corrosion','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('riftDrake','Rift Drake','|Bleed|Clinging|Corrosion','A rift drake can spit a ball of caustic gas that bursts into a cloud upon impact. This attack has a range of 60 feet and deals 4d8 acid damage to all creatures within the resulting 15-foot-radius spread (Breath save halves). Additionally, any creature damaged by this attack is affected as though by the spell slow for 1d4 rounds. Once a rift drake uses its breath weapon, it cannot do so again for another 1d4 rounds.','aquilae','Special','OSR',2),('riggGargadilly',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('rimeSludge',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('rimeSludge',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('ringhornRam',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('riptideHorror','Riptide Horror','6 tentacles','5 (1d4+1 plus','d20web','Action','d20',1),('riptideHorror','Riptide Horror','Amphibious','The riptide horror can breathe air and water.','5e SRD','Special','D&D 5e',1),('riptideHorror','Riptide Horror','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('riptideHorror','Riptide Horror','Multiattack','The riptide horror makes six attacks: three with its tentacles plus three bites.','5e SRD','Action','D&D 5e',1),('riptideHorror','Riptide Horror','Spider Climb','The riptide horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('riptideHorror','Riptide Horror','Tentacles','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour. While the target is poisoned, it is paralyzed. The riptide horror can have up to 6 creatures grappled with its six tentacles.','5e SRD','Action','D&D 5e',1),('risenFetch',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('risenFetch',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('riverDrake','River Drake','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('riverDrake','River Drake','bite','7 (2d4+3)','d20web','Action','d20',1),('riverDrake','River Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('riverDrake','River Drake','Speed Surge','','d20web','Special (Ex)','d20',1),('riverDrake','River Drake','tail slap','2 (1d4+1)','d20web','Action','d20',1),('riverDrake','River Drake','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('riverDrake','River Drake','|Caustic Mucus','A river drake can spit a ball of caustic mucus that explodes in a 5-foot-radius spread.','aquilae','Special','OSR',1),('riverDrake','River Drake','|Caustic Mucus','This attack has a range of 50 feet, deals acid damage, and entangles creatures in the area. A Breath save halves the damage and negates the entangle effect. An entangled creature takes 1d4 points of acid damage each round on its turn, and may attempt a new saving throw at the end of its turn every round to escape the entanglement and end the acid damage. Once a river drake spits mucus, it cannot do so again for 1d6 rounds.','aquilae','Special','OSR',2),('riverElasmosaurus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence ability modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('riverGiant','River Giant','|Rock Catching|Rock Throwing','You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Breath save to catch it as a free action. You must be aware of the attack in order to make a rock catching attempt.','aquilae','Special','OSR',1),('riverGiant','River Giant','|Rock Catching|Rock Throwing','You are an accomplished rock thrower and have a +4 bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size.','aquilae','Special','OSR',2),('riverGiant','River Giant','|Rock Catching|Rock Throwing','A \"rock\" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage.','aquilae','Special','OSR',3),('rivka',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('robberFly','Robber Fly','bite','1 * bite (1d8)','OSE','Action','OSR',1),('robberFly','Robber Fly','Leap','Can leap up to 30\' and attack.','OSE','Special','OSR',3),('robberFly','Robber Fly','Poison immunity','Unharmed by killer bees\' poison.','OSE','Special','OSR',2),('robberFly','Robber Fly','Surprise','Hunt patiently. Surprise on a 1-4, when waiting in shadows for prey.','OSE','Special','OSR',1),('roc','Roc','2 talons','18 (2d6+9/19-20 plus grab)','d20web','Action','d20',1),('roc','Roc','Alignment reaction','-1 to reaction rolls versus Neutral characters; -2 versus Chaotic characters.','OSE','Special','OSR',1),('roc','Roc','Alignment reaction; Swoop','See main entry.','OSE','Special','OSR',5),('roc','Roc','Alignment reaction; Swoop','See main entry.','OSE','Special','OSR',6),('roc','Roc','Alignment reaction; Swoop','See main entry.','OSE','Special','OSR',7),('roc','Roc','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('roc','Roc','Beak','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.','5e SRD','Action','D&D 5e',1),('roc','Roc','bite','17 (2d8+9)','d20web','Action','d20',1),('roc','Roc','bite','1 * bite (8d6)','OSE','Action','OSR',2),('roc','Roc','bite','1 * bite (2d10)','OSE','Action','OSR',4),('roc','Roc','bite','1 * bite (2d6)','OSE','Action','OSR',6),('roc','Roc','claw','2 * claw (3d6)','OSE','Action','OSR',1),('roc','Roc','claw','2 * claw (1d8)','OSE','Action','OSR',3),('roc','Roc','claw','2 * claw (1d4+1)','OSE','Action','OSR',5),('roc','Roc','Eggs','1d6 eggs or chicks in 50% of nests.','OSE','Special','OSR',3),('roc','Roc','Feat 1','Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Feat 2',' Improved Critical (talons)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Feat 5',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Feat 7',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Feat 8',' Weapon Focus (talons)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Keen Sight','The roc has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('roc','Roc','Melee 1','2 talons +18 (2d6+9/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Melee 2',' bite +17 (2d8+9)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('roc','Roc','Multiattack','The roc makes two attacks: one with its beak and one with its talons.','5e SRD','Action','D&D 5e',1),('roc','Roc','Swoop','Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).','OSE','Special','OSR',2),('roc','Roc','Talons','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can\'t use its talons on another target.','5e SRD','Action','D&D 5e',1),('roc','Roc','Trainable','Can be trained, if captured when young.','OSE','Special','OSR',4),('rockBaboon','Rock Baboon','bite','1 * bite (1d3)','OSE','Action','OSR',2),('rockBaboon','Rock Baboon','club','1 * club (1d6)','OSE','Action','OSR',1),('rockBaboon','Rock Baboon','Weapons','Wield bones or branches as clubs. (Do not use other tools.)','OSE','Special','OSR',1),('rockPython','Rock Python','bite','1 * bite (1d4 + constriction)','OSE','Action','OSR',1),('rockPython','Rock Python','Constriction','When a bite attack is successful, the python wraps around the victim and begins to squeeze, inflicting 2d4 automatic damage immediately and on each subsequent round.','OSE','Special','OSR',1),('rockReptile','Rock Reptile','bite','9 (1d6+6)','d20web','Action','d20',1),('rockTroll','Rock Troll','2 claw','12 (1d6+7)','d20web','Action','d20',1),('rockTroll','Rock Troll','2 claws','12 (1d6+7) and bite +12 (1d8+7)','d20web','Action','d20',1),('rockTroll','Rock Troll','bite','11 (1d8+7)','d20web','Action','d20',1),('rockTroll','Rock Troll','|Regeneration|Rend|Sunlight|Petrification','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',1),('rockTroll','Rock Troll','|Regeneration|Rend|Sunlight|Petrification','If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent\'s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.','aquilae','Special','OSR',2),('rockTroll','Rock Troll','|Regeneration|Rend|Sunlight|Petrification','A rock troll that is exposed to natural sunlight is staggered and must make a Death save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified rock troll, but if it remains exposed to sunlight, it must immediately start making new Death saves to avoid petrification. Spells like sunray or sunburst that create powerful natural sunlight cannot petrify a rock troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.','aquilae','Special','OSR',3),('roggenwolf','Roggenwolf','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.','5e SRD','Action','D&D 5e',1),('roggenwolf','Roggenwolf','Howl (Recharge 5-6)','The roggenwolf lets loose a howl that can only be heard inside the minds of nearby creatures. Each creature within 30 feet of the roggenwolf that isn\'t an undead or a construct must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending both effects on itself on a success.','5e SRD','Action','D&D 5e',1),('roggenwolf','Roggenwolf','Keen Hearing and Smell','The roggenwolf has advantage on Wisdom (Perception) checks that rely on hearing and smell.','5e SRD','Special','D&D 5e',1),('roilingIncant',NULL,'Arcane','This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('roilingIncant',NULL,'Evocation','Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.','fan json','Trait','Pathfinder 2e',1),('roilingIncant',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('rokurokubi',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('rompo',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('romsiwamnari',NULL,'At will','see invisibility, seeming (self only)','5e SRD','Special','D&D 5e',1),('romsiwamnari',NULL,'Aura of Necrosis','A romsiwamnari\'s presence accelerates the process of death and dying within 20 feet. Healing spells have no effect within this radius unless the caster succeeds on a DC 16 ability check using their spellcasting ability, or a DC 16 Charisma check for non-spell magical healing effects like a paladin\'s lay on hands ability. Creatures at 0 hit points within this aura have disadvantage on death saves, and whenever a creature dies within 20 feet of the romsiwamnari it gains 10 temporary hit points and a benefit of a bless spell for 1 minute. Incorporeal or ethereal creatures and living spirits outside of their bodies (such as creatures using astral projection or magic jar) take 1d8 necrotic damage each round at the beginning of their turn.','5e SRD','Special','D&D 5e',1),('romsiwamnari',NULL,'blink','3/day','5e SRD','Special','D&D 5e',1),('romsiwamnari',NULL,'Innate Spellcasting','The romsiwamnari\'s innate spellcasting ability is Wisdom (spell save DC 16). The romsiwamnari\' can innately cast the following spells, requiring no components:','5e SRD','Special','D&D 5e',1),('romsiwamnari',NULL,'Magic Resistance','The romsiwamnari has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('romsiwamnari',NULL,'Multiattack','The romsiwamnari makes three attacks: one with its scissor beak and two with its talons. If fighting ethereal undead it gains an additional attack with its beak.','5e SRD','Action','D&D 5e',1),('romsiwamnari',NULL,'Scissor Beak','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. The romsiwamnari scores a critical hit with its beak on a roll of 19 or 20 and its critical hit deals triple damage rather than double damage. In addition, the target must succeed on a DC 18 Constitution saving throw or have one of its limbs severed, as noted below (equal chance of severing left or right limb). The save DC is Constitution-based. d6 roll Lost Limb','5e SRD','Action','D&D 5e',1),('romsiwamnari',NULL,'Soul Eater','A creature killed by a romsiwamnari cannot be returned to life by any means save by divine intervention or wish spell.','5e SRD','Special','D&D 5e',1),('ronus','Ronus','bite','7 (1d6+3)','d20web','Action','d20',1),('roper',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('roru',NULL,'Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('roru',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('rosethorn',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('rotbomber',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('rotbomber',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('runecarvedLich',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('runeGiant','Rune Giant','Evil','Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment.','fan json','Trait','Pathfinder 2e',1),('runeGiant','Rune Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('runeGiant','Rune Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('runeGiant','Rune Giant','mwk','mwk','d20web','Action','d20',1),('runeGiant','Rune Giant','Runes','','d20web','Special (Ex)','d20',1),('runeGiant','Rune Giant','|Runes|Spark Shower','As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a Paralysis save or be blinded for 1 round.','aquilae','Special','OSR',1),('runeGiant','Rune Giant','|Runes|Spark Shower','A rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 4d8 fire and electricity damage; Breath halves damage; usable once every 1d4 rounds).','aquilae','Special','OSR',2),('rusalka','Rusalka','1/day','dominate person Watery Camouflage. In dim light or darkness, a rusalka that\'s underwater is invisible.','5e SRD','Special','D&D 5e',1),('rusalka','Rusalka','1/day','summon nature\'s ally VI (water elementals only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('rusalka','Rusalka','3/day-quickened','charm monster (DC 21), control water','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('rusalka','Rusalka','4 tresses','16 (2d6+5 plus','d20web','Action','d20',1),('rusalka','Rusalka','Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('rusalka','Rusalka','At will','control water, suggestion, tongues, water walk (can be ended freely at will)','5e SRD','Special','D&D 5e',1),('rusalka','Rusalka','At will','entangle (DC 18), fog cloud, invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('rusalka','Rusalka','Beckoning Call (Su)','As a standard action, a rusalka can sing or speak, causing all non-fey creatures within a 300-foot spread to approach its position as if compelled to do so via a suggestion spell (DC 27 Will negates). A creature that successfully saves is not subject to the same rusalka\'s beckoning call for 24 hours. When an affected creature begins its turn adjacent to the rusalka, it is dazed for that round. These effects continue as long as the rusalka takes a standard action to maintain the effect, plus 1 additional round. This is a sonic mind-affecting effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('rusalka','Rusalka','Breathless Kiss','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target\'s lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.','5e SRD','Action','D&D 5e',1),('rusalka','Rusalka','Constant','blur, water walk','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('rusalka','Rusalka','Drowning Hair (1/Day)','The rusalka\'s long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka\'s grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple.','5e SRD','Action','D&D 5e',1),('rusalka','Rusalka','Feat 1','Agile Maneuvers','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Feat 10',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Feat 4',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Feat 5',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Feat 7',' Quicken Spell-Like Ability (charm monster)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Feat 8',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Feat 9',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('rusalka','Rusalka','Innate Spellcasting','The rusalka\'s innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('rusalka','Rusalka','Melee 1','staggering touch +16 (stagger)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','Melee 2',' 4 tresses +16 (2d6+5 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('rusalka','Rusalka','staggering touch','16 (stagger)','d20web','Action','d20',1),('rusalka','Rusalka','Staggering Touch (Su)','A creature touched by a rusalka must make a DC 27 Fortitude save or be staggered for 1 round by overwhelming feelings of desire and shame. This is a mind-affecting effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('rusalka','Rusalka','Tresses (Su)','A rusalka\'s long hair is strong and capable of making powerful primary natural attacks. When it uses its tresses to grapple an opponent, a rusalka does not gain the grappled condition itself. In addition, a rusalka uses its Charisma modifier in addition to its Strength modifier for all combat maneuver checks made with its tresses.