('inkling','Inkling','A Thirst for Knowledge','If an inkling spends 24 hours with a spellbook or a spell scroll, it can learn the magic of one 2ndlevel or lower spell, erasing and absorbing all the ink and magic used to inscribe the spell. The inkling can then cast the spell once per day.','5e SRD','Special','D&D 5e',1),('inkling','Inkling','Amorphous','The inkling can move through a space as narrow as 1 inch wide without squeezing.','5e SRD','Special','D&D 5e',1),('inkling','Inkling','At will','fire bolt, mending, minor illusion, prestidigitation','5e SRD','Special','D&D 5e',1),('inkling','Inkling','Construct Nature','The inkling doesn\'t require air, food, drink, or sleep.','5e SRD','Special','D&D 5e',1),('inkling','Inkling','Innate Spellcasting','The inkling\'s innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components:','5e SRD','Special','D&D 5e',1),('inkling','Inkling','Lash','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('inkling','Inkling','Magic Resistance','The inkling has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('inkling','Inkling','Redirect Spell','If a spell attack hits the inkling, it can force the attacker to make a DC 12 Intelligence saving throw. If the attacker fails the saving throw, the spell is redirected to hit another creature of the inkling\'s choice within 30 feet.','5e SRD','Reaction','D&D 5e',1),('inmyeonjo',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),('inmyeonjo',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),('inphidian','Inphidian','Multiattack','An inphidian makes two Snake-hand Bite attacks.','5e SRD','Action','D&D 5e',1),('inphidian','Inphidian','Snake-hand Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('inphidian','Inphidian','Spit Poison (recharge 5-6)','The inphidian spits poison at one target within 20 feet of it. A target creature must succeed on a DC 13 Constitution saving throw or be blinded for one 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),('insectSwarm','Insect Swarm','Diving into water','Suffer damage for one round, then attached insects drown.','OSE','Special','OSR',7),('insectSwarm','Insect Swarm','Escaping','On exiting the swarm, characters continue to suffer half damage until 3 rounds are spent swatting the attached insects.','OSE','Special','OSR',6),('insectSwarm','Insect Swarm','Immunity','Only harmed by fire, extreme cold, sleep spells (affect the whole swarm), smoke (drives off), or other attacks as the referee wishes.','OSE','Special','OSR',3),('insectSwarm','Insect Swarm','Pursuit','An angry (i.e. damaged) swarm will pursue characters until they are out of sight or inaccessible.','OSE','Special','OSR',8),('insectSwarm','Insect Swarm','Size','10\' * 30\' area, typically.','OSE','Special','OSR',2),('insectSwarm','Insect Swarm','swarm','1 * swarm (2 or 4hp)','OSE','Action','OSR',1),('insectSwarm','Insect Swarm','Swarm attack','Automatically damages characters within swarm area: 2hp if wearing armour, 4hp without.','OSE','Special','OSR',4),('insectSwarm','Insect Swarm','Type and locomotion','A swarm may be composed of creepers (e.g. spiders, ants, centipedes) or flyers (e.g. bees, hornets). Some swarms are capable of both types of movement (e.g. beetles, locusts).','OSE','Special','OSR',1),('insectSwarm','Insect Swarm','Warding off','Characters inside the swarm who defend themselves by brandishing a weapon (or similar) suffer half damage from the swarm. A brandished torch damages the swarm.','OSE','Special','OSR',5),('intellectAssemblage',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),('intellectDevourer',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('interlocutor',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),('interlocutor',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),('invidiak','Invidiak','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),('invidiak','Invidiak','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),('invidiak','Invidiak','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),('invisibleStalker','Invisible Stalker','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),('invisibleStalker','Invisible Stalker','blow','1 * blow (4d4)','OSE','Action','OSR',1),('invisibleStalker','Invisible Stalker','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),('invisibleStalker','Invisible Stalker','If killed','Returns to plane of origin.','OSE','Special','OSR',3),('invisibleStalker','Invisible Stalker','Surprise','On a 1-5, unless target can detect invisibility.','OSE','Special','OSR',2),('invisibleStalker','Invisible Stalker','Tracking','Without fault.','OSE','Special','OSR',1),('ioton',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),('ioton',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),('irahkatu',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),('irahkatu',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),('irid','Irid','Gossip','The irid spouts gossip and exaggerated truths about a target it can see within 30 feet. If the target is hostile, it must succeed on a DC 13 Charisma saving throw or have disadvantage on its next attack roll. If the target is friendly, it has advantage on its next attack roll.','5e SRD','Action','D&D 5e',1),('irid','Irid','Invisibility','The irid magically turns invisible until it attacks or uses Gossip, or until its concentration ends (as if concentrating on a spell). Any equipment the irid wears or carries is invisible with it.','5e SRD','Action','D&D 5e',1),('irid','Irid','Iridescence','The irid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can be any color the irid desires. The irid can create or suppress the light as a bonus action.','5e SRD','Special','D&D 5e',1),('irid','Irid','Iridescent Blast','Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) radiant damage.','5e SRD','Action','D&D 5e',1),('irid','Irid','Magic Resistance','The irid has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('irid','Irid','Multiattack','The irid uses its Gossip. It then uses its Iridescent Blast once.','5e SRD','Action','D&D 5e',1),('irid','Irid','Photographic Memory','The irid can perfectly recall anything it has seen or heard in the last month.','5e SRD','Special','D&D 5e',1),('iridescentElephant',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),('irlgaunt',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('irlgaunt',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),('irnakurse',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('ironcladAnnihilatorBeetle',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),('ironCobra','Iron Cobra','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('ironCobra','Iron Cobra','bite','3 (1d6+1 plus','d20web','Action','d20',1),('ironCobra','Iron Cobra','CL','7th; Price 4,000 gp (iron); 20,000 gp (adamantine), 8,000 gp (cold iron), 5,000 (darkwood), or 10,000 gp (mithral)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ironCobra','Iron Cobra','Find Target','The iron cobra knows the location of a specific target creature as long as that creature is within 1 mile of it. If the creature is moving, it knows the direction if that creature\'s movement. If the target is beyond this distance, the iron cobra can\'t locate the target creature.','5e SRD','Special','D&D 5e',1),('ironCobra','Iron Cobra','Find Target (Su)','Once per day, an iron cobra\'s creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ironCobra','Iron Cobra','Immutable Form','The iron cobra is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('ironCobra','Iron Cobra','Magic Resistance','The iron cobra has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('ironCobra','Iron Cobra','Magic Weapon','The iron cobra\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('ironCobra','Iron Cobra','Melee 1','bite +3 (1d6+1 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ironCobra','Iron Cobra','Poison','The iron cobra contains enough venom for three attacks. After that, it does not deal the poison damage listed in its bite attack.','5e SRD','Special','D&D 5e',1),('ironCobra','Iron Cobra','Poison (Ex)','An iron cobra\'s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used.Black Adder Venom: Bite-injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ironCobra','Iron Cobra','Requirements','Craft Construct, animate object, discern location, geas/quest; Skill Craft (armor), Craft (blacksmithing), Craft (carpentry [for darkwood cobras only]), or Craft (weapons) DC 15; Cost 2,000 gp (iron); 10,000 gp (adamantine); 4,000 gp (cold iron), 2,500 gp (darkwood); 5,000 gp (mithral)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ironCobra','Iron Cobra','|Poison','Once per day, an iron cobra\'s creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.','aquilae','Special','OSR',1),('ironCobra','Iron Cobra','|Poison','An iron cobra\'s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used. Black Adder Venom: Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 1 save.','aquilae','Special','OSR',2),('ironGolem','Iron Golem','2 slams','28 (2d10+16/19-20)','d20web','Action','d20',1),('ironGolem','Iron Golem','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),('ironGolem','Iron Golem','Fire Absorption','Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.','5e SRD','Special','D&D 5e',1),('ironGolem','Iron Golem','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),('ironGolem','Iron Golem','Immunity to Magic','','d20web','Special (Ex)','d20',1),('ironGolem','Iron Golem','Immutable Form','The golem is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('ironGolem','Iron Golem','Magic Resistance','The golem has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('ironGolem','Iron Golem','Magic Weapons','The golem\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('ironGolem','Iron Golem','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),('ironGolem','Iron Golem','Multiattack','The golem makes two melee attacks.','5e SRD','Action','D&D 5e',1),('ironGolem','Iron Golem','Poison Breath (Recharge 6)','The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('ironGolem','Iron Golem','Powerful Blows','','d20web','Special (Ex)','d20',1),('ironGolem','Iron Golem','Slam','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('ironGolem','Iron Golem','Sword','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('ironGolem','Iron Golem','|BReath Weapon','Once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud\'s poisonous effects. This poison is magically created each time the golem uses this power. Inhaled; save Death; frequency 1/round for 4 rounds; effect -2 Constitution damage; cure 2 saves. Ability damage suffered from this effect is restored only via magic healing.','aquilae','Special','OSR',1),('ironTaviah',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('ironTaviah',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),('iroranMummy',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('iroranMummy',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),('irovetti\'sFetch',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('irriseniOwlbear',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),('iruxiOssature',NULL,'Lizardfolk','These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.','fan json','Trait','Pathfinder 2e',1),('iruxiOssature',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),('ishti',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),('isonade','Isonade','1/day each','control weather, storm of vengeance, tsunami','5e SRD','Special','D&D 5e',1),('isonade','Isonade','3/day each','control water, earthquake','5e SRD','Special','D&D 5e',1),('isonade','Isonade','At will','animal messenger','5e SRD','Special','D&D 5e',1),('isonade','Isonade','Atmospheric Immunity','The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth.','5e SRD','Special','D&D 5e',1),('isonade','Isonade','Bite','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12+ 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it\'s also swallowed whole (see below).','5e SRD','Action','D&D 5e',1),('isonade','Isonade','bite','29 (2d8+12 plus','d20web','Action','d20',1),('isonade','Isonade','Breach','The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack.','5e SRD','Action','D&D 5e',1),('isonade','Isonade','Hooked Appendages (Ex)','An isonade gains a +4 circumstance bonus on combat maneuver checks to grapple. When using the Spring Attack feat, an isonade can attempt a grapple or drag combat maneuver in place of its melee attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('isonade','Isonade','Innate Spellcasting','The isonade\'s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('isonade','Isonade','Magic Resistance','The isonade has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('isonade','Isonade','Multiattack','The isonade makes one tail slap attack and one bite attack.','5e SRD','Action','D&D 5e',1),('isonade','Isonade','Swallow Whole','When the isonade\'s bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade\'s turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('isonade','Isonade','Tail Slap','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('isonade','Isonade','Water Breathing','The isonade can breathe only underwater.','5e SRD','Special','D&D 5e',1),('isqulug',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('isqulug',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),('ittan-Momen',NULL,'Kami','Kami are spirits of the Material Plane that bond with a specific object or place.','fan json','Trait','Pathfinder 2e',1),('ixamè',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),('ixamè',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),('ixamè',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),('ixamè',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),('izfiitar',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),('izfiitar',NULL,'Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('jabberwock','Jabberwock','2 claws','37 (3d6+13/19-20 plus','d20web','Action','d20',1),('jabberwock','Jabberwock','Bite','Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('jabberwock','Jabberwock','bite','37 (4d8+19/19-20/×3)','d20web','Action','d20',1),('jabberwock','Jabberwock','Burble (Recharges 5-6)','The jabberwock shouts nonsense words. Anyone in a 60-ft. cone in front of the jabberwock must make a DC 20 Wisdom saving throw or suffer from the confusion spell for 1 minute.','5e SRD','Action','D&D 5e',1),('jabberwock','Jabberwock','Claw','Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('jabberwock','Jabberwock','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),('jabberwock','Jabberwock','Eyes of Flame','The jabberwock sends out two rays from its flaming eyes up to 90 feet. It can target one or two creatures. The target must make a successful DC 20 Dexterity saving throw or take 42 (12d6) fire damage. Half damage on a save.','5e SRD','Action','D&D 5e',1),('jabberwock','Jabberwock','Magic Resistance','The jabberwock has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('jabberwock','Jabberwock','Magic Weapons','The jabberwock\'s attacks are magical.','5e SRD','Special','D&D 5e',1),('jabberwock','Jabberwock','Multiattack','The jabberwock makes four attacks: two with its claws, one with its bite, and one with its tail.','5e SRD','Action','D&D 5e',1),('jabberwock','Jabberwock','Siege Monster','The jabberwock does double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('jabberwock','Jabberwock','Tail','Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('jabberwock','Jabberwock','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),('jabberwock','Jabberwock','Vorpal Vulnerability','Three critical hits from magical swords (during one encounter) will behead the jabberwock and kill it immediately.','5e SRD','Special','D&D 5e',1),('jabberwock','Jabberwock','|Burble','A jabberwock can burble every 1d4 rounds. This blast of strange noises and shouted nonsense in the various languages known to the jabberwock (and invariably some languages it doesn\'t know) affects all creatures within a 60-foot-radius spread - these creatures must make a Wand save or become confused for 1d4 rounds. Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals 4d8 sonic damage (Breath save for half). The confusion effect is mindaffecting; both are sonic effects.','aquilae','Special','OSR',1),('jabberwock','Jabberwock','|Burble','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 2d4 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 +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 save to avoid catching on fire.','aquilae','Special','OSR',2),('jabberwock','Jabberwock','|Burble','Eye Rays The jabberwock can project beams of fire from its eyes as a ranged touch attack as a standard action, with a range increment of 60 feet. It projects two beams, and can target different creatures with these beams if it wishes as long as both targets are within 30 feet of each other. A creature that takes damage from an eye beam suffers burn.','aquilae','Special','OSR',3),('jabberwock','Jabberwock','|Burble','Fast Healing You regain hit points at 15 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),('jabberwock','Jabberwock','|Burble','Fear of Vorpal Weapons A jabberwock knows that a vorpal weapon can kill it swiftly. As soon as it takes damage from a vorpal weapon, a jabberwock becomes shaken for 1 round. If it is hit by a critical threat from a vorpal weapon, whether or not the critical hit is confirmed, the jabberwock is staggered for 1 round.','aquilae','Special','OSR',5),('jabberwock','Jabberwock','|Burble','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',6),('jabberwock','Jabberwock','|Burble','Planar Acclimation A jabberwock is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.','aquilae','Special','OSR',7),('jabberwock','Jabberwock','|Burble','Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure Whiffling A jabberwock\'s wings and violent motions create a significant amount of wind whenever it makes a full attack action. These winds surround the monster to a radius of 30 feet, and are treated as severe winds - ranged attacks suffer a -4 penalty when targeting a jabberwock while it is whiffling, and Medium creatures must make a Strength check to approach the creature. Creatures smaller than this creature in this area that fail their Strength check are blown away.','aquilae','Special','OSR',8),('jackal','Jackal','Bite','Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.','5e SRD','Action','D&D 5e',1),('jackal','Jackal','bite','2 (1d4+1 plus','d20web','Action','d20',1),('jackal','Jackal','Keen Hearing and Smell','The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('jackal','Jackal','Pack Tactics','The jackal has advantage on an attack roll against a creature if at least one of the jackal\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('jackalope','Jackalope','Charge','If the jackalope moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.','5e SRD','Special','D&D 5e',1),('jackalope','Jackalope','Evasion','If the jackalope is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalope instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.','5e SRD','Special','D&D 5e',1),('jackalope','Jackalope','Gore','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.','5e SRD','Action','D&D 5e',1),('jackalope','Jackalope','Keen Hearing','The jackalope has advantage on Wisdom (Perception) checks that rely on hearing.','5e SRD','Special','D&D 5e',1),('jackalope','Jackalope','Loves the Rye','The jackalope loves whiskey. A successful DC 8 Charisma check to present a bottle of whiskey convinces it to treat a creature as a friend. This check is made with disadvantage if the creature or its allies have damaged the jackalope.','5e SRD','Special','D&D 5e',1),('jackalope','Jackalope','Mimicry','The jackalope can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.','5e SRD','Special','D&D 5e',1),('jackalope','Jackalope','Natural Finesse','The jackalope uses Dexterity for its attack and damage rolls.','5e SRD','Special','D&D 5e',1),('jackalope','Jackalope','Nimble Escape','The jackalope can take the Disengage or Hide action as a bonus action on each of its turns.','5e SRD','Special','D&D 5e',1),('jackalwere',NULL,'Baneful Gaze','As a bonus action, Sebtef can target one living creature within 30 feet that he can see, which must make a DC 12 Charisma saving throw. On an unsuccessful save, for 2d4 rounds the target must subtract 1d4 from each attack roll and saving throw it makes. A creature that saves successfully is immune to Sebtef\'s Baneful Gaze effect for 24 hours. Therianthropes are immune to Sebtef\'s Baneful Gaze.','5e SRD','Special','D&D 5e',1),('jackalwere',NULL,'Bite (jackal or hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('jackalwere',NULL,'Claws (Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('jackalwere',NULL,'Improved Critical','Sebtef\'s weapon attacks score a critical hit on a roll of 19 or 20.','5e SRD','Special','D&D 5e',1),('jackalwere',NULL,'Jackal Empathy','','d20web','Special (Ex)','d20',1),('jackalwere',NULL,'Keen Hearing and Smell','Sebtef has advantage on Wisdom (Perception) checks that rely on hearing of smell.','5e SRD','Special','D&D 5e',1),('jackalwere',NULL,'Longsword (human and hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('jackalwere',NULL,'Multiattack','Sebtef makes two melee attacks.','5e SRD','Action','D&D 5e',1),('jackalwere',NULL,'mwk','mwk','d20web','Action','d20',1),('jackalwere',NULL,'Pack Tactics','Sebtef has advantage on an attack roll against a creature if at least one of Sebtef\'s allies is within five feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('jackalwere',NULL,'Shapechanger','Sebtef can change from his jackal form or human form to his hybrid form as a bonus action. Changing from jackal form directly to human form or vice versa takes an action. In jackal form, he is indistinguishable from a normal jackal.','5e SRD','Special','D&D 5e',1),('jackalwere',NULL,'Weapon Intuition','','d20web','Special (Ex)','d20',1),('jackalwere',NULL,'|Sleep Gaze','A jackalwere has three forms. Its natural form is that of a jackal, but it can also take the form of a human or a human-jackal hybrid. A jackalwere\'s human form is fixed-it cannot assume different human forms. A jackalwere can use its sleep gaze in any of its forms. In jackal form, it functions as a dog. In its hybrid form, a jackalwere can make a bite attack as a secondary attack, while in human form it lacks its bite attack entirely. A jackalwere can shift into any of its three alternate forms as a move action.','aquilae','Special','OSR',1),('jackalwere',NULL,'|Sleep Gaze','Equipment does not meld with the new form between human and hybrid forms but does between those forms and its jackal form.','aquilae','Special','OSR',2),('jackalwere',NULL,'|Sleep Gaze','Sleep for 3 minutes (a standard action rouses the creature, as does damage), 30 feet, Paralysis save negates. A creature that succeeds at the saving throw cannot be affected by the same jackalwere\'s sleep gaze for 24 hours. This is a sleep effect.','aquilae','Special','OSR',3),('jaculi',NULL,'bite','4 (1d6+1)','d20web','Action','d20',1),('jaculus','Jaculus','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('jaculus','Jaculus','Jaws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('jaculus','Jaculus','Multiattack','The jaculus makes one Jaws attack and one Claws attack.','5e SRD','Action','D&D 5e',1),('jaculus','Jaculus','Spearhead','If the jaculus moves at least 10 feet straight toward a target and hits that target with a Jaws attack on the same turn, the Jaws attack deals an extra 4 (1d8) piercing damage.','5e SRD','Special','D&D 5e',1),('jaggedbriarHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('jaggedbriarHag',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),('jaguar','Jaguar','Ambush','If a jaguar hits a creature with a claw attack, and the creature is surprised, the jaguar may use a bonus action to make a bite attack.','5e SRD','Special','D&D 5e',1),('jaguar','Jaguar','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the jaguar scores a critical hit, it rolls damage dice three times, instead of twice.','5e SRD','Action','D&D 5e',1),('jaguar','Jaguar','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('jaguar','Jaguar','High Jumper','With a 10-foot running start, the jaguar can long jump up to 25 feet. The jaguar can jump 10 feet vertically and can safely land twice that distance.','5e SRD','Special','D&D 5e',1),('jaguar','Jaguar','Keen Smell','The jaguar has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('jaiban',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),('janni','Janni','1/day','create food and water, ethereal jaunt (for 1 hour)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('janni','Janni','1/day each','conjure elemental, invisibility (self only), plane shift (self only)','5e SRD','Special','D&D 5e',1),('janni','Janni','3/day','invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('janni','Janni','3/day each','continual flame, move earth, tongues, water breathing, wind walk','5e SRD','Special','D&D 5e',1),('janni','Janni','At will','detect evil and good, detect magic','5e SRD','Special','D&D 5e',1),('janni','Janni','Change Size','(Sp) Twice per day, a janni can magically change a creature\'s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('janni','Janni','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),('janni','Janni','Elemental Blood','When a creature the janni can see hits it with a melee weapon attack, the attacker must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) cold, fire, lightning, or thunder (the janni\'s choice) damage.','5e SRD','Reaction','D&D 5e',1),('janni','Janni','Elemental Bolt','Ranged Spell Attack: +6 to hit, range ft., one target. Hit: 10 (3d6) cold, fire, lightning, or thunder (the janni\'s choice) damage.','5e SRD','Action','D&D 5e',1),('janni','Janni','Elemental Demise','If the janni dies, its body disintegrates into a mixture of elements, leaving behind only equipment the janni was wearing or carrying.','5e SRD','Special','D&D 5e',1),('janni','Janni','Elemental Endurance (Ex)','Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('janni','Janni','Elemental Weapons','The janni\'s weapon attacks are magical. When the janni hits with any weapon, the weapon deals an extra 1d6 cold, fire, lightning, or thunder (the janni\'s choice) damage (included in the attack).','5e SRD','Special','D&D 5e',1),('janni','Janni','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('janni','Janni','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('janni','Janni','Feat 3',' Improved InitiativeB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('janni','Janni','Feat 4',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('janni','Janni','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),('janni','Janni','Innate Spellcasting','The janni\'s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('janni','Janni','Melee 1','scimitar +9/+4 (1d6+4/18-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('janni','Janni','Multiattack','The