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('rusalka','Rusalka','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('rusalka','Rusalka','Withered Tresses','If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.','5e SRD','Special','D&D 5e',1),('rusalka','Rusalka','|Beckoning Call|Constrict|Staggering|Touch','As a standard action, a rusalka can sing or speak, causing all non-fey creatures within a 300-foot spread to approach its position as if compelled to do so via a suggestion spell (Paralysis save negates). A creature that successfully saves is not subject to the same rusalka\'s beckoning call for 24 hours. When an affected creature begins its turn adjacent to the rusalka, it is dazed for that round. These effects continue as long as the rusalka takes a standard action to maintain the effect, plus 1 additional round. This is a mind-affecting effect.','aquilae','Special','OSR',1),('rusalka','Rusalka','|Beckoning Call|Constrict|Staggering|Touch','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',2),('rusalka','Rusalka','|Beckoning Call|Constrict|Staggering|Touch','A creature touched by a rusalka must make a Death save or be staggered for 1 round by overwhelming feelings of desire and shame. This is a mindaffecting effect.','aquilae','Special','OSR',3),('rustHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('rustHag',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('rustMonster','Rust Monster','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('rustMonster','Rust Monster','feeler','1 * feeler (rusting)','OSE','Action','OSR',1),('rustMonster','Rust Monster','Rusting','Metal that touches a rust monster (e.g. weapons that hit it, or armour struck by a feeler) crumbles instantly to rust. Magic items have a 10% chance per \"plus\", to be unaffected on each successful hit. Each time a magic item is affected, it loses one \"plus\".','OSE','Special','OSR',1),('rustMonster','Rust Monster','Smell metal','Attracted by the scent.','OSE','Special','OSR',2),('rustOoze',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('rustOoze',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('rustyMae',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('rustyMae',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('ryven','Ryven','bite','6 (1d6+2)','d20web','Action','d20',1),('ryven','Ryven','short sword','6 (1d6+2) or 2 claws +6 (1d4+2)','d20web','Action','d20',1),('sabosan',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('sabretoothJaguar','Sabretooth Jaguar','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('sabretoothJaguar','Sabretooth Jaguar','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('sabretoothJaguar','Sabretooth Jaguar','Keen Smell','The jaguar has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('sabretoothJaguar','Sabretooth Jaguar','Pounce','If the jaguar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the jaguar can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('sabretoothJaguar','Sabretooth Jaguar','Surprise Attack','If the sabertooth jaguar surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.','5e SRD','Special','D&D 5e',1),('sacristan',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('sacristan',NULL,'Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('saggorakPoltergeist',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('saggorakPoltergeist',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('saggorakPoltergeist',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('saguaroi','Saguaroi','2 slams','10 (1d6+5)','d20web','Action','d20',1),('saguaroi','Saguaroi','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('saguaroi','Saguaroi','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('saguaroi','Saguaroi','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('saguaroi','Saguaroi','Feat 4',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('saguaroi','Saguaroi','Locate Water','A saguaroi can spend an hour to concentrate on the location of the nearest source of pure water measuring at least 10 gallons within a 5-mile radius. The saguaroi can find water hidden behind natural barriers regardless of thickness, but it cannot discover water within manufactured objects, including worked stone.','5e SRD','Special','D&D 5e',1),('saguaroi','Saguaroi','Melee 1','2 slams +10 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('saguaroi','Saguaroi','Needle Cone','The saguaroi expels a spew of needles in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 11 (2d10) piercing damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail their saving throws have their speed cut in half. A creature with its speed reduced like this must succeed a DC 16 Constitution saving throw at the end of each of its turns in order to regain its natural speed.','5e SRD','Action','D&D 5e',1),('saguaroi','Saguaroi','Needle Cone (Ex)','Three times per day, as a standard action a saguaroi can eject a barrage of needles from its body. This effect creates a 15-foot-cone burst of needles that deals 4d6 points of piercing damage to all creatures in the area (Reflex DC 20 for half). The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saguaroi','Saguaroi','Needle Hide','A saguaroi is covered with needles and spines. Any creature grappling a saguaroi or attacking it with an unarmed strike takes 3 (1d6) points of piercing damage. A creature grappling a saguaroi takes this damage each round of the grapple.','5e SRD','Special','D&D 5e',1),('saguaroi','Saguaroi','Needle Hide (Ex)','A saguaroi is covered with needles and spines, and its slam attacks deal both bludgeoning and piercing damage. Any creature grappling a saguaroi or attacking it with a natural attack or unarmed strike takes 1d4 points of piercing damage (manufactured weapons with the reach special feature do not endanger the user this way). A creature grappling a saguaroi takes this damage each round of the grapple.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saguaroi','Saguaroi','Produce Water (Ex)','As a standard action once per hour, a saguaroi can cut itself (taking 1 point of damage) to produce 1 gallon of water. After producing 4 gallons, it becomes fatigued. After producing 8 gallons, it becomes exhausted and cannot produce more water for 24 hours.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saguaroi','Saguaroi','Regenerate','The saguaroi regains 10 hit points at the start of its turn. If the saguaroi takes fire damage, this trait doesn\'t function at the start of the saguaroi\'s next turn. The saguaroi dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('saguaroi','Saguaroi','Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage plus 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('saguaroi','Saguaroi','|Freeze','The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature gains +20 on all checks to hide in plain sight as this kind of inanimate object.','aquilae','Special','OSR',1),('saguaroi','Saguaroi','|Freeze','Needle Cone Three times per day, a saguaroi can eject a barrage of needles from its body. This effect creates a 15-foot-cone burst of needles that deals piercing damage to all creatures in the area (Breath save for half).','aquilae','Special','OSR',2),('saguaroi','Saguaroi','|Freeze','Needle Hide A saguaroi is covered with needles and spines, and its slam attacks deal both bludgeoning and piercing damage.','aquilae','Special','OSR',3),('saguaroi','Saguaroi','|Freeze','Any creature grappling a saguaroi or attacking it with a natural attack or unarmed strike takes 2d4 piercing damage (manufactured weapons with the reach special feature do not endanger the user this way). A creature grappling a saguaroi takes this damage each round of the grapple.','aquilae','Special','OSR',4),('saguaroi','Saguaroi','|Freeze','Produce Water As a standard action once per hour, a saguaroi can cut itself (taking 1 point of damage) to produce 1 gallon of water. After producing 4 gallons, it becomes fatigued. After producing 8 gallons, it becomes exhausted and cannot produce more water for 24 hours.','aquilae','Special','OSR',5),('sahniBride-Of-The-Sea',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('sahniBride-Of-The-Sea',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('sahniBride-Of-The-Sea',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('sahuagin','Sahuagin','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('sahuagin','Sahuagin','bite','4 (1d4+2)','d20web','Action','d20',1),('sahuagin','Sahuagin','bite -1 (1d4+1) or 2 claws','1) or 2 claws +4 (1d4+2)','d20web','Action','d20',1),('sahuagin','Sahuagin','Blood Frenzy','The sahuagin has advantage on melee attack rolls against any creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('sahuagin','Sahuagin','Claws','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.','5e SRD','Action','D&D 5e',1),('sahuagin','Sahuagin','Limited Amphibiousness','The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.','5e SRD','Special','D&D 5e',1),('sahuagin','Sahuagin','Multiattack','The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.','5e SRD','Action','D&D 5e',1),('sahuagin','Sahuagin','Shark Telepathy','The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.','5e SRD','Special','D&D 5e',1),('sahuagin','Sahuagin','Spear','Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('sahuagin','Sahuagin','trident','4 (1d8+3)','d20web','Action','d20',1),('sailbackBehemoth','Sailback Behemoth','Bite','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can\'t bite another target.','5e SRD','Action','D&D 5e',1),('sailbackBehemoth','Sailback Behemoth','Claw','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('sailbackBehemoth','Sailback Behemoth','Frightful Presence','Each creature of the spinosaurus\' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus\' Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('sailbackBehemoth','Sailback Behemoth','Move','The spinosaurus moves up to half its speed.','5e SRD','Action','D&D 5e',1),('sailbackBehemoth','Sailback Behemoth','Multiattack','The spinosaurus makes one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('sailbackBehemoth','Sailback Behemoth','Roar','The spinosaurus uses Frightful Presence.','5e SRD','Action','D&D 5e',1),('sailbackBehemoth','Sailback Behemoth','Siege Monster','The spinosaurus deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('sailbackBehemoth','Sailback Behemoth','Tail','Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('sailbackBehemoth','Sailback Behemoth','Tail Attack (Costs 2 Actions)','The spinosaurus makes one tail attack.','5e SRD','Action','D&D 5e',1),('sailbackBehemoth','Sailback Behemoth','Tamed','The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid.','5e SRD','Special','D&D 5e',1),('salamander','Salamander','1/day each','dispel magic, conjure elemental','5e SRD','Special','D&D 5e',1),('salamander','Salamander','3/day each','burning hands, fireball, flaming sphere, wall of fire','5e SRD','Special','D&D 5e',1),('salamander','Salamander','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('salamander','Salamander','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('salamander','Salamander','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('salamander','Salamander','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('salamander','Salamander','Feat 4',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('salamander','Salamander','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('salamander','Salamander','Heat (Ex)','A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander\'s metallic weapons also conduct this heat.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('salamander','Salamander','Heated Body','A creature that touches the noble salamander or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.','5e SRD','Special','D&D 5e',1),('salamander','Salamander','Heated Weapons','Any metal melee weapon the noble salamander wields deals an extra 10 (3d6) fire damage on a hit (included in the attack).','5e SRD','Special','D&D 5e',1),('salamander','Salamander','Innate Spellcasting','The noble salamander\'s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The salamander can cast the following spells without requiring any material components.','5e SRD','Special','D&D 5e',1),('salamander','Salamander','Melee 1','spear +11/+6 (1d8+4/&times;3 plus 1d6 fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('salamander','Salamander','Melee 2',' tail slap +6 (2d6+1 plus 1d6 fire and grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('salamander','Salamander','Multiattack','The noble salamander makes two attacks: one with its spear and one with its tail.','5e SRD','Action','D&D 5e',1),('salamander','Salamander','Spear','Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20 ft./60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) fire damage.','5e SRD','Action','D&D 5e',1),('salamander','Salamander','Tail','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) fire damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can\'t make tail attacks against other targets.','5e SRD','Action','D&D 5e',1),('salamander','Salamander','|Constrict|Heat|Vulnerability to|Cold','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('salamander','Salamander','|Constrict|Heat|Vulnerability to|Cold','A salamander generates so much heat that its mere touch deals 1d4 additional fire damage. A salamander\'s metallic weapons also conduct this heat.','aquilae','Special','OSR',2),('saltMephit','Salt Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('saltMephit','Salt Mephit','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('saltMephit','Salt Mephit','Dehydrate (Su)','','d20web','Special (Su)','d20',1),('samsaranAnchorite',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('samsaranAnchorite',NULL,'Samsaran','Samsarans are humanoids whose souls reincarnate into new bodies upon their death.','fan json','Trait','Pathfinder 2e',1),('sandGiant','Sand Giant','Weapon and Armor Proficiency','','d20web','Special (Ex)','d20',1),('sandGolem','Sand Golem','2 slams','18 (2d6+7/','d20web','Action','d20',1),('sandGolem','Sand Golem','Clutching Sands','','d20web','Special (Ex)','d20',1),('sandGolem','Sand Golem','Immunity to Magic','','d20web','Special (Ex)','d20',1),('sandGolem','Sand Golem','Sand Blast (Su)','','d20web','Special (Su)','d20',1),('sandKraken','Sand Kraken','10 tentacles','13 (1d4+5 plus','d20web','Action','d20',1),('sandKraken','Sand Kraken','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\'s hit point maximum lasts until the disease is cured.','5e SRD','Action','D&D 5e',1),('sandKraken','Sand Kraken','Buried Camouflage','A sand kraken has advantage on Dexterity (Stealth) checks and it has total cover from attacks as long as it remains buried.','5e SRD','Special','D&D 5e',1),('sandKraken','Sand Kraken','Keen Smell','The sand kraken has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('sandKraken','Sand Kraken','Multiattack','The sand kraken makes three tentacle attacks.','5e SRD','Action','D&D 5e',1),('sandKraken','Sand Kraken','Tentacles','A sand kraken has 10 tentacles, each of which can grapple one creature. Each tentacle has an AC of 20, 15 hit points, and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the sand kraken, and severed tentacles regrow at a rate of 1 per day.','5e SRD','Special','D&D 5e',1),('sandling','Sandling','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature). Hit. 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('sandling','Sandling','bite','6 (1d8+4)','d20web','Action','d20',1),('sandpointDevil','Sandpoint Devil','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('sandpointDevil','Sandpoint Devil','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('sandSentry',NULL,'Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('sandSentry',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('sandSpider','Sand Spider','Ambusher','The sand spider has advantage on attack rolls against surprised targets.','5e SRD','Special','D&D 5e',1),('sandSpider','Sand Spider','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw.','5e SRD','Action','D&D 5e',1),('sandSpider','Sand Spider','Impaling Leg','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('sandSpider','Sand Spider','Multiattack','The sand spider makes two attacks with its impaling legs and one bite attack.','5e SRD','Action','D&D 5e',1),('sandSpider','Sand Spider','Spider Climb','The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('sandwyrm','Sandwyrm','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('sandwyrm','Sandwyrm','Gore','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('sandwyrm','Sandwyrm','Multiattack','The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack.','5e SRD','Action','D&D 5e',1),('sandwyrm','Sandwyrm','Season\'s Change','If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn.','5e SRD','Action','D&D 5e',1),('sandwyrm','Sandwyrm','Spine Trap','When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm\'s stinger attack has advantage against creatures restrained by this trait.','5e SRD','Special','D&D 5e',1),('sandwyrm','Sandwyrm','Stinger','Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn\'t end the poisoning or paralysis.','5e SRD','Action','D&D 5e',1),('sanzuwu',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('sanzuwu',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('sard',NULL,'Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('sard',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('sard',NULL,'Tane','The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.','fan json','Trait','Pathfinder 2e',1),('sarglagon','Sarglagon','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('sarglagon','Sarglagon','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('sarglagon','Sarglagon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('sarkorianWolf',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('sarsaok','Sarsaok','Charge','If the sarsaok moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('sarsaok','Sarsaok','Divine Horns','The sarsaok\'s gore attack is magical. In addition, its gore attack ignores the target\'s resistances to piercing or fire damage.','5e SRD','Special','D&D 5e',1),('sarsaok','Sarsaok','Gore','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 3 (1d6) fire damage.','5e SRD','Action','D&D 5e',1),('sarsaok','Sarsaok','Heated Body','Any creature that touches the sarsaok or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.','5e SRD','Special','D&D 5e',1),('sarsaok','Sarsaok','Hooves','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) fire damage.','5e SRD','Action','D&D 5e',1),('sarsaok','Sarsaok','Immolating Purge (Recharge 5-6)','The sarsaok spews burning blood in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('sarsaok','Sarsaok','Multiattack','The sarsaok makes two attacks: one with its gore and one with its hooves.','5e SRD','Action','D&D 5e',1),('sarvelEver-Hunger',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('sarvelEver-Hunger',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('sarvelEver-Hunger',NULL,'Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('sasquatch',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('satarre',NULL,'Keeper of Secrets','The satarre mystic has advantage on all Intelligence (Arcana) checks related to the planes and planar travel.','5e SRD','Special','D&D 5e',1),('satarre',NULL,'Levitate','As a bonus action, a mystic can rise or descend vertically up to 10 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the mystic doesn\'t need to concentrate to continue levitating each round.','5e SRD','Special','D&D 5e',1),('satarre',NULL,'Multiattack','The satarre mystic makes two void claw attacks. Alternatively, it can use Void Bolt twice.','5e SRD','Action','D&D 5e',1),('satarre',NULL,'Unveil (1/Day)','The mystic unveils a darker reality to up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.','5e SRD','Action','D&D 5e',1),('satarre',NULL,'Void Bolt','Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 9 (2d8) necrotic damage.','5e SRD','Action','D&D 5e',1),('satarre',NULL,'Void Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.','5e SRD','Action','D&D 5e',1),('satarre',NULL,'Void Deflection','When a creature the mystic can see targets it with a ranged spell attack, the mystic can attempt to deflect the spell. The mystic makes a Constitution saving throw. If the result is higher than the attack roll, the mystic is unaffected by the spell.','5e SRD','Reaction','D&D 5e',1),('satarre',NULL,'Void Fortitude','If damage reduces the satarre mystic to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the