janni makes two melee attacks. It can use Elemental Bolt in place of any melee attack.','5e SRD','Action','D&D 5e',1),('janni','Janni','Scimitar','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) plus 3 (1d6) cold, fire, lightning, or thunder (the janni\'s choice) damage.','5e SRD','Action','D&D 5e',1),('janni','Janni','Wiry','The janni has advantage on Strength and Dexterity ability checks and saving throws against effects that would grapple or restrain it and on checks to escape a grapple.','5e SRD','Special','D&D 5e',1),('janni','Janni','|Change Size|Elemental|Endurance|Telepathy','Twice per day, an janni can magically change a creature\'s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. This is the equivalent of a 2nd-level spell. Unwilling targets may attempt a Death save to negate the effect.','aquilae','Special','OSR',1),('janni','Janni','|Change Size|Elemental|Endurance|Telepathy','Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time.','aquilae','Special','OSR',2),('janni','Janni','|Change Size|Elemental|Endurance|Telepathy','Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.','aquilae','Special','OSR',3),('janni','Janni','|Change Size|Elemental|Endurance|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',4),('janni','Janni','|Change Size|Elemental|Endurance|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',5),('japalisura',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),('japalisura',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),('jara-Tuor','Jara-Tuor','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),('jara-Tuor','Jara-Tuor','Powerful Charge','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) bludgeoning damage. In addition, the target must make a Constitution save (DC 13) or be knocked prone and stunned until the end of the jarhdel\'s next turn. The jarhdel can only use the powerful charge if it can move at least 10 feet towards a target before making the attack.','5e SRD','Action','D&D 5e',1),('jellyfish',NULL,'Mass of Tentacles','Melee Weapon Attack: +6 to hit, 0 ft. reach, two targets in the swarm\'s space. Hit: 21 (6d6) poison damage. If the target was a creature it must succeed a DC 15 Constitution saving throw or be poisoned for 1 minute.','5e SRD','Action','D&D 5e',1),('jellyfish',NULL,'Swarm','The swarm can occupy another creature\'s space and vice versa, and the swarm can move through any opening large enough for a Tiny jellyfish. The swarm can\'t regain hit points or gain temporary hit points..','5e SRD','Special','D&D 5e',1),('jellyfish',NULL,'Water Breathing','The jellyfish swarm can only breathe underwater.','5e SRD','Special','D&D 5e',1),('jewel',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),('jewel',NULL,'Minion','Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn\'t have reactions, and can\'t act when it\'s not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that\'s a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don\'t act, animals follow their instincts, and sapient minions act how they please. A minion can\'t control other creatures.','fan json','Trait','Pathfinder 2e',1),('jinDurwhimmer',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('jinDurwhimmer',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),('jinDurwhimmer',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('jinDurwhimmer',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),('jinkin',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('jinkin',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('jitterboneContortionist',NULL,'Halfling','A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.','fan json','Trait','Pathfinder 2e',1),('jitterboneContortionist',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),('jitterboneContortionist',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),('jolnoch','Jolnoch','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage.','5e SRD','Action','D&D 5e',1),('jolnoch','Jolnoch','Charge','If the Jolnoch can run at least 20 ft. towards a target and hit with a bite attack, it does an additional 9 (2d8) damage. Further, the target must make a Strength save (DC 13) or be knocked prone.','5e SRD','Action','D&D 5e',1),('jorogumo','Jorogumo','1/day','hold monster (DC 22), summon nature\'s ally V (1 ogre spider or 1d3 giant black widow spiders or 1d4+1 giant spiders)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jorogumo','Jorogumo','3/day','bestow curse (DC 21), suggestion (DC 20)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jorogumo','Jorogumo','<a class=\"spell\" href=\"https://www.5esrd.com/database/spell/web\">Web</a> (Recharge 5-6)','Ranged Weapon Attack: +9 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).','5e SRD','Action','D&D 5e',1),('jorogumo','Jorogumo','At will','charm person (DC 18), detect thoughts (DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jorogumo','Jorogumo','bestow curse, suggestion','Innate, at will','5e SRD','Special','D&D 5e',1),('jorogumo','Jorogumo','Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage, and the target must succeed a DC 18 Constitution saving throw or take 14 (4d6) poison damage, or half as much on a successful save. If the target is a creature it must succeed a DC 18 Constitution saving throw or be implanted with a clump of spider eggs. That clump of spider eggs opens up and in insect swarm crawls out of the creature 1d4 rounds later, completely loyal to the jorogumo.','5e SRD','Action','D&D 5e',1),('jorogumo','Jorogumo','bite','20 (1d4+6/19-20 plus','d20web','Action','d20',1),('jorogumo','Jorogumo','charm person, detect thoughts','Innate, at will','5e SRD','Special','D&D 5e',1),('jorogumo','Jorogumo','Claw','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('jorogumo','Jorogumo','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jorogumo','Jorogumo','Feat 2',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jorogumo','Jorogumo','Feat 3',' Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jorogumo','Jorogumo','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jorogumo','Jorogumo','Feat 5',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jorogumo','Jorogumo','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jorogumo','Jorogumo','Feat 7',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jorogumo','Jorogumo','Flaming Allies','Any spider within 60 feet of the jorogumo can spit fire, functioning as burning hands, with a spell save DC of 21. Each individual spider or insect swarm (made of spiders) can do this once per day.','5e SRD','Action','D&D 5e',1),('jorogumo','Jorogumo','hold monster','Innate, at will','5e SRD','Special','D&D 5e',1),('jorogumo','Jorogumo','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),('jorogumo','Jorogumo','Innate Spellcasting','The jorogumo\'s spell casting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('jorogumo','Jorogumo','Melee 1','bite +20 (1d4+6/19-20 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jorogumo','Jorogumo','Melee 2',' 2 claws +20 (1d6+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jorogumo','Jorogumo','Multiattack','The jorogumo makes one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('jorogumo','Jorogumo','Poison','','d20web','Special (Ex)','d20',1),('jorogumo','Jorogumo','Poison (Ex)','Bite-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jorogumo','Jorogumo','Shapechanger','The jorogumo can turn into a Tiny spider or a Medium human with a generic appearance. It retains its stats and abilities in either form, but it cannot use its bite, claw, or web attacks if not in its natural form.','5e SRD','Action','D&D 5e',1),('jorogumo','Jorogumo','Spider Empathy','The jorogumo can speak with any species of spider and control them as her guardians.','5e SRD','Action','D&D 5e',1),('jorogumo','Jorogumo','Spider Empathy','','d20web','Special (Ex)','d20',1),('jorogumo','Jorogumo','Spider Empathy (Ex)','This ability functions as a druid\'s wild empathy, save that it works only on spiders. A jorogumo uses her Hit Dice (normally 14) as her effective druid level. Spiders are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the jorogumo to train them and use them as guardians (though it does not grant them skills or feats).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jorogumo','Jorogumo','Spider Legs','','d20web','Special (Ex)','d20',1),('jorogumo','Jorogumo','Spider Legs (Ex)','A jorogumo\'s spider legs can emerge or retract as a free action. When a jorogumo\'s spider legs are present, she gains a +8 circumstance bonus on Climb checks and gains Deflect Arrows as a bonus feat.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jorogumo','Jorogumo','Swift Shapechanger','','d20web','Special (Ex)','d20',1),('jorogumo','Jorogumo','Swift Shapechanger (Ex)','A jorogumo can assume spider or human form as a swift action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jorogumo','Jorogumo','|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). Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',1),('jorogumo','Jorogumo','|Change Shape','Poison Spider Legs Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves.','aquilae','Special','OSR',2),('jorogumo','Jorogumo','|Change Shape','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.','aquilae','Special','OSR',3),('jorogumo','Jorogumo','|Change Shape','An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check.','aquilae','Special','OSR',4),('jorogumo','Jorogumo','|Change Shape','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',5),('jorogumo','Jorogumo','|Change Shape','A jorogumo\'s spider legs can emerge or retract as a free action. When a jorogumo\'s spider legs are present, she gains a +4 bonus on Climb checks.','aquilae','Special','OSR',6),('jotundTroll',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('jotundTroll',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('jotundTroll',NULL,'Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('jubjubBird','Jubjub Bird','Adaptive Defense (Su)','When first encountered, a jubjub bird has no energy resistance. When damaged by an attack that causes cold, electricity, fire, or sonic damage, it gains resistance 30 to that energy type until the end of its next turn. If an attack causes more than one type of energy damage, the jubjub bird gains resistance 30 to all the types of energy damage dealt.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','bite','31 (3d6+19/19-20/x3 plus','d20web','Action','d20',1),('jubjubBird','Jubjub Bird','Deadly Bite','','d20web','Special (Ex)','d20',1),('jubjubBird','Jubjub Bird','Deadly Bite (Ex)','A jubjub bird applies 1-1/2 times its Strength modifier to damage dealt by its bite attack. A successful critical hit decapitates and instantly slays a Large or smaller victim (DC 33 Fortitude negates decapitation; creatures without a head are immune to this effect) and deals triple normal damage regardless of the decapitation result. The save DC is Strength-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 10',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 2',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 3',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 4',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 5',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 7',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 8',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Feat 9',' Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Melee 1','bite +31 (3d6+19/19-20/&times;3 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Melee 2',' 2 talons +31 (1d8+13)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Planar Acclimation','','d20web','Special (Ex)','d20',1),('jubjubBird','Jubjub Bird','Planar Acclimation (Ex)','A jubjub bird is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','Shriek','','d20web','Special (Ex)','d20',1),('jubjubBird','Jubjub Bird','Shriek (Ex)','Once every 1d6 rounds as a standard action, a jubjub bird can voice a piercing screech. All creatures (other than jubjub birds) within a 60-foot-radius spread must succeed at a DC 26 Fortitude save or be stunned for 1d4 rounds. This is a sonic effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jubjubBird','Jubjub Bird','|Adaptive|Defense|Deadly Bite','When first encountered, a jubjub bird has no energy resistance. When damaged by an attack that causes cold, electricity, fire, or sonic damage, it gains resistance to that energy type until the end of its next turn. If an attack causes more than one type of energy damage, the jubjub bird gains resistance to all the types of energy damage dealt.','aquilae','Special','OSR',1),('jubjubBird','Jubjub Bird','|Adaptive|Defense|Deadly Bite','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',2),('jubjubBird','Jubjub Bird','|Adaptive|Defense|Deadly Bite','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),('jubjubBird','Jubjub Bird','|Adaptive|Defense|Deadly Bite','Planar Acclimation Shriek A jubjub bird is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.','aquilae','Special','OSR',4),('jubjubBird','Jubjub Bird','|Adaptive|Defense|Deadly Bite','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',5),('jubjubBird','Jubjub Bird','|Adaptive|Defense|Deadly Bite','Once every 1d6 rounds as a standard action, a jubjub bird can voice a piercing screech. All creatures (other than jubjub birds) within a 60-foot-radius spread must succeed at a Spell save or be stunned for 1d4 rounds. This is a sonic effect.','aquilae','Special','OSR',6),('jubjubBird','Jubjub Bird','|Adaptive|Defense|Deadly Bite','A successful critical bite attack decapitates and instantly slays a victim of size equal to or smaller than this creautre (Death save negates decapitation; creatures without a head are immune to this effect) and deals triple normal damage regardless of the decapitation result. .','aquilae','Special','OSR',7),('juggernaut','Juggernaut','3/day','enervation','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('juggernaut','Juggernaut','CL','13th; Price 140,000 gp','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('juggernaut','Juggernaut','Construct','The juggernaut obeys the simple commands of whoever activated it by placing a brain gem in its arm. It becomes inanimate if the brain gem is removed.','5e SRD','Special','D&D 5e',1),('juggernaut','Juggernaut','Crush','','d20web','Special (Ex)','d20',1),('juggernaut','Juggernaut','crush (4d10+24','24','d20web','Action','d20',1),('juggernaut','Juggernaut','DC 34)','DC 34)','d20web','Action','d20',1),('juggernaut','Juggernaut','Faith-Bound (Su)','A juggernaut cannot attack any creature that openly wears or displays the holy symbol or unholy symbol of the deity to which the juggernaut is dedicated unless that creature first attacks the juggernaut.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('juggernaut','Juggernaut','Fire Absorption','Whenever the juggernaut is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.','5e SRD','Special','D&D 5e',1),('juggernaut','Juggernaut','Flail','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('juggernaut','Juggernaut','Immunity to Magic','','d20web','Special (Ex)','d20',1),('juggernaut','Juggernaut','Immutable Form','The juggernaut is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('juggernaut','Juggernaut','Insanity','If an inauthentic brain gem was used to activate the juggernaut artifact, it goes insane after 1d4 + 1 rounds, attacking all creatures in its vicinity and refusing to obey commands.','5e SRD','Special','D&D 5e',1),('juggernaut','Juggernaut','Irresistible Force','','d20web','Special (Ex)','d20',1),('juggernaut','Juggernaut','Magic Resistance','The juggernaut has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('juggernaut','Juggernaut','Magic Weapons','The juggernaut\'s attacks are magical.','5e SRD','Special','D&D 5e',1),('juggernaut','Juggernaut','Melee 1','slam +24 (4d6+19 plus wounding)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('juggernaut','Juggernaut','Momentum','','d20web','Special (Ex)','d20',1),('juggernaut','Juggernaut','Multiattack','The juggernaut makes eight Flail attacks, one Pincer attack, and one Prismatic Spray Cannon attack.','5e SRD','Action','D&D 5e',1),('juggernaut','Juggernaut','Pincer','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('juggernaut','Juggernaut','Prismatic Spray Cannon','The juggernaut uses its bejeweled arm to cast prismatic spray (spell save DC 20) in a 100-foot cone.','5e SRD','Action','D&D 5e',1),('juggernaut','Juggernaut','Requirements','Craft Construct, greater magic weapon, imbue with spell ability, make whole, stone shape, creator must be caster level 10th; Skill Craft (carpentry, sculptures, or stonemasonry); Cost 80,000 gp','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('juggernaut','Juggernaut','Rolling Destruction','','d20web','Special (Ex)','d20',1),('juggernaut','Juggernaut','Secret Compartment','A secret compartment exists inside the back of the juggernaut, big enough for four Medium humanoids.','5e SRD','Special','D&D 5e',1),('juggernaut','Juggernaut','Shrine','','d20web','Special (Ex)','d20',1),('juggernaut','Juggernaut','Shrine (Ex)','A juggernaut counts as a movable shrine for the deity or religion it is dedicated to.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('juggernaut','Juggernaut','slam','24 (4d6+19 plus','d20web','Action','d20',1),('juggernaut','Juggernaut','Soul-Powered (Su)','When a juggernaut kills a creature with at least 5 Hit Dice and an alignment two or more steps away from the juggernaut\'s alignment, it gains a kill point. Add its current total kill points as a bonus on its attack rolls, combat maneuver checks, caster level checks, and skill checks. Add half its current total kill points as a bonus to its natural armor and spell resistance. The juggernaut loses 1 kill point every 24 hours.