satarre mystic drops to 1 hp instead.','5e SRD','Reaction','D&D 5e',1),('satarre',NULL,'Void Weapons','The satarre\'s weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack).','5e SRD','Reaction','D&D 5e',1),('sathaqWorm','Sathaq Worm','Agonizing Aura','The sathaq worms\' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature\'s saving throw succeeds, it is immune to the sathaq worm\'s Agonizing Aura for the next 24 hours.','5e SRD','Special','D&D 5e',1),('sathaqWorm','Sathaq Worm','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm\'s turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('sathaqWorm','Sathaq Worm','Earth Glide','The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\'t disturb the material it moves through.','5e SRD','Special','D&D 5e',1),('sathaqWorm','Sathaq Worm','Siege Monster','The sathaq worm deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('satyr','Satyr','1/day','fear (DC 18), summon nature\'s ally III','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('satyr','Satyr','At will','charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('satyr','Satyr','dagger','6 (1d4+2/19-20)','d20web','Action','d20',1),('satyr','Satyr','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('satyr','Satyr','Feat 2',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('satyr','Satyr','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('satyr','Satyr','Feat 4',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('satyr','Satyr','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('satyr','Satyr','horns','1 (1d6+1)','d20web','Action','d20',1),('satyr','Satyr','Magic Resistance','The satyr has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('satyr','Satyr','Melee 1','dagger +6 (1d4+2/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('satyr','Satyr','Melee 2',' horns +1 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('satyr','Satyr','Pipes (Su)','A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes\' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr\'s other spell-like abilities as normal. The satyr\'s use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('satyr','Satyr','Pipes (Su)','','d20web','Special (Su)','d20',1),('satyr','Satyr','Ram','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('satyr','Satyr','Ranged 1','short bow +6 (1d6/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('satyr','Satyr','Shortbow','Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('satyr','Satyr','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('saurianWarmonger',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('saurianWarmonger',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('saurianWorldwatcher',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('saurianWorldwatcher',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('savager','Savager','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('savager','Savager','Claw','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('savager','Savager','Mighty Swing','When a savager attacks without moving during its turn, it makes its claw attack with advantage.','5e SRD','Special','D&D 5e',1),('savager','Savager','Multiattack','The savager makes one bite attack and one claw attack.','5e SRD','Action','D&D 5e',1),('savager','Savager','Quills','A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager.','5e SRD','Special','D&D 5e',1),('savager','Savager','Wondrous item, uncommon (requires attunement)','This hat grants a non-scheznyki wearer the ability to become invisible or fly once per day (self only) for up to 1 minuteThe wearer must use an action to trigger the hat\'s ability. The hats normally appear to be rough burlap tams, but a true seeing spell reveals them to be golden, bejeweled coronets.','5e SRD','Action','D&D 5e',1),('saxra',NULL,'1/day','legend lore','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saxra',NULL,'3/day','finger of death (DC 25), horrid wilting (DC 26), telekinesis (DC 23), unholy blight (DC 22)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saxra',NULL,'At will','call spirit (only creatures slain by the saxra, DC 21), desecrate, enervation, gust of wind (DC 20)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saxra',NULL,'Bone Swarm (Su)','Any creature that ends its turn within 5 feet of a saxra takes 5d6 points of slashing damage and 5d6 points of negative energy damage from the whirling cloud of bone shards that surrounds it. Before the bone swarm deals damage, it attempts a caster level check to dispel any death ward effects on the target (as per a CL 20 dispel magic spell).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saxra',NULL,'Constant','deathwatch, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saxra',NULL,'Spawn Skeleton (Su',') Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. Creatures raised as skeletons are overcome with the desire to slay living creatures, but the saxra has no control over them. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saxra',NULL,'Splintered Ground (Su)','As a standard action, a saxra can cause splintered bones to erupt from all terrain (except worked stone or open water) in a 100-foot radius. Any creature moving across this area takes 2d6 points of piercing damage and 2d6 points of negative energy damage for every 5 feet of movement, and must succeed at a DC 30 Reflex save or have its land speed reduced by half for 10 minutes. The bones remain and continue to deal damage indefinitely unless someone removes them manually (taking 10 minutes of work for each 5-foot square) or the saxra uses this ability again. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('saxra',NULL,'unknown','unknown','d20web','Action','d20',1),('scalathrax',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('scalescribe',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('scalliwing',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('scalliwing',NULL,'Couatl','A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities.','fan json','Trait','Pathfinder 2e',1),('scarecophagus',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('scarecrow',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('scarletIbis','Scarlet Ibis','Beak','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage. The target must succeed on a DC 14 Charisma saving throw or become cursed. While cursed, the target has disadvantage on ability checks, attack rolls, or saving throws (the scarlet ibis\' choice). Alternatively, the ibis can choose for the target\'s enemies to have advantage on attack rolls against the target. A creature can have no more than one of each kind of curse on it at a time. The curses last for 24 hours or until removed by the remove curse spell or similar magic.','5e SRD','Action','D&D 5e',1),('scarletIbis','Scarlet Ibis','Death Curse','When the scarlet ibis dies, all curses currently inflicted by the ibis become permanent and can be removed only by the remove curse spell or other magic. In addition, the creature that dealt the killing blow must succeed on a DC 14 Charisma saving throw or become cursed with every option listed in the ibis\'s beak attack. A creature casting remove curse on a creature cursed in this way must succeed on a DC 14 Charisma saving throw or suffer the curses it just removed.','5e SRD','Special','D&D 5e',1),('scarletIbis','Scarlet Ibis','Multiattack','The scarlet ibis makes three attacks: one with its beak and two with its talons.','5e SRD','Action','D&D 5e',1),('scarletIbis','Scarlet Ibis','Talons','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('scarletWalker',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('scarletWalker',NULL,'Dream','Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm\'s freezing temperatures.','fan json','Trait','Pathfinder 2e',1),('sceaduinar',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('sceaduinar',NULL,'Negative','Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Planes with this trait are vast, empty reaches that suck the life from the living. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('scitalis','Scitalis','Bite','Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) poison damage.','5e SRD','Action','D&D 5e',1),('scitalis','Scitalis','Magic Resistance','The scitalis has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('scitalis','Scitalis','Prismatic Pattern (Su)','Due to the hypnotic and distorting effects of a scitalis\'s colorful pattern, creatures that can see the dragon take a penalty on attack rolls against it equal to the dragon\'s Charisma modifier (a -2 penalty for a typical scitalis). As a standard action, a scitalis can enhance the pattern, causing all creatures within 60 feet of it that can see it to become stunned for 1d4+1 rounds (Will save DC 23 negates). Prismatic pattern is an illusion (pattern) effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('scitalis','Scitalis','Sedative','','d20web','Special (Ex)','d20',1),('scitalis','Scitalis','Sedative (Ex)','A scitalis\'s bite and breath weapon introduce a potent sedative into its victims, causing them to become staggered for 1d6 rounds. A successful DC 23 Fortitude save reduces the duration to 1 round. This is a poison effect. The save DC is Constitution based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('scitalis','Scitalis','Stunning Scales','Each creature of the scitalis\' choice that is within 60 feet of the scitalis and can see it must succeed on a DC 14 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the scitalis\' Stunning Scales for the next 24 hours.','5e SRD','Action','D&D 5e',1),('scitalis','Scitalis','unknown','unknown','d20web','Action','d20',1),('scornedHound',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('scorpionSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('scorpionSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('scrabblingRibcage',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('scrabblingRibcage',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('screamingDevilkin','Screaming Devilkin','tail-barb','7 (1d4)','d20web','Action','d20',1),('screamingSulfur',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('screamingSulfur',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('scrit',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('scrit',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('scrofa','Scrofa','Gore','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. If the target is Medium or smaller creature, it must succeed a DC 11 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('scrofa','Scrofa','Keen Smell','The scrofa has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('scrofin',NULL,'Expert Wrestler','The scrofin can grapple creatures that are two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If the scrofin grapples a Medium or smaller creature, the target has disadvantage on its escape attempts. In addition, the scrofin has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition.','5e SRD','Special','D&D 5e',1),('scrofin',NULL,'Fist','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The scrofin can grapple only one target at a time. If the scrofin scores a critical hit, the target must succeed on a DC 13 Constitution saving throw or become stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('scrofin',NULL,'Gore','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('scrofin',NULL,'Multiattack','The scrofin makes two attacks: one with its fist and one with its gore or two with its fists.','5e SRD','Action','D&D 5e',1),('scrofin',NULL,'Quick to Anger (Recharges after a Short or Long Rest)','If the scrofin is wrestling a foe as part of a challenge and takes damage, or when it is reduced to half its hp maximum, it becomes angry. While angry, the scrofin has advantage on melee attack rolls and on saving throws against spells or effects that would charm or frighten it or make it unconscious, and it has resistance to bludgeoning damage. It remains angry for 1 minute, or until it is knocked unconscious. Alternatively, it can end its anger as a bonus action.','5e SRD','Reaction','D&D 5e',1),('scrofin',NULL,'Relentless (Recharges after a Short or Long Rest)','If the scrofin takes 10 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.','5e SRD','Special','D&D 5e',1),('scylla','Scylla','3/day each','dispel magic, major image','5e SRD','Special','D&D 5e',1),('scylla','Scylla','4 bites','25 (1d8+8/19-20 plus','d20web','Action','d20',1),('scylla','Scylla','6 bites','16 (1d8+6/19-20)','d20web','Action','d20',1),('scylla','Scylla','Amphibious','The scylla can breathe water and air.','5e SRD','Special','D&D 5e',1),('scylla','Scylla','At will','acid arrow, control water, fog cloud','5e SRD','Special','D&D 5e',1),('scylla','Scylla','Bite','Melee Weapon Attack: +16 to hit, reach 15 ft., one grappled target. Hit: 27 (4d8 + 9) piercing damage, and 18 (4d8) necrotic damage, and the target can\'t regain hit points until the end of its next turn.','5e SRD','Action','D&D 5e',1),('scylla','Scylla','Bite (Costs 2 actions)','The scylla makes one attack with its bite.','5e SRD','Legendary Action','D&D 5e',1),('scylla','Scylla','Change Shape','The scylla magically polymorphs into a Small or Medium female humanoid, or back into her true form. The scylla loses its bite and tentacle attacks but can wield weapons or make slam attacks as appropriate for its form. Its statistics are otherwise the same in each form. Any equipment it is wearing or carrying isn\'t transformed. She reverts to her true form if she dies.','5e SRD','Action','D&D 5e',1),('scylla','Scylla','Frightful Presence','Each creature of the scylla\'s choice that is within 100 feet of the Scylla and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the scylla\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('scylla','Scylla','Innate Spellcasting','The scylla\'s spellcasting ability is Wisdom (spell save DC 21). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('scylla','Scylla','Legendary Resistance (3/Day)','If the Scylla fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('scylla','Scylla','Magic Resistance','The scylla has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('scylla','Scylla','Multi-Headed','While the scylla can see in all directions, and has advantage on Wisdom (Perception) checks, which applies to its passive Perception score. It also has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.','5e SRD','Special','D&D 5e',1),('scylla','Scylla','Multiattack','The scylla can use its frightful presence. It then makes three slam or tentacle attacks. It may substitute a bite for one of those attacks. In humanoid form, it may instead make three weapon attacks.','5e SRD','Action','D&D 5e',1),('scylla','Scylla','Poisoned Dagger (humanoid form only)','Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 11 (1d4+9) piercing damage, and 18 (4d8) poison damage.','5e SRD','Action','D&D 5e',1),('scylla','Scylla','Spell (Costs 2 actions)','The scylla uses one of its spells.','5e SRD','Legendary Action','D&D 5e',1),('scylla','Scylla','Tentacle','Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained. The scylla has eight tentacles, each of which can grapple one target.','5e SRD','Action','D&D 5e',1),('scylla','Scylla','Tentacle 2','The scylla makes one attack with its tentacle.','5e SRD','Legendary Action','D&D 5e',1),('scylla','Scylla','|Bleed','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('scylla','Scylla','|Bleed','Change Shape You have the ability to assume the appearance of one humanoid form, but retain most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as an alter self spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',2),('scylla','Scylla','|Bleed','Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',3),('scylla','Scylla','|Bleed','Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.','aquilae','Special','OSR',4),('scylla','Scylla','|Bleed','Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',5),('scylla','Scylla','|Bleed','Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge.','aquilae','Special','OSR',6),('scylla','Scylla','|Bleed','Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.','aquilae','Special','OSR',7),('scylla','Scylla','|Bleed','Improved Evasion You can avoid damage from many area-effect attacks. If you make a successful save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.','aquilae','Special','OSR',8),('scylla','Scylla','|Bleed','You can See Invisibility, as per the spell, as a constant ability.','aquilae','Special','OSR',9),('scytheTree','Scythe Tree','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('seaCat','Sea Cat','2 claws','8 (1d6+4)','d20web','Action','d20',1),('seaCat','Sea Cat','bite','8 (1d8+4)','d20web','Action','d20',1),('seaCat','Sea Cat','Feat 1','Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaCat','Sea Cat','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaCat','Sea Cat','Feat 3',' Weapon Focus (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaCat','Sea Cat','Melee 1','bite +8 (1d8+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaCat','Sea Cat','Melee 2',' 2 claws +9 (1d4+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaDevilBaron',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('seaDevilBaron',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('seaDevilBaron',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('seaDevilBaron',NULL,'Sea Devil','Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.','fan json','Trait','Pathfinder 2e',1),('seaDevilBrute',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('seaDevilBrute',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('seaDevilBrute',NULL,'Sea Devil','Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.','fan json','Trait','Pathfinder 2e',1),('seaDevilScout',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('seaDevilScout',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('seaDevilScout',NULL,'Sea Devil','Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.','fan json','Trait','Pathfinder 2e',1),('seaDragon','Sea Dragon','Age','The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and &#188; or &#189; as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.','OSE','Special','OSR',12),('seaDragon','Sea Dragon','Attack pattern','A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).','OSE','Special','OSR',3),('seaDragon','Sea Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('seaDragon','Sea Dragon','bite','1 * bite (3d8) or breath','OSE','Action','OSR',1),('seaDragon','Sea Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('seaDragon','Sea Dragon','Breath weapon','Poison spittle, 100\' range, 20\' diameter. Save versus breath or die. (Poison is harmless after 1 round.)','OSE','Special','OSR',14),('seaDragon','Sea Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('seaDragon','Sea Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('seaDragon','Sea Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('seaDragon','Sea Dragon','Gliding','Leap out of the water and glide for up to 6 rounds.','OSE','Special','OSR',17),('seaDragon','Sea Dragon','Lairs','A dragon\'s treasure is always kept in its well-hidden lair and is seldom unguarded.','OSE','Special','OSR',13),('seaDragon','Sea Dragon','Language and spells','Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).','OSE','Special','OSR',9),('seaDragon','Sea Dragon','Language and spells','20%; 3 * 1st level, 3 * 2nd level.','OSE','Special','OSR',15),('seaDragon','Sea Dragon','Line','5\' wide along whole length.','OSE','Special','OSR',7),('seaDragon','Sea Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('seaDragon','Sea Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('seaDragon','Sea Dragon','Sleeping','30%.','OSE','Special','OSR',16),('seaDragon','Sea Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('seaDragon','Sea Dragon','unknown','unknown','d20web','Action','d20',1),('seaDrake','Sea Drake','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('seaDrake','Sea Drake','bite','12 (1d8+6 plus 1d6 electricity)','d20web','Action','d20',1),('seaDrake','Sea Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('seaDrake','Sea Drake','tail slap','7 (1d8+3)','d20web','Action','d20',1),('seaDrake','Sea Drake','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('seaDrake','Sea Drake','|Ball Lightning|Breath|Electricity','A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of After it strikes, the ball lightning can arc to 15 secondary targets within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt. Once a sea drake has used its ball lightning breath, it cannot do so again 1d4 rounds.','aquilae','Special','OSR',1),('seaDrake','Sea Drake','|Ball Lightning|Breath|Electricity','This creature\'s melee attack inflicts an additional 1d4 electricity damage.','aquilae','Special','OSR',2),('seaGiant','Sea Giant','2 slams','20 (1d8+10)','d20web','Action','d20',1),('seaHag',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('seaHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('seaHag',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('seahorse','Seahorse','Head Butt','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('seahorse','Seahorse','Tail Slap','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('seahorse','Seahorse','The giant seahorse can only breathe underwater.','<a class=\"spell\" href=\"https://www.5esrd.com/database/spell/water-breathing\">Water Breathing</a>','5e SRD','Special','D&D 5e',1),('seal','Seal','bite','0 (1d4-1)','d20web','Action','d20',1),('seaSerpent','Sea Serpent','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('seaSerpent','Sea Serpent','Bite','Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 25 (4d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('seaSerpent','Sea Serpent','bite','23 (4d8+22/19-20 plus','d20web','Action','d20',1),('seaSerpent','Sea Serpent','Capsize (Ex)','A sea serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain\'s Profession (sailor) check, whichever is higher.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Constrict','Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and the sea serpent can\'t constrict another target.','5e SRD','Action','D&D 5e',1),('seaSerpent','Sea Serpent','Detect (Costs 1 Action)','The sea serpent makes a Wisdom (Perception) check.','5e SRD','Action','D&D 5e',1),('seaSerpent','Sea Serpent','Elusive','When not in combat, a sea serpent cannot be detected by divination magic or seen through scrying.','5e SRD','Special','D&D 5e',1),('seaSerpent','Sea Serpent','Elusive (Su)','Sea serpents have long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. As a full-round action while in water, a sea serpent can move up to its run speed (300 ft.) without leaving any trace of its passing (identical in effect to a pass without trace). An elusive sea serpent gains a +40 circumstance bonus to its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Elusive Dive','The sea serpent takes the Dash action, and until the beginning of its next turn, it gains a +10 bonus on Dexterity (Stealth) checks and cannot be tracked by nonmagical means.','5e SRD','Action','D&D 5e',1),('seaSerpent','Sea Serpent','Feat 1','Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Feat 2',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Feat 5',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Feat 7',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Feat 8',' Stealthy','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Legendary Resistance (1/Day)','If the sea serpent fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('seaSerpent','Sea Serpent','Lunge','Up to 20\' out of water to use bite attack.','OSE','Special','OSR',1),('seaSerpent','Sea Serpent','Melee 1','bite +23 (4d8+22/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Melee 2',' tail slap +18 (3d6+6 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seaSerpent','Sea Serpent','Multiattack','The sea serpent makes two attacks: once with its bite and once with its constrict.','5e SRD','Action','D&D 5e',1),('seaSerpent','Sea Serpent','Siege Monster','The sea serpent deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('seaSerpent','Sea Serpent','squeeze','1 * bite (2d6) or 1 * squeeze (1d10 hull damage)','OSE','Action','OSR',1),('seaSerpent','Sea Serpent','Squeeze','Coil around and crush a vessel (of equal size or smaller).','OSE','Special','OSR',2),('seaSerpent','Sea Serpent','Surge (Costs 1 Action)','The sea serpent swims its base movement rate, without provoking opportunity attacks.','5e SRD','Action','D&D 5e',1),('seaSerpent','Sea Serpent','Tail Slap (Costs 2 Actions)','The sea serpent makes a melee attack: +11 to hit, reach 20 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage, and the target must make a DC 19 Strength saving throw. On a failed save, the target is knocked prone.','5e SRD','Action','D&D 5e',1),('seaSerpent','Sea Serpent','Water Breathing','The sea serpent can breathe only underwater.','5e SRD','Special','D&D 5e',1),('seaSnake','Sea Snake','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('seaSnake','Sea Snake','bite','5 (1d4-1 plus poison)','d20web','Action','d20',1),('seaSnake','Sea Snake','bite','1 * bite (1hp + poison)','OSE','Action','OSR',1),('seaSnake','Sea Snake','Larger individuals','Sea snakes with more than 3 HD may be encountered. They are 6\' long for every 3 HD.','OSE','Special','OSR',3),('seaSnake','Sea Snake','Pinprick bite','50% chance of going unnoticed.','OSE','Special','OSR',1),('seaSnake','Sea Snake','Poison','Slow acting: effects felt after 1d4+2 turns. Save vs poison or die 1 turn later. At this point, the neutralize poison spell has a 25% chance of not working.','OSE','Special','OSR',2),('seaSpider','Sea Spider','bite','19 (2d6+5 plus 1d4 acid plus','d20web','Action','d20',1),('seaweedLeshy',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('seaweedLeshy',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('seaweedLeshy',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('seetangeist',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('seetangeist',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('seetangeist',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('seetangeist',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('seethingSpirit',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('seethingSpirit',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('seethingSpirit',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sema',NULL,'Chaotic Energy Blast','Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 5 (2d4) force damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('sema',NULL,'Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('sema',NULL,'Multiattack','The sema makes two claw attacks.','5e SRD','Action','D&D 5e',1),('sema',NULL,'Reflexive Energy Blast','When the sema is hit with a ranged attack from an attacker it can see within 60 feet of it, the sema makes one chaotic energy blast attack at the attacker.','5e SRD','Reaction','D&D 5e',1),('sema',NULL,'Shadow Traveler (2/Day)','As a bonus action while in shadows, dim light, or darkness, the sema disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A faint gnashing of teeth sounds at the origin and destination when it uses this trait.','5e SRD','Special','D&D 5e',1),('sema',NULL,'Sunlight Sensitivity','While in sunlight, the sema has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('sepiaSnake',NULL,'Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. The target is grappled (escape DC 16) if the sepia snake isn\'t already grappling a creature, and the target is restrained until the grapple ends. While the snake has a creature grappled with its bite, it can\'t bite a different creature.','5e SRD','Action','D&D 5e',1),('sepiaSnake',NULL,'bite','17 (1d8+7 plus','d20web','Action','d20',1),('sepiaSnake',NULL,'Cocoon (Recharge 5-6)','A sepia snake can fire a line of webbing to a range of 20 feet. Creatures in this area must make a DC 16 Dexterity saving throw. On a failure, the creature is restrained by webbing. If a creature is completely covered in webbing, it must make a successful DC 16 Constitution saving throw or be placed in a state of magical suspended animation for 1d4 + 12 days. During this time, the creature does not need food or water. In one round, the sepia snake can spit enough webbing to cover one Medium or smaller creature. For each size category larger than Medium, the snake must fire another line of webbing to completely encase an opponent. As an action, creatures hit by the webbing but not completely covered can make a DC 16 Strength check, bursting the webbing on a success. A creature that is completely wrapped in the webbing cannot break free and must rely on others to remove the webs. The webbing can be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).','5e SRD','Action','D&D 5e',1),('sepiaSnake',NULL,'Flyby','The sepia snake doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('sepiaSnake',NULL,'Gaze','When a creature that can see the sepia snake\'s eyes starts its turn within 30 feet of the sepia snake, the snake can force it to make a DC 16 Constitution saving throw if the sepia snake isn\'t incapacitated and can see the creature. On failure, the creature is frightened for 1 minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\'t see the sepia snake until the start of its next turn, when it can avert its eyes again. If the creature looks at the sepia snake in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the sepia snake are done at disadvantage.','5e SRD','Special','D&D 5e',1),('sepiaSnake',NULL,'Multiattack','The sepia snake makes two melee attacks: one with its bite and one with its tail sting.','5e SRD','Action','D&D 5e',1),('sepiaSnake',NULL,'Tail Sting','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage and 27 (6d8) poison damage, and the target must make a successful DC 16 Constitution saving throw or is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.','5e SRD','Action','D&D 5e',1),('sepid',NULL,'Div','Divs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.','fan json','Trait','Pathfinder 2e',1),('sepid',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('sepidDiv',NULL,'+1','1','d20web','Action','d20',1),('sepidDiv',NULL,'|Rain of Debris|See in Darkness|Telepathy','Three times per day, a sepid can call forth a hail of stones, wood, metal, and similar debris. The debris rains down and pelts all creatures in a 10-foot-high, 40-foot-radius cylinder centered on the sepid, dealing 2d8 bludgeoning damage (Breath save halves damage). This attack does not harm the sepid, and counts as an evil attack for the purpose of resistances.','aquilae','Special','OSR',1),('sepidDiv',NULL,'|Rain of Debris|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',2),('sepidDiv',NULL,'|Rain of Debris|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('sepoko',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('sepoko',NULL,'Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('sepoko',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('seps','Seps','Acid Blood (Ex)','A metal, wooden, or natural weapon that deals piercing or slashing damage to a seps takes 4d6 points of acid damage unless the weapon\'s wielder succeeds at a DC 22 Reflex save at the listed DC. The DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('seps','Seps','bite','23 (3d8+15/19-20 plus','d20web','Action','d20',1),('seps','Seps','Feat 1','Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seps','Seps','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seps','Seps','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seps','Seps','Feat 4',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seps','Seps','Feat 5',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seps','Seps','Feat 6',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seps','Seps','Feat 7',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seps','Seps','Liquefaction (Su)','Any creature killed by seps poison dissolves into an acidic liquid that deals 2d6 points of acid damage per round to anything in its square (including the dead creature\'s equipment).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('seps','Seps','Melee 1','bite +23 (3d8+15/19-20 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('seps','Seps','Poison (Ex)','Bite-injury; save Fort DC 22; frequency 1/round for 10 rounds; effect 1d8 acid damage and 1d4 Con drain; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('seps','Seps','|Acid Blood|Liquefacation|Poison','A metal, wooden, or natural weapon that deals piercing or slashing damage to a seps takes 1d6 acid damage unless the weapon\'s wielder succeeds at a Breath save.','aquilae','Special','OSR',1),('seps','Seps','|Acid Blood|Liquefacation|Poison','Any creature killed by seps poison dissolves into an acidic liquid that deals 1d6 acid damage each round to anything in its square (including the dead creature\'s equipment).','aquilae','Special','OSR',2),('seps','Seps','|Acid Blood|Liquefacation|Poison','Bite—injury; save Death; frequency 1/round for 10 rounds; effect 1d8 acid damage and 1d4 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('sequana',NULL,'1/day each','conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift','5e SRD','Special','D&D 5e',1),('sequana',NULL,'3/day each','tongues, water breathing, water walk','5e SRD','Special','D&D 5e',1),('sequana',NULL,'Amphibious','The sequana genie can breathe air and water.','5e SRD','Special','D&D 5e',1),('sequana',NULL,'At will','create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink','5e SRD','Special','D&D 5e',1),('sequana',NULL,'Innate Spellcasting','The sequana genie\'s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('sequana',NULL,'Multiattack','The sequana genie makes two Trident attacks.','5e SRD','Action','D&D 5e',1),('sequana',NULL,'Trident','Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('sequana',NULL,'Water Jet','The sequana genie magically shoots water in a 60-foot line that is five feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the sequana genie and&nbsp;forced prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor forced&nbsp;prone.','5e SRD','Action','D&D 5e',1),('serpentfolk','Serpentfolk','+1','1','d20web','Action','d20',1),('serpentfolk','Serpentfolk','1/day each','charm person, major image, mirror image, suggestion','5e SRD','Special','D&D 5e',1),('serpentfolk','Serpentfolk','Alchemy','','d20web','Special (Ex)','d20',1),('serpentfolk','Serpentfolk','At will','minor illusion','5e SRD','Special','D&D 5e',1),('serpentfolk','Serpentfolk','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success.','5e SRD','Action','D&D 5e',1),('serpentfolk','Serpentfolk','bite','5 (1d6-1 plus poison)','d20web','Action','d20',1),('serpentfolk','Serpentfolk','Dagger','Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success.','5e SRD','Action','D&D 5e',1),('serpentfolk','Serpentfolk','Gifted Spellcaster','','d20web','Special (Ex)','d20',1),('serpentfolk','Serpentfolk','Innate Spellcasting','The serpentfolk\'s spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('serpentfolk','Serpentfolk','Keen Smell','The serpentfolk has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('serpentfolk','Serpentfolk','Magic Resistance','The serpentfolk has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('serpentfolk','Serpentfolk','Multiattack','The serpentfolk makes two attacks: one with its bite and one with its dagger.','5e SRD','Action','D&D 5e',1),('serpentfolk','Serpentfolk','mwk dagger','11 (1d4-1/19-20)','d20web','Action','d20',1),('serpentfolk','Serpentfolk','Poison','','d20web','Special (Ex)','d20',1),('serpentfolk','Serpentfolk','Serpent\'s Strike','','d20web','Special (Ex)','d20',1),('serpentfolk','Serpentfolk','Shapechanger','The serpentfolk can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It doesn\'t change form if it dies.','5e SRD','Special','D&D 5e',1),('serpentfolk','Serpentfolk','|Poison|Telepathy','Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 2 saves.','aquilae','Special','OSR',1),('serpentfolk','Serpentfolk','|Poison|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',2),('serpentfolkGranitescale',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('serpentfolkGranitescale',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('serpentfolkGranitescale',NULL,'Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('serpentfolkVenomCaller',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('serpentfolkVenomCaller',NULL,'Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('serpopard','Serpopard','2 claws','14 (1d4+4 plus','d20web','Action','d20',1),('serpopard','Serpopard','Bite','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('serpopard','Serpopard','bite','14 (1d6+4/19-20)','d20web','Action','d20',1),('serpopard','Serpopard','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('serpopard','Serpopard','Multiattack','The