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('juggernaut','Juggernaut','Unstoppable','','d20web','Special (Ex)','d20',1),('juggernaut','Juggernaut','Vicious Trample','','d20web','Special (Ex)','d20',1),('juggernaut','Juggernaut','Vicious Trample (Ex)','A juggernaut\'s massive rollers deal 8d6+38 points of damage on a successful trample attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('juggernaut','Juggernaut','Vorpal Pincer','When it rolls a 20 on a Pincer attack roll against a creature of size Huge or less which has at least one head, the juggernaut has cut off one of the creature\'s heads. The creature dies if it cannot survive without the lost head. Creatures who do not have a head cut off instead suffer an extra 6d8 slashing damage from the hit.','5e SRD','Special','D&D 5e',1),('juggernaut','Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','You regain hit points at 5 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),('juggernaut','Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','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),('juggernaut','Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','The juggernaut\'s slam attack inflicts 2d6 additional fire damage, and twice that amount on a critical hit. Its vicious trample attack deals this additional fire damage as well.','aquilae','Special','OSR',3),('juggernaut','Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','When a juggernaut kills a creature with at least 5 Hit Dice and an alignment two or more steps away from the juggernaut\'s alignment, it gains a kill point. Add its current total kill points as a bonus on its attack rolls, combat maneuver checks, caster level checks, and skill checks. Add half its current total kill points as a bonus to its natural armor and spell resistance. The juggernaut loses 1 kill point every 24 hours.','aquilae','Special','OSR',4),('juggernaut','Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|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.','aquilae','Special','OSR',5),('juggernaut','Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','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),('julunggali','Julunggali','3/day','antipathy (DC 24), baleful polymorphM (DC 20), control weatherM (rain only), greater teleport (self only), hasteM, healM, polymorph, prismatic wall (DC 23), raise dead, slowM (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('julunggali','Julunggali','At will','bestow curse (DC 18), blessM, control water, create water, move earthM, neutralize poison, prayerM, water breathing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('julunggali','Julunggali','bite','29 (4d8+14 plus','d20web','Action','d20',1),('julunggali','Julunggali','Constant','foresight (self only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('julunggali','Julunggali','Fascination Aura (Su)','Any creature within 100 feet of the julunggali who can see it must succeed at a Will save (DC 26) or be fascinated as long as it remains within range. A creature that saves against the julunggali\'s aura is immune to it for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('julunggali','Julunggali','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 10',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 11',' Weapon Focus (gore)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 2',' Combat ReflexesM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 3',' Great Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 4',' Improved InitiativeM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 5',' Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 6',' Improved Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 7',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 8',' Lightning ReflexesM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Feat 9',' Power AttackM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Julunggali Venom','Bite-injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d6 Con or 1d6 Dex or age one age category (julunggali\'s choice); cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('julunggali','Julunggali','Melee 1','bite +29 (4d8+14 plus grab and poison and pull or push)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Melee 2',' slam +29 (4d6+14)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('julunggali','Julunggali','Poison (Ex or Su)','A julunggali has three different poisons. Each time it bites, it decides which poison to inject.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('jung-mule',NULL,'Beast of Burden','The jung-mule can carry far more than its strength would normally allow. It can move normally carrying up to 1,000 pounds and is able to move up to 4,000 pounds.','5e SRD','Special','D&D 5e',1),('jung-mule',NULL,'Slam','Melee Weapon Attack: +7 to hit, 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('jung-mule',NULL,'Trample','If the jung-mule can move at least 15 feet towards a target and then makes a successful attack with its slam, it gets to trample the target. The target must make a Dexterity save (DC 14). On a failed save, the target is forced prone and takes an additional 11 (2d10) bludgeoning damage from the creature\'s feet stomping it. On a successful save, the target takes half damage and is not forced prone.','5e SRD','Action','D&D 5e',1),('jungleDrake','Jungle Drake','bite','13 (2d6+7 plus','d20web','Action','d20',1),('jungleDrake','Jungle 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),('jungleDrake','Jungle Drake','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),('jurgrindor',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),('jurgrindor',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('jurgrindor',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),('juvenileBoar',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),('jyoti','Jyoti','+1','1','d20web','Action','d20',1),('jyoti','Jyoti','1/day each','dimension door, lesser restoration','5e SRD','Special','D&D 5e',1),('jyoti','Jyoti','3/day each','cure wounds, (cast as a 3rd-level spell), daylight, guiding bolt','5e SRD','Special','D&D 5e',1),('jyoti','Jyoti','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) radiant damage.','5e SRD','Action','D&D 5e',1),('jyoti','Jyoti','Breath of Life','Creatures within 30 feet of the jyoti have advantage on death saving throws. If the jyoti casts cure wounds on a creature at 0 hit points, that creature heals the maximum amount.','5e SRD','Special','D&D 5e',1),('jyoti','Jyoti','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('jyoti','Jyoti','Divine Aversion','Jyoti dislike deities and their divine spellcasting servants. They have advantage on saving throws against magical spells or attacks cast by clerics and paladins, as well as those used by celestials and fiends.','5e SRD','Special','D&D 5e',1),('jyoti','Jyoti','Divine Aversion (Su)','','d20web','Special (Su)','d20',1),('jyoti','Jyoti','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),('jyoti','Jyoti','g|Positive Energy|Positive Energy','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',1),('jyoti','Jyoti','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),('jyoti','Jyoti','Innate Spellcasting','The jyoti\'s spell casting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('jyoti','Jyoti','Multiattack','The garuda makes one bite attack and two spear attacks, or attacks with its radiant breath.','5e SRD','Action','D&D 5e',1),('jyoti','Jyoti','nergy|Affinity','A jyoti can exist comfortably on the Positive Energy Plane, and does not benefit (or suffer) from that plane\'s overwhelming infusions of life-giving energies. Whenever a jyoti is subjected to a magical healing effect, that effect functions at its full potential, as if all dice rolled result at their maximum possible values.','aquilae','Special','OSR',6),('jyoti','Jyoti','Positive','Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. Planes with this trait are awash with life energy of such intensity that it can harm living creatures. Creatures with this trait are natives of the Positive Energy Plane. They can survive the basic environmental effects of the Positive Energy Plane.','fan json','Trait','Pathfinder 2e',1),('jyoti','Jyoti','Positive Affinity','The jyoti can exist comfortably on the Positive Plane. It is never harmed (and does not benefit) from environmental effects of the Positive Plane. In addition, because of their attunement to positive energy, any cure wounds spell or similar healing effect always heals the maximum amount when used on a jyoti.','5e SRD','Special','D&D 5e',1),('jyoti','Jyoti','Positive Energy (Su)','','d20web','Special (Su)','d20',1),('jyoti','Jyoti','Positive Energy Affinity','','d20web','Special (Ex)','d20',1),('jyoti','Jyoti','Radiant Breath (Reset 5-6)','The jyoti breathes out a gout of radiant light in either a 60-foot line (5 feet wide) or in a 30-foot-long cone. Creatures in the area must make a DC 17 Dexterity saving throw or take 38 (11d6) radiant damage, or half as much on a successful save. Living creatures failing their Dexterity saving throw must succeed on a DC 17 Constitution saving throw or be blinded until the end of their next turn. Undead failing their Dexterity saving throw take an additional 11 radiant damage.','5e SRD','Action','D&D 5e',1),('jyoti','Jyoti','Regeneration','The jyoti regains 10 hit points at the start of its turn. If it takes necrotic damage, this trait doesn\'t function at the start of its next turn. The jyoti dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('jyoti','Jyoti','Spear','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage two-handed and 10 (3d6) radiant damage. If the jyoti scores a critical hit with its spear against an undead or creature from the Negative Plane or Shadowfell, that creature takes an additional 21 (6d6) radiant damage. The jyoti\'s spear is a magical weapon in its hands.','5e SRD','Action','D&D 5e',1),('jyoti','Jyoti','|BReath Weapon|Divine Aversion|ity','Jyoti dislike deities and are never divine spellcasters. Jyoti gain a +2 racial bonus on saves against divine magical effects.','aquilae','Special','OSR',2),('jyoti','Jyoti','|BReath Weapon|ve Energy|Affinity','A jyoti\'s breath weapon is a focused burst of searing fire infused with enervating/positive energy. 6d6 damage; Undead in the area take damage using d8\'s instead of d6\'s.','aquilae','Special','OSR',1),('jyoti','Jyoti','|Fast Healing|Positive Energy|Pos','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.','aquilae','Special','OSR',1),('jyoti','Jyoti','|Positive Energy|Affinity','A jyoti\'s natural weapons and any weapon it wields strike incorporeal creatures as if they were corporeal. In addition, any weapon (natural or manufactured) a jyoti uses deals 1d6 additional fire damage on a hit.','aquilae','Special','OSR',5),('k\'nonna',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('k.H.W.\'sEcho',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),('k.H.W.\'sEcho',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),('kaavaStalker',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),('kadlaka',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),('kalavakus',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),('kalavakus',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),('kalidah','Kalidah','1st level (4 slots)','cure wounds, detect evil and good, false life, inflict wounds','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','2nd level (3 slots)','blindness/deafness, hold person, spike growth','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','3rd level (3 slots)','conjure animals, fear, feign death, plant growth','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','4th level (3 slots)','banishment, blight, death ward, divination, locate creature','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','5th level (2 slots)','antilife shell, cloudkill, contagion, greater restoration','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','6th level (1 slot)','true seeing, wall of thorns','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','7th level (1 slot)','mirage arcane, regenerate','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','Bite','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('kalidah','Kalidah','Cantrips (at will)','druidcraft, mending, resistance, thorn whip','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('kalidah','Kalidah','Keen Smell','The kalidah has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','Multiattack','The kalidah makes two attacks: one with its bite and one with its claws.','5e SRD','Action','D&D 5e',1),('kalidah','Kalidah','Pounce','If the kalidah 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 14 Strength saving throw or be forced prone. If the target is prone, the kalidah can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','Spellcasting','The kalidah king is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('kalidah','Kalidah','Stake to the Chest','If a piercing weapon made of wood is driven into a kalidah\'s chest while it is prone, the kalidah is restrained until the stake is removed.','5e SRD','Special','D&D 5e',1),('kalke','Kalke','Dagger','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('kalke','Kalke','Detect Spellcasting','Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate.','5e SRD','Special','D&D 5e',1),('kalke','Kalke','Extinguish Flames','Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action.','5e SRD','Special','D&D 5e',1),('kalke','Kalke','Magic Resistance','Kalkes have advantage on saving throws against spells and magical effects.','5e SRD','Special','D&D 5e',1),('kallasDevil',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),('kallasDevil',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('kallasDevil',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),('kamaitachi','Kamaitachi','4 claws','19 (1d6+12/19-20/×3 plus','d20web','Action','d20',1),('kamaitachi','Kamaitachi','Air Form (Wintry Swirl Form Only)','The kamaitachi can enter a hostile creature\'s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.','5e SRD','Special','D&D 5e',1),('kamaitachi','Kamaitachi','Concealing Snow (True Form Only)','As a bonus action, the kamaitachi sheathes itself in blowing ice and snow, causing attack rolls against it to have disadvantage. The kamaitachi can use this trait only if it is in snowy terrain.','5e SRD','Special','D&D 5e',1),('kamaitachi','Kamaitachi','Deadly Claws','','d20web','Special (Ex)','d20',1),('kamaitachi','Kamaitachi','Delayed Doom (Su)','','d20web','Special (Su)','d20',1),('kamaitachi','Kamaitachi','Dust Devil (Su)','','d20web','Special (Su)','d20',1),('kamaitachi','Kamaitachi','Flyby (Wintry Swirl Form Only)','The kamaitachi doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('kamaitachi','Kamaitachi','Keen Smell','The kamaitachi has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('kamaitachi','Kamaitachi','Multiattack','The kamaitachi makes two sickle paw attacks.','5e SRD','Action','D&D 5e',1),('kamaitachi','Kamaitachi','Pain','','d20web','Special (Ex)','d20',1),('kamaitachi','Kamaitachi','Shapechanger','The kamaitachi can use its action to polymorph into a swirl of wintry weather. It can revert back to its true form as a bonus action. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form when it dies. While a wintry swirl, it has a flying speed of 40 feet, immunity to the grappled, petrified, prone, and restrained conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.','5e SRD','Special','D&D 5e',1),('kamaitachi','Kamaitachi','Sickle Paw (True Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('kamaitachi','Kamaitachi','Snow Devil (Wintry Swirl Form Only)','Until it attacks or uses Wintry Assault, the kamaitachi is indistinguishable from a natural swirl of snow unless a creature succeeds on a DC 15 Intelligence (Investigation) check.','5e SRD','Special','D&D 5e',1),('kamaitachi','Kamaitachi','Wintry Assault (Wintry Swirl Form Only)','Each creature in the kamaitachi\'s space must make a DC 15 Dexterity saving throw. On a failure, the creature takes 9 (2d8) slashing damage plus 9 (2d8) cold damage and is blinded until the end of its next turn. On a success, it takes half the damage and isn\'t blinded.','5e SRD','Action','D&D 5e',1),('kaneepoTheSlim',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('kangaroo','Kangaroo','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),('kangaroo','Kangaroo','Boxing','A kangaroo who makes a successful grappling attack against an opponent can, as a bonus action, make an additional kick attack with advantage.','5e SRD','Special','D&D 5e',1),('kangaroo','Kangaroo','Feat 1','Skill Focus (Acrobatics)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kangaroo','Kangaroo','Kick','Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d8+2) slashing damage (clawed feet).','5e SRD','Action','D&D 5e',1),('kangaroo','Kangaroo','Leap','The kangaroo can leap from a standing position to a distance of 30 feet long and six feet high.','5e SRD','Special','D&D 5e',1),('kangaroo','Kangaroo','Melee 1','kick +1 (1d6+1 plus trip)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kannitri',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('kannitri',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),('kannitri',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('kannitri',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),('kapi','Kapi','Multiattack','The kapi makes two attacks: one with its quarterstaff and one with its tail trip.','5e SRD','Action','D&D 5e',1),('kapi','Kapi','Nimble Feet','The kapi can take the Disengage action as a bonus action on each of its turns.','5e SRD','Special','D&D 5e',1),('kapi','Kapi','Prehensile Tail','The kapi can use its tail to pick up or hold a small object that isn\'t being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can\'t use its tail to wield a weapon but can use it to trip an opponent (see below).','5e SRD','Special','D&D 5e',1),('kapi','Kapi','Quarterstaff','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.','5e SRD','Action','D&D 5e',1),('kapi','Kapi','Sling','Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('kapi','Kapi','Tail