serpopard makes two bite attacks and two claw attacks.','5e SRD','Action','D&D 5e',1),('serpopard','Serpopard','Musk (Recharges after a Short or Long Rest)','The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap.','5e SRD','Action','D&D 5e',1),('seugathiRealityWarper',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('seugathiRealityWarper',NULL,'Seugathi','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('seugathiServant',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('seugathiServant',NULL,'Seugathi','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('severedHead',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('severedHead',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sewerOoze',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('sewerOoze',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('sha','Sha','bite','10 (2d6+6 plus','d20web','Action','d20',1),('shabtiRedeemer',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shabtiRedeemer',NULL,'Shabti','A shabti is a constructed humanoid originally meant to face judgment for a living creature\'s sins after death.','fan json','Trait','Pathfinder 2e',1),('shabtiSlayer',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shabtiSlayer',NULL,'Shabti','A shabti is a constructed humanoid originally meant to face judgment for a living creature\'s sins after death.','fan json','Trait','Pathfinder 2e',1),('shabtiVotary',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shabtiVotary',NULL,'Shabti','A shabti is a constructed humanoid originally meant to face judgment for a living creature\'s sins after death.','fan json','Trait','Pathfinder 2e',1),('shadernImmolator',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('shadernImmolator',NULL,'Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('shadernImmolator',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shadernImmolator',NULL,'Mortic','Mortics are living humanoids with close ties to undeath. They have darkvision, negative healing, and vulnerabilities to sacred ground, and they can become undead by holding their breath.','fan json','Trait','Pathfinder 2e',1),('shadow','Shadow','Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('shadow','Shadow','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',3),('shadow','Shadow','Spell immunity','Unaffected by charm and sleep spells.','OSE','Special','OSR',4),('shadow','Shadow','Strength drain','Victims lose 1 STR per hit. Recovers after 8 turns. If reduced to 0 STR, the victim becomes a shadow.','OSE','Special','OSR',2),('shadow','Shadow','Surprise','On a 1-5.','OSE','Special','OSR',1),('shadow','Shadow','touch','1 * touch (1d4 + strength drain)','OSE','Action','OSR',1),('shadow','Shadow','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('shadowDemon',NULL,'2 claws','11 touch (1d6 plus 1d6 cold)','d20web','Action','d20',1),('shadowDemon',NULL,'bite','11 touch (1d8 plus 1d6 cold)','d20web','Action','d20',1),('shadowDemon',NULL,'Sprint','','d20web','Special (Ex)','d20',1),('shadowDemon',NULL,'Sunlight Powerlessness','','d20web','Special (Ex)','d20',1),('shadowDemon',NULL,'|Aligned','Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving resistance.','aquilae','Special','OSR',1),('shadowDemon',NULL,'|Aligned','Cold Incorporeal This creature inflicts an additional 1d6 cold damage with each successful melee attack.','aquilae','Special','OSR',2),('shadowDemon',NULL,'|Aligned','Shadow Blend During any conditions other than bright light, a shadow demon can disappear into the shadows as a move equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.','aquilae','Special','OSR',3),('shadowDemon',NULL,'|Aligned','Sprint Sunlight Powerlessness Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.','aquilae','Special','OSR',4),('shadowDemon',NULL,'|Aligned','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('shadowDemon',NULL,'|Aligned','You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.','aquilae','Special','OSR',6),('shadowDemon',NULL,'|Aligned','A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a Sunbeam or Sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically.','aquilae','Special','OSR',7),('shadowDrake',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('shadowDrake',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('shadowforgedGuardian',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('shadowforgedGuardian',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('shadowGiant',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('shadowGiant',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shadowGiant',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('shadowWorm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('shadowWorm',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('shadowYai',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('shadowYai',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('shadowYai',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shadowYai',NULL,'Oni','Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes.','fan json','Trait','Pathfinder 2e',1),('shadowYai',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('shae',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('shaitan',NULL,'Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('shaitan',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('shaitan',NULL,'Genie','The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.','fan json','Trait','Pathfinder 2e',1),('shalkeshka','Shalkeshka','bite','16 (1d8+7/19-20 plus','d20web','Action','d20',1),('shalkeshka','Shalkeshka','Burrowing Charge','','d20web','Special (Ex)','d20',1),('shalkeshka','Shalkeshka','Feeding','','d20web','Special (Ex)','d20',1),('shalkeshka','Shalkeshka','Pit Surge','','d20web','Special (Ex)','d20',1),('shambler',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('shamblerTroop',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('shamblerTroop',NULL,'Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('shamblerTroop',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('shamblerTroop',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('shanrigolBehemoth',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('shanrigolBehemoth',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('shanrigolHeap',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('shanrigolHeap',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('shantak','Shantak','2 talons','14 (1d6+7)','d20web','Action','d20',1),('shantak','Shantak','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('shantak','Shantak','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 5 (1d10) necrotic damage.','5e SRD','Action','D&D 5e',1),('shantak','Shantak','bite','14 (1d8+7)','d20web','Action','d20',1),('shantak','Shantak','Eldritch Sight','Magical darkness doesn\'t impede the shantak\'s darkvision.','5e SRD','Special','D&D 5e',1),('shantak','Shantak','Fearsome Display (Su)','','d20web','Special (Su)','d20',1),('shantak','Shantak','Feed on Fear (Su)','','d20web','Special (Su)','d20',1),('shantak','Shantak','Flyby','The shantak doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('shantak','Shantak','Insane Tittering (Recharge 4-6)','The shantak emits a horrific screech. Each non-shantak creature within 60 feet of it that can hear it must succeed on a DC 15 Constitution saving throw or be frightened until the end of the shantak\'s next turn. The shantak can choose to include or exclude its rider when using this action.','5e SRD','Action','D&D 5e',1),('shantak','Shantak','Keen Sight and Smell','The shantak has advantage on Wisdom (Perception) checks that rely on sight or smell.','5e SRD','Special','D&D 5e',1),('shantak','Shantak','Magic Resistance','The shantak has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('shantak','Shantak','Multiattack','The shantak makes two attacks: one with its bite and one with its talons.','5e SRD','Action','D&D 5e',1),('shantak','Shantak','Pack Tactics','The shantak has advantage on attack rolls against a creature if at least one of the shantak\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('shantak','Shantak','Share Defenses (Su)','','d20web','Special (Su)','d20',1),('shantak','Shantak','Slippery','','d20web','Special (Ex)','d20',1),('shantak','Shantak','Starflight (Su)','','d20web','Special (Su)','d20',1),('shantak','Shantak','Susceptible to Fear','','d20web','Special (Ex)','d20',1),('shantak','Shantak','Talons','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (1d10) necrotic damage.','5e SRD','Action','D&D 5e',1),('shantak','Shantak','Unctuous Hide','A shantak\'s hide is very slippery. A rider can dismount a shantak without any penalty to movement speed. If an effect moves the shantak against its will while a creature is on it, the creature must succeed on a DC 15 Dexterity saving throw or fall off the shantak, landing prone in a space within 5 feet of it. If a rider is knocked prone or unconscious while mounted, it must make the same saving throw. In addition, the shantak can attempt to shake off a rider as a bonus action, forcing the rider to make the saving throw to stay mounted.','5e SRD','Special','D&D 5e',1),('shantak','Shantak','Void Traveler','The shantak doesn\'t require air, food, drink, or ambient pressure.','5e SRD','Special','D&D 5e',1),('shantak','Shantak','|Share Defenses|Slippery|Starflight','As a free action, a shantak can extend its no breath ability and cold immunity to a single creature touching it. It can withdraw this protection as a free action.','aquilae','Special','OSR',1),('shantak','Shantak','|Share Defenses|Slippery|Starflight','A shantak\'s scales seep slippery slime. This grants the creature a +8 bonus on any check made to escape, evade a grapple, or otherwise manipulate its body in combat.','aquilae','Special','OSR',2),('shantak','Shantak','|Share Defenses|Slippery|Starflight','In outer space, this creature can survive in the void and fly at incredible speed.','aquilae','Special','OSR',3),('shantak','Shantak','|Share Defenses|Slippery|Starflight','Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.','aquilae','Special','OSR',4),('shark','Shark','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. The shark can choose to grapple the target if it is a Large or smaller creature (escape DC 16). Until this grapple ends, the target is restrained, and the shark can\'t bite another target.','5e SRD','Action','D&D 5e',1),('shark','Shark','Blood Frenzy','The shark has advantage on melee attack rolls against any creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('shark','Shark','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shark','Shark','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shark','Shark','Keen Scent (Ex)','A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shark','Shark','Magical Teeth','Its creators imbued the shark\'s teeth with magic, making its bite attack magical.','5e SRD','Special','D&D 5e',1),('shark','Shark','Melee 1','bite +5 (1d8+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shark','Shark','Multiattack','The shark makes three attacks: two with its bite and one with its tail.','5e SRD','Action','D&D 5e',1),('shark','Shark','Siege Monster','The shark deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('shark','Shark','Swallow','The shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the shark, and it takes 14 (4d6) acid damage at the start of each of the shark\'s turns. The shark can hold up to two Large-sized or three Medium-sized or smaller creatures at a time. If the shark takes 30 damage or more on a single turn from a creature inside it, the shark must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the shark. If the shark dies, all swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('shark','Shark','Tail','Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('shark','Shark','Water Breathing','The shark can breathe only underwater.','5e SRD','Special','D&D 5e',1),('shasalqu','Shasalqu','Frigid Flesh','','d20web','Special (Ex)','d20',1),('shasalqu','Shasalqu','Frigid Flesh (Ex)','A creature that hits a shasalqu with a natural attack or an unarmed strike takes 1d6 points of cold damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shasalqu','Shasalqu','Heat Absorption','','d20web','Special (Ex)','d20',1),('shasalqu','Shasalqu','Heat Absorption (Ex)','Shasalqus are immune to fire damage. Instead, the shasalqu gains 1 temporary hit point for every 3 points of fire damage it would have taken, which disappear after 1 hour.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shasalqu','Shasalqu','tail slap','8 (1d8+4 plus 1d6 cold)','d20web','Action','d20',1),('shasalqu','Shasalqu','Trapping Cold (Su)','A shasalqu exudes a heat-sapping aura. Any creature that begins its turn within 10 feet of a shasalqu takes 1d6 points of cold damage and becomes entangled. A successful save negates both effects. An affected creature is entangled for as long as remains within the aura\'s area plus 1 additional round. Creatures whose cold immunity or resistance prevents all cold damage are not entangled. When a shasalqu dies, this aura persists around its corpse for 1 hour. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shatterling',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('shaukeen',NULL,'Asura','These lawful fiends are physical manifestations of divine accidents. Asuras typically have darkvision, immunity to curses, and a weakness to good.','fan json','Trait','Pathfinder 2e',1),('shaukeen',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('shedu','Shedu','1/day','dismissal (DC 19), flame strike (DC 19), restoration','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shedu','Shedu','2 hooves','13 (1d8+5)','d20web','Action','d20',1),('shedu','Shedu','3/day-empowered','cure moderate wounds, dispel magic, magic circle against evil, remove disease, shield other','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shedu','Shedu','Constant','detect chaos, detect evil, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shedu','Shedu','Feat 1','Empower Spell-Like Ability (cure moderate wounds)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shedu','Shedu','Feat 2',' Greater Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shedu','Shedu','Feat 3',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shedu','Shedu','Feat 4',' Improved Critical (gore)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shedu','Shedu','Feat 5',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shedu','Shedu','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shedu','Shedu','Melee 1','gore +17 (2d8+7/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shedu','Shedu','Melee 2',' 2 hooves +12 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shedu','Shedu','Melee 3',' 2 wings +12 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shedu','Shedu','Prescience (Su)','A shedu can see all the possible outcomes of any of its own futures. This grants the creature an insight bonus to its AC and on initiative checks and Reflex saves equal to its Wisdom bonus (+6 for most shedus).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shellycoat','Shellycoat','1/day each','darkness, fog cloud 1/day (if in possession of its coat): water breathing','5e SRD','Special','D&D 5e',1),('shellycoat','Shellycoat','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('shellycoat','Shellycoat','Claws','Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.','5e SRD','Action','D&D 5e',1),('shellycoat','Shellycoat','Innate Spellcasting','The shellycoat can cast the following spells innately, requiring no components:','5e SRD','Special','D&D 5e',1),('shellycoat','Shellycoat','Multiattack','The shellycoat makes one bite attack and one claws attack.','5e SRD','Action','D&D 5e',1),('shellycoat','Shellycoat','Regeneration','The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn\'t function at the start of the monster\'s next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('shellycoat','Shellycoat','Stealthy Observer','The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing.','5e SRD','Special','D&D 5e',1),('shellycoat','Shellycoat','Sunlight Sensitivity','The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight.','5e SRD','Special','D&D 5e',1),('shemhazian','Shemhazian','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('shemhazian','Shemhazian','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('shemhazian','Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','Gaze inflicts paralysis for 1 round, range 30 feet, Paralysis save negates. Evil creatures are immune to this effect.','aquilae','Special','OSR',1),('shemhazian','Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent\'s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.','aquilae','Special','OSR',2),('shemhazian','Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','A shemhazian demon deals 2d4 points of Strength damage with each successful bite. A successful Death save reduces this amount to 1d4 points of Strength damage.','aquilae','Special','OSR',3),('shemhazian','Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',4),('shemhazian','Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('shemhazian','Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',6),('shianshiWaymaker',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shianshiWaymaker',NULL,'Negative','Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Planes with this trait are vast, empty reaches that suck the life from the living. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('shieldArchon',NULL,'Archon','Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('shieldArchon',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('shieldbearerConstruct',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('shieldbearerConstruct',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('shikigami',NULL,'Kami','Kami are spirits of the Material Plane that bond with a specific object or place.','fan json','Trait','Pathfinder 2e',1),('shikigami',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('shimmernewt',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('shimmernewt',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('shinigami','Shinigami','+3','3','d20web','Action','d20',1),('shinigami','Shinigami','3/day','destruction (DC 26), energy drain, greater scrying (DC 26), soul bind (DC 28)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shinigami','Shinigami','Constant','detect chaos, detect law, tongues, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shinigami','Shinigami','Death Everlasting','A creature killed by the shinigami can only be brought back to life with true resurrection or wish.','5e SRD','Special','D&D 5e',1),('shinigami','Shinigami','Destroy Soul (Su)','A shinigami possesses six gems in which it encapsulates souls with its soul bind spell-like ability. These gems are only useful to the shinigami that owns them, and if the shinigami dies, the gems are destroyed as well. As a standard action once per day, a shinigami can hold up a gem that currently contains a soul and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative energy that inflicts 1d6 negative levels on all creatures in the area of effect. A successful DC 30 Fortitude save reduces this to 1 negative level. The soul destroyed in the process of using this ability can only be brought back to life by means of a miracle or wish spell. This is a death effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shinigami','Shinigami','detect good and evil, tongues, true seeing','Innate, at will','5e SRD','Special','D&D 5e',1),('shinigami','Shinigami','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 10',' Weapon Focus (scythe)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 11',' Whirlwind Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 2',' Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 3',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 4',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 5',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 6',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 8',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Feat 9',' Stand Still','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','holy aura','Innate, at will','5e SRD','Special','D&D 5e',1),('shinigami','Shinigami','Inevitability','A shinigami that successfully attacks a creature has advantage on attack rolls against that creature for the next 24 hours.','5e SRD','Special','D&D 5e',1),('shinigami','Shinigami','Innate Spellcasting','The shinigami\'s spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('shinigami','Shinigami','Legendary Resistance (3/Day)','If the shinigami fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('shinigami','Shinigami','Melee 1','+3 axiomatic scythe +30/+25/+20/+15 (2d6+10/&times;4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Melee 2',' 2 wings +21 (1d8+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shinigami','Shinigami','Multiattack','The shinigami makes three scythe attacks.','5e SRD','Action','D&D 5e',1),('shinigami','Shinigami','scrying','Innate, at will','5e SRD','Special','D&D 5e',1),('shinigami','Shinigami','Scythe','Melee Weapon Attack: +13 to hit, 10 ft. reach, one target. Hit: 33 (5d10 + 6) bludgeoning damage plus 17 (5d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('shinigami','Shinigami','The End','If the shinigami scored a critical hit, the shinigami rolls its damage dice three times.','5e SRD','Special','D&D 5e',1),('shinigami','Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','Your natural weapons, as well as any weapons you wield, are treated as Lawful for the purpose of resolving resistance.','aquilae','Special','OSR',1),('shinigami','Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','A shinigami possesses six gems in which it encapsulates souls with its soul bind spell-like ability.','aquilae','Special','OSR',2),('shinigami','Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','These gems are only useful to the shinigami that owns them, and if the shinigami dies, the gems are destroyed as well. Once per day, a shinigami can hold up a gem that currently contains a soul and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative energy that inflicts 6d8 points of psychic damage on all creatures in the area of effect. A successful Death save reduces this by half. The soul destroyed in the process of using this ability can only be brought back to life by means of a miracle or wish spell. This is a death effect.','aquilae','Special','OSR',3),('shinigami','Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',4),('shinigami','Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','aura functions like the fear spell. A fear aura is an area effect.','aquilae','Special','OSR',5),('shiningChild','Shining Child','1/day','plane shift (self only), sunbeam','5e SRD','Special','D&D 5e',1),('shiningChild','Shining Child','1/day','scintillating pattern (DC 25), screen (DC 25), symbol of insanity (DC 25)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shiningChild','Shining Child','2 touches','19 (4d10 fire plus burning touch)','d20web','Action','d20',1),('shiningChild','Shining Child','3/day','greater dispel magic, mirage arcana (DC 20), rainbow pattern (DC 22), spell turning, sunbeam, wall of force','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shiningChild','Shining Child','3/day each','daylight, dispel magic, mirage arcana','5e SRD','Special','D&D 5e',1),('shiningChild','Shining Child','Astral','Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.','fan json','Trait','Pathfinder 2e',1),('shiningChild','Shining Child','At will','light, major image','5e SRD','Special','D&D 5e',1),('shiningChild','Shining Child','At will','greater teleport (self plus 50 lbs. of objects only), light, major image (DC 20)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shiningChild','Shining Child','Blinding Light','','d20web','Special (Ex)','d20',1),('shiningChild','Shining Child','Blinding Light (Ex)','A shining child can radiate a 60-foot-radius aura of blinding light as a free action. Creatures within the affected area must succeed on a DC 25 Fortitude save or be permanently blinded. A creature that successfully saves cannot be affected again by the same shining child\'s aura for 24 hours. The save is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shiningChild','Shining Child','Burning Touch','Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) radiant damage plus 19 (4d6 + 5) fire damage and must make a DC 17 Constitution saving throw. On a failure, the target begins to radiate, shedding bright light in a 60-foot radius centered on it. A successful saving throw negates this effect. While under this effect, the target automatically fails Dexterity (Stealth) checks. The target can repeat the saving throw at the end of each of its turns, taking an additional 14 (4d6) fire damage on a failure or ending the effect on itself on a success. The Burning Touch effect can be extinguished by magical darkness, a greater restoration, or a heal spell.','5e SRD','Reaction','D&D 5e',1),('shiningChild','Shining Child','Burning Touch (Su)','A shining child corrupts the positive energy within a living creature into an unnatural burning light. For the next 5 rounds after a successful touch attack by a shining child, the target takes 2d6 points of fire damage. The burning light can be \"extinguished\" by casting darkness or deeper darkness on the target, or by entering an area of natural darkness (not counting the light from the burning target).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shiningChild','Shining Child','Burning Touch (Su)','','d20web','Special (Su)','d20',1),('shiningChild','Shining Child','Feat 1','Ability Focus (blinding light)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Feat 4',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Feat 5',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Feat 6',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Feat 7',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Feat 8',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Innate Spellcasting','The shining child\'s innate spellcasting ability is Charisma (spell save DC 17). It can cast the following spells without material components:','5e SRD','Special','D&D 5e',1),('shiningChild','Shining Child','Melee 1','2 touches +19 (4d10 fire plus burning touch)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Multiattack','The shining child uses its Blinding Light ability and makes one Burning Touch or Searing Ray attack.','5e SRD','Action','D&D 5e',1),('shiningChild','Shining Child','Radiance','The shining child sheds bright light out to 10 feet, with dim light for an additional 10 feet. Dexterity (Stealth) checks made in this area automatically fail.','5e SRD','Special','D&D 5e',1),('shiningChild','Shining Child','Radiant Armor','The Armor Class of the shining child includes its Charisma bonus.','5e SRD','Special','D&D 5e',1),('shiningChild','Shining Child','Radiant Armor (Su)','The light that surrounds a shining child grants a deflection bonus to its AC equal to its Charisma bonus. The bonus is negated as long as the shining child is in the area of effect of a spell with the darkness descriptor that is at least 3rd level.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shiningChild','Shining Child','Radiant Armor (Su)','','d20web','Special (Su)','d20',1),('shiningChild','Shining Child','Ranged 1','searing ray +19 touch (10d6 fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shiningChild','Shining Child','Searing Ray','Ranged Spell Attack: +9 to hit, range 120/300 ft., one target. Hit: 42 (12d6) radiant damage or 63 (18d6) radiant damage if the target is undead.','5e SRD','Reaction','D&D 5e',1),('shiningChild','Shining Child','Searing Ray (Su)','A shining child\'s primary attack is a ray of searing light. This attack has a range of 120 feet. The ray deals double damage to undead creatures.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shiningChild','Shining Child','Searing Ray (Su)','','d20web','Special (Su)','d20',1),('shiraDiv',NULL,'2 claws','21 (1d8+9 plus','d20web','Action','d20',1),('shiraDiv',NULL,'bite','21 (1d8+9/19-20)','d20web','Action','d20',1),('shiraDiv',NULL,'Dusty Pelt','','d20web','Special (Ex)','d20',1),('shiraDiv',NULL,'|Consume Essence','A shira\'s deadliest attacks drain away a portion of its victim\'s essence. Whenever a shira hits a defenseless creature using its bite, or confirms a critical hit with its claws or bite, the target must succeed at a Death save or suffer 1d6 points of Constitution damage.','aquilae','Special','OSR',1),('shiraDiv',NULL,'|Consume Essence','Dusty Pelt A shira collects and produces copious amounts of dust and ash within the coarse hairs of its furry hide. As a move action, it can shake itself, creating a cloud of dust that fills its space, providing it concealment. Any attack that deals at least 10 points of bludgeoning, piercing, or slashing damage to the shira (before resistance) automatically activates this ability. The dust cloud lasts for 1 round. A light wind disperses this cloud immediately.','aquilae','Special','OSR',2),('shiraDiv',NULL,'|Consume Essence','Rake Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',3),('shiraDiv',NULL,'|Consume Essence','See in Darkness Telepathy This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',4),('shiraDiv',NULL,'|Consume Essence','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('shoalLinnorm',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('shoalLinnorm',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('shobhadEnforcer',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shobhadSniper',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shockerLizard','Shocker Lizard','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('shockerLizard','Shocker Lizard','bite','4 (1d4)','d20web','Action','d20',1),('shockerLizard','Shocker Lizard','Electricity Sense (Ex)','Shocker lizards automatically detect any electrical discharges within 100 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shockerLizard','Shocker Lizard','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shockerLizard','Shocker Lizard','Feat 2',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shockerLizard','Shocker Lizard','Melee 1','bite +4 (1d4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shockerLizard','Shocker Lizard','Shock (Su)','Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shockerLizard','Shocker Lizard','z','Electricity Sense Shocker lizards automatically detect any electrical discharges within 100 feet.','aquilae','Special','OSR',1),('shockerLizard','Shocker Lizard','zz','Shocker lizards can deliver an electrical shock to a single opponent within 5 feet.','aquilae','Special','OSR',2),('shockerLizard','Shocker Lizard','zzz','Shock This attack deals electricity damage to living opponents (Breath save halves).','aquilae','Special','OSR',3),('shockerLizard','Shocker Lizard','zzzz','Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take twice this amount of electricity damage for each lizard contributing to the shock. A Breath save (-1 for each additional lizard beyond the first) halves the damage.','aquilae','Special','OSR',4),('shockZombie',NULL,'Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('shockZombie',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('shockZombie',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('shockZombie',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('shoggoth','Shoggoth','4 pseudopods','32 (3d8+15/19-20 plus','d20web','Action','d20',1),('shoggoth','Shoggoth','4 slams','30 (3d6+15/19-20 plus grab)','d20web','Action','d20',1),('shoggoth','Shoggoth','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('shoggoth','Shoggoth','All-Around Vision','','d20web','Special (Ex)','d20',1),('shoggoth','Shoggoth','All-Around Vision (Ex)','A shoggoth\'s many sense organs grant a +4 racial bonus on Perception and immunity to flanking.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shoggoth','Shoggoth','Amorphous Body','A shoggoth can move through a space as small as 1 foot across without squeezing.','5e SRD','Action','D&D 5e',1),('shoggoth','Shoggoth','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('shoggoth','Shoggoth','Consume','','d20web','Special (Ex)','d20',1),('shoggoth','Shoggoth','Crushing Suction','A creature engulfed by the shoggoth takes 6d8+9 bludgeoning damage, or half damage if it makes a Con save (DC 23).','5e SRD','Action','D&D 5e',1),('shoggoth','Shoggoth','Deadly Blow','','d20web','Special (Ex)','d20',1),('shoggoth','Shoggoth','Engulf','The shoggoth moves up to its speed, and can enter other creatures\' spaces if they are Huge or smaller. Each creature whose space the shoggoth moves into must make a Dex save (DC 18); a creature grappled by the shoggoth automatically fails. On a success, the creature is pushed as far as the shoggoth moves, or out of its path to the side. On a failure, the shoggoth engulfs the creature and can keep moving. An engulfed creature can\'t breathe. It is restrained and moves with the shoggoth. An engulfed creature can escape by using an action to make a Str check (DC 23), moving to a space adjacent to the shoggoth if it succeeds.','5e SRD','Action','D&D 5e',1),('shoggoth','Shoggoth','Engulf','','d20web','Special (Ex)','d20',1),('shoggoth','Shoggoth','Engulf (Ex)','To use this ability, the shoggoth must begin its turn grappling a creature or must trample. A shoggoth may attempt to engulf as many creatures as it grapples or tramples in a round. This ability otherwise functions as swallow whole, save that a creature that cut its way out of a shoggoth leaves no hole in the protoplasmic creature\'s body.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 10',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 11',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 12',' Staggering Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 2',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 3',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 4',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 5',' Great Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 6',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 7',' Improved Critical (slam)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 8',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Feat 9',' Improved Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Maddening Cacophony (Su)','As a free action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot radius must make a DC 22 Will save or be confused for 1d6 rounds. Each round a creature is affected it takes 1d6 points of Wisdom damage. A creature that saves cannot be affected by this shoggoth\'s maddening cacophony for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('shoggoth','Shoggoth','Maddening Cacophony (Su)','','d20web','Special (Su)','d20',1),('shoggoth','Shoggoth','Melee 1','4 slams +30 (3d6+15/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('shoggoth','Shoggoth','Multiattack','The shoggoth makes three pseudopod or crushing suction attacks in any combination.','5e SRD','Action','D&D 5e',1),('shoggoth','Shoggoth','Pseudopod','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 3d8+9 bludgeoning damage, the target is grappled (escape DC 23). A target grappled by the shoggoth\'s pseudopod is restrained.','5e SRD','Action','D&D 5e',1),('shoggoth','Shoggoth','Pseudopods','','d20web','Special (Ex)','d20',1),('shoggoth','Shoggoth','Strong-Willed','','d20web','Special (Ex)','d20',1),('shoggoth','Shoggoth','Tekeli-li (Su)','','d20web','Special (Su)','d20',1),('shoggoth','Shoggoth','|Engulf','The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Each victim may attempt a Breath save to avoid being engulfed - on a success, they are pushed back or aside (target\'s choice) as the creature moves forward. Engulfed opponents cannot move, are in danger of suffocating, are trapped within the creature\'s body until they are no longer pinned, and may be subject to other special attacks from the creature.','aquilae','Special','OSR',1),('shoggoth','Shoggoth','|Engulf','Fast Healing You regain hit points at 20 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.','aquilae','Special','OSR',2),('shoggoth','Shoggoth','|Engulf','Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',3),('shoggoth','Shoggoth','|Engulf','Maddening Cacophony As a free action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot radius must make a Spell save or be confused for 1d6 rounds. Each round a creature is affected it loses 1 point of Wisdom for the duraiton of the encounter. A creature that saves cannot be affected by this shoggoth\'s maddening cacophony for 24 hours.','aquilae','Special','OSR',4),('shoggoth','Shoggoth','|Engulf','This is a sonic mind-affecting effect.','aquilae','Special','OSR',5),('shoggoth','Shoggoth','|Engulf','Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',6),('shoggoth','Shoggoth','|Engulf','Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',7),('shoggti',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('shoggti',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('shoggti',NULL,'Qlippoth','A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.','fan json','Trait','Pathfinder 2e',1),('shoki',NULL,'Monitor','Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('shoki',NULL,'Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('shoonyHierarch',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shoonyHierarch',NULL,'Shoony','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('shoonyMilitiaMember',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shoonyMilitiaMember',NULL,'Shoony','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('shoonyTiller',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shoonyTiller',NULL,'Shoony','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('shorelineScrapper','Shoreline Scrapper','Amphibious','The shoreline scrapper can breathe air and water.','5e SRD','Special','D&D 5e',1),('shorelineScrapper','Shoreline Scrapper','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('shorelineScrapper','Shoreline Scrapper','Magnetic Pulse (Recharge 5-6)','The shoreline scrapper causes a surge in the magnetic power of its shell. Each creature within 25 feet of the shoreline scrapper is subjected to its Magnetic Shell. On a failed save, a creature\'s metal objects or the creature itself, if it is made of metal or wearing metal armor, are pulled up to 25 feet toward the shoreline scrapper and adhere to its shell. Creatures adhered to the shoreline scrapper\'s shell are restrained.','5e SRD','Action','D&D 5e',1),('shorelineScrapper','Shoreline Scrapper','Magnetic Shell','At the start of each of the shoreline scrapper\'s turns, each creature within 5 feet of the scrapper must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the scrapper\'s shell. A creature that is made of metal or is wearing metal armor that fails the saving throw is stuck to the shell and restrained. If the item is a weapon and the wielder can\'t or won\'t let go of the weapon, the wielder is adhered to the shell and is restrained. A stuck item can\'t be used. A creature can take its action to remove one creature or object from the shoreline scrapper\'s shell by succeeding on a DC 15 Strength check. Items made of gold and silver are unaffected by the shoreline scrapper\'s Magnetic Shell. When the shoreline scrapper dies, all metal creatures and objects are released.','5e SRD','Special','D&D 5e',1),('shorelineScrapper','Shoreline Scrapper','Metal Sense','The shoreline scrapper can pinpoint, by scent, the location of metals within 60 feet of it.','5e SRD','Special','D&D 5e',1),('shorelineScrapper','Shoreline Scrapper','Multiattack','The shoreline scrapper makes two claw attacks.','5e SRD','Action','D&D 5e',1),('shorelineScrapper','Shoreline Scrapper','Shell Protection','The shoreline scrapper adds 4 to its AC against one melee attack that would hit it as it withdraws into its shell. Until it emerges, it increases its AC by 4, has a speed of 0 ft., and can\'t use its claws or magnetic pulse. The shoreline scrapper can emerge from its shell as a bonus action.','5e SRD','Reaction','D&D 5e',1),('shraenGraveknight',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('shredskin',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('shriekbat','Shriekbat','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('shriekbat','Shriekbat','Echolocation','The shriekbat can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('shriekbat','Shriekbat','Multiattack','The shriekbat makes two attacks: one with its bite and one with its talons.','5e SRD','Action','D&D 5e',1),('shriekbat','Shriekbat','Shriek (Recharge 5-6)','The shriekbat emits a powerful burst of sound in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('shriekbat','Shriekbat','Talons','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the shriekbat can\'t use its talons on another target.','5e SRD','Action','D&D 5e',1),('shrieker','Shrieker','False Appearance','While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.','5e SRD','Special','D&D 5e',1),('shrieker','Shrieker','None','None','OSE','Action','OSR',1),('shrieker','Shrieker','Shriek',':When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of itThe shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker\'s turns afterward.','5e SRD','Reaction','D&D 5e',1),('shrieker','Shrieker','Shriek','Triggered by light (up to 60\' away) or movement (up to 30\' away). Shriek lasts for 1d3 rounds. Each round of the shriek, there is a 50% chance of a wandering monster being attracted (will arrive in 2d6 rounds).','OSE','Special','OSR',1),('shriezyx','Shriezyx','bite','8 (1d6+1 plus','d20web','Action','d20',1),('shriezyx','Shriezyx','Fear of Fire','','d20web','Special (Ex)','d20',1),('shriezyx','Shriezyx','Poison','','d20web','Special (Ex)','d20',1),('shriezyx','Shriezyx','Web','You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check. Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.','aquilae','Special','OSR',1),('shriezyx','Shriezyx','|Fear of Fire','A shriezyx within 30 feet of a fire the size of a torch or larger becomes shaken as long as it remains within that range. If damaged by fire, a shriezyx must make a successful Spell save or become frightened for 1 round.','aquilae','Special','OSR',1),('shriezyx','Shriezyx','|Fear of Fire','Poison Regeneration Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.','aquilae','Special','OSR',2),('shriezyx','Shriezyx','|Fear of Fire','Slowing Toxin A shriezyx\'s web is coated with a supernatural toxin that numbs and deadens the nerves on contact. Any creature struck by a shriezyx\'s web must succeed at a Spell save or become slowed (as the slow spell) for 1 minute. Each round, a victim may attempt a new Fortitude save to end the effect early. This toxin fades quickly from spun webs—it can only affect targets on the round the web is spun. Existing webs remain sticky and tangled, but do not have this slowing effect.','aquilae','Special','OSR',3),('shriezyx','Shriezyx','|Fear of Fire','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('shrineSkelm',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('shrineSkelm',NULL,'Skelm','These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.','fan json','Trait','Pathfinder 2e',1),('shroom','Shroom','1st level (4 slots)','charm person, detect magic, magic missile, sleep','5e SRD','Special','D&D 5e',1),('shroom','Shroom','3rd level (2 slots)','blink, lightning bolt','5e SRD','Special','D&D 5e',1),('shroom','Shroom','Animate Plants (1/day)','The shroom can use its action to magically animate plants within 50 feet of itself. The effect is identical to the animate objects spells, but only live plants can be animated. The effect lasts for 24 hours.','5e SRD','Special','D&D 5e',1),('shroom','Shroom','Awaken Plants (2/month)','The shroom can magically awaken one plant it touches. The effect is identical to the awaken spell, but affects only live plants.','5e SRD','Special','D&D 5e',1),('shroom','Shroom','Cantrips (at will)','acid splash, mage hand, poison spray, ray of frost','5e SRD','Special','D&D 5e',1),('shroom','Shroom','invisibility, web','2nd level (3 slots)','5e SRD','Special','D&D 5e',1),('shroom','Shroom','Psychic Thrashing','Ranged Spell Attack: +6 to hit, range 100 ft., one target. Hit: 15 (2d10 + 4) psychic damage, and the target must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('shroom','Shroom','Slam','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 - 1) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('shroom','Shroom','Spellcasting','The shroom is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared:','5e SRD','Special','D&D 5e',1),('shroom','Shroom','Toxic Flesh','Any creature that tastes the flesh of a shroom must make a DC 13 Constitution saving throw or be overwhelmed by the deliciousness of the shroom, proceeding to gorge on the shroom flesh until it cannot keep any more down or until someone stops them. An hour after consuming even the smallest morsel of shroom flesh, the eater\'s Intelligence and Charisma scores become 1. The creature can\'t cast spells, activate magic items, understand language, or communicate in any intelligible way (as if affected by feeblemind). The creature can, however, identify its friends, follow them, and even protect them. A successful saving throw indicates the eater is unaffected by the toxins in the shroom\'s flesh. At the end of every 30 days, the creature can repeat its saving throw against these effects. If it succeeds on its saving throw, the effects end. The effects can also be ended by greater restoration, heal, or wish.','5e SRD','Special','D&D 5e',1),('shrroth','Shrroth','1/day','blindness/deafness (blindness only)','5e SRD','Special','D&D 5e',1),('shrroth','Shrroth','2/day','feeblemind','5e SRD','Special','D&D 5e',1),('shrroth','Shrroth','Amphibious','The shrroth can breathe air and water.','5e SRD','Special','D&D 5e',1),('shrroth','Shrroth','At will','dispel magic, mirror image, spiritual weapon, teleport (self only), water breathing (others only)','5e SRD','Special','D&D 5e',1),('shrroth','Shrroth','Innate Spellcasting','The shrroth\'s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('shrroth','Shrroth','Jet Burst (recharge 4-6)','As a bonus action, the shrroth moves up to 80 feet through a body of water. This movement does not provoke opportunity attacks.','5e SRD','Special','D&D 5e',1),('shrroth','Shrroth','Magic Resistance','The shrroth demon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('shrroth','Shrroth','Multiattack','The shrroth makes one Trident attack and up to four Tentacle attacks.','5e SRD','Action','D&D 5e',1),('shrroth','Shrroth','Sickening Cloud (recharge 5-6)','The shrroth emits a cloud of grayish liquid into a body of water that fills a 40-foot cube and remains for 2d4 rounds. Any creature that begins its turn within the cloud must succeed at a DC 19 Constitution saving throw or be poisoned for one minute.','5e SRD','Action','D&D 5e',1),('shrroth','Shrroth','Tentacle','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (1d12 +7) bludgeoning damage and the target is grappled (escape DC 19) by the shrroth. The shrroth has six tentacles and can only grapple up to six creatures at a time. A creature that starts its turn grappled by the shrroth suffers 9 (2d8) bludgeoning damage. Each tentacle has an AC of 20, 15 hit points, and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the shrroth and severed tentacles regrow at a rate of one per day.','5e SRD','Action','D&D 5e',1),('shrroth','Shrroth','Trident','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('shuln','Shuln','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('shulsaga',NULL,'Astral','Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.','fan json','Trait','Pathfinder 2e',1),('siabrae',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sicklehandConstruct',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('sicklehandConstruct',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('siegeShard',NULL,'Concentrate','An action with this trait requires a degree of mental concentration and discipline.','fan json','Trait','Pathfinder 2e',1),('siegeShard',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('siegeShard',NULL,'Manipulate','You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can\'t perform actions with this trait. Manipulate actions often trigger reactions.','fan json','Trait','Pathfinder 2e',1),('siéGoluo',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('siéGoluo',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('siéGoluo',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('siehnam','Siehnam','1/day each','hunter\'s mark, sleep (cast as a 2nd-level spell)','5e SRD','Special','D&D 5e',1),('siehnam','Siehnam','Antlers','Melee Weapon Attack: +7 to hit, reach 5 ft., one Large target or two adjacent Medium or smaller targets. Hit: 11 (2d6 + 4) piercing damage. Bloody Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 10 (3d6) necrotic damage from blood loss if the target is a living creature with blood. The target\'s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the siÃ©hnam regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.','5e SRD','Action','D&D 5e',1),('siehnam','Siehnam','At will','jump (self only), pass without trace','5e SRD','Special','D&D 5e',1),('siehnam','Siehnam','Charge','If the siÃ©hnam moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('siehnam','Siehnam','Innate Spellcasting','The siÃ©hnam\'s innate spellcasting ability is Charisma (spell save DC 13). The siÃ©hnam can innately cast the following spells, requiring no components:','5e SRD','Special','D&D 5e',1),('siehnam','Siehnam','Innocuous','The siÃ©hnam appears to the untrained eye like an ordinary, harmless deer before attacking. Only a successful DC 15 Intelligence (Nature) check can correctly identify its save nature. If the siÃ©hnam has not been identified as a threat, it has advantage on its Dexterity check to determine initiative at the start of combat.','5e SRD','Special','D&D 5e',1),('siehnam','Siehnam','Multiattack','The siÃ©hnam makes two attacks with its antlers.','5e SRD','Action','D&D 5e',1),('siehnam','Siehnam','Sharp Defense','When a creature hits the siÃ©hnam with a melee attack, it can make an antlers attack against that creature.','5e SRD','Reaction','D&D 5e',1),('siehnam','Siehnam','Sleepless','The siÃ©hnam never sleeps and is immune to magical sleep effects. It is also immune to exhaustion..','5e SRD','Special','D&D 5e',1),('siehnam','Siehnam','Supine Slaughter','A siÃ©hnam\'s advantage on attack rolls against a prone creature cannot be negated even if the siÃ©hnam normally would have disadvantage. In addition, if the siÃ©hnam is adjacent to a prone creature on its turn, it can make a bloody bite attack against that creature as a bonus action.','5e SRD','Special','D&D 5e',1),('sigbin',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('silentStalker',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('silvanshee',NULL,'Agathion','This family of animal-featured celestials is native to the plane of Nirvana. Most agathions are neutral good, have darkvision, and have a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('silvanshee',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('silvansheeAgathion','Silvanshee Agathion','2 claws','6 (1d2-4)','d20web','Action','d20',1),('silvansheeAgathion','Silvanshee Agathion','bite','6 (1d3-4)','d20web','Action','d20',1),('silvansheeAgathion','Silvanshee Agathion','Cat\'s Luck (Su)','','d20web','Special (Su)','d20',1),('silvansheeAgathion','Silvanshee Agathion','Heroic Strength (Su)','','d20web','Special (Su)','d20',1),('silvansheeAgathion','Silvanshee Agathion','Spectral Mist (Su)','','d20web','Special (Su)','d20',1),('silvansheeAgathion','Silvanshee Agathion','|Cat’s Luck|Heroic Strength|Spectral Mist','Once per day as a standard action, creature may grant one ally within 30 feet a +1 luck bonus on all its saving throws for 10 minutes.','aquilae','Special','OSR',1),('silvansheeAgathion','Silvanshee Agathion','|Cat’s Luck|Heroic Strength|Spectral Mist','Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for one minute.','aquilae','Special','OSR',2),('silvansheeAgathion','Silvanshee Agathion','|Cat’s Luck|Heroic Strength|Spectral Mist','This creature can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.','aquilae','Special','OSR',3),('silverDragon','Silver Dragon','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('silverDragon','Silver Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('silverDragon','Silver Dragon','Claw','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('silverDragon','Silver Dragon','Cold Breath','The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('silverDragon','Silver Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('silverDragon','Silver Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('silverDragon','Silver Dragon','Legendary Resistance (3/Day)','If the dragon fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('silverDragon','Silver Dragon','Multiattack','The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('silverDragon','Silver Dragon','Paralyzing Breath','The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('silverDragon','Silver Dragon','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('silverDragon','Silver Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('silverDragon','Silver Dragon','unknown','unknown','d20web','Action','d20',1),('silverDragon','Silver Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('silverfishSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('silverfishSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('simurgh','Simurgh','3/day','flame strike (DC 21), mass cure critical wounds','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('simurgh','Simurgh','At will','daylight, zone of truth (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('simurgh','Simurgh','Aura of Peace (Su)','Creatures within a 50-foot spread from a simurgh feel a sensation of peace wash over them, as if affected by calm emotions, except the simurgh can choose which creatures are affected. A DC 28 Will save negates the effects of this aura for 1 round, but a new save must be made each round to continue to resist the effects. The saving throw is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('simurgh','Simurgh','Banishing Swipe (Su)','A simurgh can use its radiant tail to return creatures to their native planes. In addition to taking damage, any extraplanar creature touched by a simurgh\'s tail must succeed at a DC 28 Will save or be affected as if by banishment. A creature that makes this save cannot be affected by the same simurgh\'s banishing swipe for the next 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('simurgh','Simurgh','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('simurgh','Simurgh','Constant','detect evil, detect magic, tongues','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('simurgh','Simurgh','Feat 1','Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 10',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 11',' Snatch','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 12',' Wingover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 4',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 5',' Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 6',' Improved Disarm','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 7',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 8',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Feat 9',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Glaring Ray (Su)','A simurgh can blast a fiery ray of brilliant light from its eyes as a standard action to a range of 100 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('simurgh','Simurgh','Melee 1','bite +32 (2d8+12 plus 2d6 fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Melee 2',' 2 claws +32 (2d8+12 plus 2d6 fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Melee 3',' tail slap +30 (1d4+6 plus banishing swipe)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','Radiant Feathers (Su)','Once per day as a standard action, a simurgh can fan out its glimmering tail feathers and blast its foes with a 100-foot cone of radiant light from its tail. Aside from its size, this attack is identical to a prismatic spray (DC 28). The save is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('simurgh','Simurgh','Ranged 1','glaring ray +23 touch (20d6 fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('simurgh','Simurgh','unknown','unknown','d20web','Action','d20',1),('simurgh','Simurgh','|Aura of Peace','Creatures within a 50-foot spread from a simurgh feel a sensation of peace wash over them, as if affected by calm emotions, except the simurgh can choose which creatures are affected. A Will save negates the effects of this aura for 1 round, but a new save must be made each round to continue to resist the effects.','aquilae','Special','OSR',1),('simurgh','Simurgh','|Aura of Peace','Banishing Swipe A simurgh can use its radiant tail to return creatures to their native planes. In addition to taking damage, any extraplanar creature touched by a simurgh\'s tail must succeed at a Wand save or be banished to its home plane or dimension. A creature that makes this save cannot be affected by the same simurgh\'s banishing swipe for the next 24 hours.','aquilae','Special','OSR',2),('simurgh','Simurgh','|Aura of Peace','A simurgh can blast a fiery ray of brilliant light from its eyes as a standard action to a Glaring Ray range of 100 feet.','aquilae','Special','OSR',3),('singa','Singa','1/day','raise dead','5e SRD','Special','D&D 5e',1),('singa','Singa','2/day each','greater restoration, hold monster, mass cure wounds','5e SRD','Special','D&D 5e',1),('singa','Singa','3/day each','cure wounds, healing word, thunderwave','5e SRD','Special','D&D 5e',1),('singa','Singa','Always Returning','If a singa is slain, it returns to its home plane where it reconstitutes over the next 24 hours. After this period, the singa may be summoned once more.','5e SRD','Special','D&D 5e',1),('singa','Singa','At will','light, message, prestidigitation','5e SRD','Special','D&D 5e',1),('singa','Singa','Gore','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:13 (2d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('singa','Singa','Guardian Spirit','A singa serves a single household. If threatened in any one of their dwellings, a member of that household can call upon the house singa, which arrives from its home plane within 1d4 rounds. It acts to defend its household, then returns to its home plane after the threat has been eliminated.','5e SRD','Special','D&D 5e',1),('singa','Singa','Hooves','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('singa','Singa','Innate Spellcasting','The singa\'s spellcasting ability is Wisdom (spell save DC 14). The singa can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('sinspawn',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('sisterOfTheBloodshotEye',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('sisterOfTheBloodshotEye',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('skarja',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('skarja',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('skarja',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('skaveling','Skaveling','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalChampion',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalChampion',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalGiant',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skeletalGiant',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalGiant',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalHellknight',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('skeletalHellknight',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalHorse',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skeletalHorse',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalHorse',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalHulk',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skeletalHulk',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalHulk',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalKnight',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skeletalKnight',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalKnight',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalMage',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalMage',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalSoldier',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skeletalSoldier',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalSoldier',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalTigerLord',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalTigerLord',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalTitan',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skeletalTitan',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalTitan',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletalWoollyRhinoceros',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skeletalWoollyRhinoceros',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletalWoollyRhinoceros',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeleton','Skeleton','Shortbow','Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('skeleton','Skeleton','Shortsword','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('skeleton','Skeleton','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',1),('skeleton','Skeleton','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('skeletonGuard',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skeletonGuard',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletonGuard',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skeletonInfantry',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skeletonInfantry',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('skeletonInfantry',NULL,'Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('skeletonInfantry',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skinskitter',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('skinskitter',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('skinskitter',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skinstitch',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('skinstitch',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('skitterdark','Skitterdark','1/day each','hold person, fear','5e SRD','Special','D&D 5e',1),('skitterdark','Skitterdark','At will','detect evil and good, detect magic','5e SRD','Special','D&D 5e',1),('skitterdark','Skitterdark','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('skitterdark','Skitterdark','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 3) slashing damage plus 2 (1d4) necrotic damage.','5e SRD','Action','D&D 5e',1),('skitterdark','Skitterdark','Innate Spellcasting','The skitterdark\'s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('skitterdark','Skitterdark','Magic Resistance','The skitterdark has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('skitterdark','Skitterdark','Magic Weapons','The skitterdark\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('skitterdark','Skitterdark','Multiattack','The skitterdark makes one Claw attack and one Bite attack.','5e SRD','Action','D&D 5e',1),('skiurid',NULL,'bite -1 (1d4-4)','bite -1 (1d4-4)','d20web','Action','d20',1),('skiurid',NULL,'Chill Darkness (Su)','','d20web','Special (Su)','d20',1),('skiurid',NULL,'Shadow Jump (Su)','','d20web','Special (Su)','d20',1),('skrikNettle',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('skulk','Skulk','Camouflaged Step','','d20web','Special (Ex)','d20',1),('skulk','Skulk','Chameleon Skin','','d20web','Special (Ex)','d20',1),('skulk','Skulk','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('skulk','Skulk','short sword','1 (1d6)','d20web','Action','d20',1),('skulk','Skulk','Skulk','Skulks are a family of humanoids whose skin can shift coloration to aid in stealth.','fan json','Trait','Pathfinder 2e',1),('skulk','Skulk','z','Skulks can pass through forest and subterranean settings almost without a trace.','aquilae','Special','OSR',1),('skulk','Skulk','zz','Camouflaged Add +10 to the DC to track a skulk in these environments.','aquilae','Special','OSR',2),('skulk','Skulk','zzz','Step Chameleon Skin A skulk\'s racial bonus to Stealth comes from his ability to change the color of his skin to match his surroundings, even complex or regular patterns like bricks and mortar. A skulk loses this conditional bonus if he is wearing armor, or if he wears any clothing that covers more than one-quarter of his body, as skulks can only change their own flesh, not things they carry. A skulk normally conceals small items behind his body; by putting his back to a wall and changing his front half, he can hide the item because observers don\'t have line of sight to the item.','aquilae','Special','OSR',3),('skullFairy',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('skullPeeler',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('skulltaker',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('skum','Skum','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('skum','Skum','bite','2 (1d6+1)','d20web','Action','d20',1),('skum','Skum','claw','2 (1d4+1)','d20web','Action','d20',1),('skum','Skum','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('skum','Skum','trident','4 (1d8+2)','d20web','Action','d20',1),('skunk','Skunk','2 claws','4 (1d2-4)','d20web','Action','d20',1),('skunk','Skunk','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('skunk','Skunk','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 point of piercing damage.','5e SRD','Action','D&D 5e',1),('skunk','Skunk','bite','3 (1d3-4)','d20web','Action','d20',1),('skunk','Skunk','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('skunk','Skunk','Melee 1','bite +4 (1d3-4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('skunk','Skunk','Melee 2',' 2 claws +4 (1d2-4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('skunk','Skunk','Musk','Once per encounter, a threatened skunk can release a stinking musk in a 5-foot cloud. Creatures within range are entitled to a Dexterity save (DC 13) to avoid being struck. An affected creature must succeed at a Constitution save (DC 20) or become poisoned for 1d6 hours and blinded for 1d4 minutes. The odor is so strong that it doubles all chances for wandering monster encounters and imposes disadvantage on Hide checks if attempted while wearing clothing contaminated with the skunk\'s musk. The stench is highly potent, and short of magical means of cleaning or certain remedies such as washing thoroughly (soaking for days) in tomato juice, milk or vinegar, all sprayed cloth and material continues to reek for 1d6 months. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar, milk or tomato juice for a period of 1d3 days to remove the stench. Otherwise, the stench clings to them for at least 1 week, imposing the same penalties as noted.','5e SRD','Special','D&D 5e',1),('skunk','Skunk','Musk (Ex)','Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('skunk','Skunk','Ranged 1','spray +4 touch (musk)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('skunk','Skunk','z','Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet. With a successful ranged touch attack, the creature struck by this spray must make a Death save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only affected by this musk.','aquilae','Special','OSR',1),('slana',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('slimeMold',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('slimeMold',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('slimeMold',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('slitheringPit',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('slitheringPit',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('slorath','Slorath','bite','26 (2d8+15)','d20web','Action','d20',1),('slorath','Slorath','Paralysis (Su)','','d20web','Special (Su)','d20',1),('slorath','Slorath','Paralyzing Gaze (Su)','','d20web','Special (Su)','d20',1),('slothViper','Sloth Viper','bite','8 (1d4+1 plus','d20web','Action','d20',1),('sluaghReaper',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('sluaghReaper',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sludgespineKillers',NULL,'Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('sludgespineKillers',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('slug','Slug','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('slurk','Slurk','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('slurk','Slurk','Belly Grease (Ex)','The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('slurk','Slurk','bite','4 (2d6+3)','d20web','Action','d20',1),('slurk','Slurk','Feat 1','Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('slurk','Slurk','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('slurk','Slurk','Feat 3',' Improved Overrun','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('slurk','Slurk','Hunker (Ex)','The slurk gains a +4 bonus to its CMD to avoid bull rush or overrun attempts.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('slurk','Slurk','Melee 1','bite +4 (2d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('slurk','Slurk','Ranged 1','slime squirt +4 ranged touch','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('slurk','Slurk','Slime (Ex)','A slurk\'s back is crusted with thick, dry slime and dozens of nodules. As a standard action at will, a slurk can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, entangling the foe. Anyone the slurk successfully bull rushes or overruns is automatically squirted with back slime. The hardened slime can be removed as a full-round action with a DC 15 Strength check. The slurk\'s back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a -8 penalty on Ride checks to dismount.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('slurk','Slurk','|Belly Grease|Slime','The slurk exudes a slippery grease from its belly that grants it a +4 bonus on all checks to escape a physical restraint. One per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease.','aquilae','Special','OSR',1),('slurk','Slurk','|Belly Grease|Slime','The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.','aquilae','Special','OSR',2),('slurk','Slurk','|Belly Grease|Slime','A slurk\'s back is crusted with thick, dry slime and dozens of nodules. As an action at will, a slurk can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. Anyone the slurk successfully grapples with or chrages is automatically squirted with back slime. The hardened slime can be removed as a full-round action with a Strength check. The slurk\'s back slime grants a creature riding it a +8 bonus on checks made to stay in the saddle, but a -8 penalty on checks to dismount.','aquilae','Special','OSR',3),('smaragdineGolem','Smaragdine Golem','Absorb Magic','As a bonus action, the golem targets any creature, object, or magical effect within 10 feet of it. The golem chooses a spell already cast on the target. If the spell is of 3rd level or lower, the golem absorbs the spell and it ends. If the spell is of 4th level or higher, the golem must make a check with a +9 modifier. The DC equals 10 + the spell\'s level. On a successful check, the golem absorbs the spell and it ends. The golem\'s body glows when it absorbs a spell, as if under the effect of a light spell. A smaragdine golem can only hold one absorbed spell at a time.','5e SRD','Special','D&D 5e',1),('smaragdineGolem','Smaragdine Golem','Immutable Form','The golem is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('smaragdineGolem','Smaragdine Golem','Magic Resistance','The golem has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('smaragdineGolem','Smaragdine Golem','Magic Weapons','The golem\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('smaragdineGolem','Smaragdine Golem','Multiattack','The golem makes two slam attacks.','5e SRD','Action','D&D 5e',1),('smaragdineGolem','Smaragdine Golem','Release Spell','The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem\'s next turn.','5e SRD','Action','D&D 5e',1),('smaragdineGolem','Smaragdine Golem','Slam','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('smiler',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('smiler',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('smilodon','Smilodon','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('smilodon','Smilodon','bite','1 * bite (2d8)','OSE','Action','OSR',2),('smilodon','Smilodon','claw','2 * claw (1d8)','OSE','Action','OSR',1),('smilodon','Smilodon','Favoured prey','Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.','OSE','Special','OSR',2),('smilodon','Smilodon','Feat 1','Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 3',' Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 4',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 5',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 6',' Weapon Focus (bite','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 7',' claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Inquisitive','May follow PCs out of curiosity.','OSE','Special','OSR',3),('smilodon','Smilodon','Melee 1','2 claws +18 (2d4+8 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Melee 2',' bite +18 (2d6+8/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('smilodon','Smilodon','Pursuit','See main entry.','OSE','Special','OSR',4),('smogGiant',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),