Trip','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('kapoacinth','Kapoacinth','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),('kapoacinth','Kapoacinth','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),('kapoacinth','Kapoacinth','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),('kappa',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),('kappa',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),('kareq',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),('kargstaad',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),('kargstaad',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('kargstaad',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),('kargstaad\'sGiant',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),('kargstaad\'sGiant',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('kargstaad\'sGiant',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),('karina','Karina','1/day','moonbeam','5e SRD','Special','D&D 5e',1),('karina','Karina','3/day each','faerie fire, fog cloud','5e SRD','Special','D&D 5e',1),('karina','Karina','At will','chill touch, dancing lights','5e SRD','Special','D&D 5e',1),('karina','Karina','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),('karina','Karina','Bite (Owl Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('karina','Karina','Dagger (Human Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing or slashing damage.','5e SRD','Action','D&D 5e',1),('karina','Karina','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),('karina','Karina','Flyby','When in owl form, the karina does not provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('karina','Karina','Innate Spellcasting','The karina\'s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The karina can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('karina','Karina','Keen Hearing and Sight','Karina have advantage on Wisdom (Perception) checks based on sight or hearing.','5e SRD','Special','D&D 5e',1),('karina','Karina','Multiattack','A karina makes two dagger attacks or one bite and one talon attack.','5e SRD','Action','D&D 5e',1),('karina','Karina','Owl Form','As a bonus action when under moonlight, a Karina can transform either into or from owl form. In owl form, the karina gains fly 60 ft. and natural attacks (see below).','5e SRD','Special','D&D 5e',1),('karina','Karina','Talons (Owl Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('karkadann','Karkadann','1/day','dimension door, neutralize poison (DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('karkadann','Karkadann','2 hooves','6 (1d6+2)','d20web','Action','d20',1),('karkadann','Karkadann','3/day','cause fear (DC 16)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('karkadann','Karkadann','Constant','detect evil, detect good','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('karkadann','Karkadann','gore','8 (1d8+4)','d20web','Action','d20',1),('karkadann','Karkadann','Healing Touch (3/Day)','The karkadann touches another creature with its horn. The target magically regains 22 (4d8 + 2) hp and is cured of all diseases and poisons afflicting it.','5e SRD','Action','D&D 5e',1),('karkadann','Karkadann','Hooves','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('karkadann','Karkadann','Horn','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('karkadann','Karkadann','Impaling Charge','If the karkadann moves at least 20 feet straight toward a target and then hits it with a Horn attack on the same turn, the karkadann impales the target on its horn, grappling the target if it is a Large or smaller creature (escape DC 15). Until the grapple ends, the target is restrained, takes 18 (4d8) piercing damage at the start of each of its turns, and the karkadann can\'t make horn attacks against other targets.','5e SRD','Special','D&D 5e',1),('karkadann','Karkadann','Magic Resistance','The karkadann has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('karkadann','Karkadann','Magical Strike','','d20web','Special (Ex)','d20',1),('karkadann','Karkadann','Magical Strike (Ex)','A karkadann\'s gore attack is treated as a magic cold iron weapon for the purpose of overcoming damage reduction.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('karkadann','Karkadann','Multiattack','The karkadann makes two Hooves attacks or one Horn attack and one Hooves attack.','5e SRD','Action','D&D 5e',1),('karkadann','Karkadann','Sure-Footed','','d20web','Special (Ex)','d20',1),('karkadann','Karkadann','Sure-Footed (Ex)','A karkadann takes no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('karkadann','Karkadann','Toss','One Large or smaller creature impaled by the karkadann is thrown up to 30 feet in a random direction and forced prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be forced prone.','5e SRD','Action','D&D 5e',1),('karkinoi','Karkinoi','Claw','Melee Weapon Attack: +6 to hit, 10 ft. reach, one target. Hit: 19 (3d8 + 6) bludgeoning damage. Instead of dealing damage, the karkinoi can grapple the target (escape DC 15).','5e SRD','Action','D&D 5e',1),('karkinoi','Karkinoi','claw','13 (1d10+9/19-20 plus','d20web','Action','d20',1),('karkinoi','Karkinoi','Constrict','A karkinoi can only have two creatures grappled at once. If a creature is grappled by the karkinoi at the beginning of its turn, it takes 22 (4d6+6) bludgeoning damage.','5e SRD','Special','D&D 5e',1),('karkinoi','Karkinoi','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('karkinoi','Karkinoi','Feat 2',' Improved Critical (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('karkinoi','Karkinoi','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('karkinoi','Karkinoi','Feat 4',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('karkinoi','Karkinoi','Melee 1','claw +13 (1d10+9/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('karkinoi','Karkinoi','Melee 2',' slam +13 (1d6+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('karkinoi','Karkinoi','Multiattack','The karkinoi makes two claw attacks.','5e SRD','Action','D&D 5e',1),('karkinoi','Karkinoi','Sideways Scuttle','Whenever the karkinoi takes the Dash action, it can move twice its normal movement speed.','5e SRD','Special','D&D 5e',1),('karkinoi','Karkinoi','Sideways Scuttle','','d20web','Special (Ex)','d20',1),('karkinoi','Karkinoi','Sideways Scuttle (Ex)','When a karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as long as it does so in a straight line. It can do this whether it is walking or swimming.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('karkinoi','Karkinoi','Water Dependency','A karkinoi can only breathe underwater but can hold its breath out of water for 3 hours.','5e SRD','Special','D&D 5e',1),('karkinoi','Karkinoi','Water Dependency','','d20web','Special (Ex)','d20',1),('karkinoi','Karkinoi','Water Dependency (Ex)','A karkinoi can survive out of the water for 1 hour per point of Constitution. Beyond this limit, it runs the risk of suffocation, as if it were drowning.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('karkinoi','Karkinoi','|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),('karkinoi','Karkinoi','|Constrict','Sideways Scuttle When a karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as long as it does so in a straight line. It can do this whether it is walking or swimming.','aquilae','Special','OSR',2),('karkinoi','Karkinoi','|Constrict','This creature can survive out of the water for only 1 hour per point of Constitution.','aquilae','Special','OSR',3),('karkinoi','Karkinoi','|Constrict','Water Beyond this limit, this creature runs the risk of suffocation, as if it were drowning.','aquilae','Special','OSR',4),('karumzek',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('karumzekSwarm',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('karumzekSwarm',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),('kasa-Obake',NULL,'Kami','Kami are spirits of the Material Plane that bond with a specific object or place.','fan json','Trait','Pathfinder 2e',1),('kasesh',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),('kasesh',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),('kashrishiEvaluator',NULL,'Kashrishi','A stout ancestry bearing distinctive crystal horns and inherent psychic abilities.','fan json','Trait','Pathfinder 2e',1),('kaveph',NULL,'Multiattack','The kaveph makes two smash attacks.','5e SRD','Action','D&D 5e',1),('kaveph',NULL,'Rampage','When the kaveph reduces a creature to 0 hp with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a smash attack.','5e SRD','Special','D&D 5e',1),('kaveph',NULL,'Revenge','When a kaveph is dealt 20 damage or more by a single attack and survives, it can make a smash attack against the attacker.','5e SRD','Reaction','D&D 5e',1),('kaveph',NULL,'Rock','Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('kaveph',NULL,'Smash','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the kaveph.','5e SRD','Action','D&D 5e',1),('kech',NULL,'2 claws','6 (1d4+1 and bite +6 (1d6+1)','d20web','Action','d20',1),('kech',NULL,'bite','5 (1d6+1)','d20web','Action','d20',1),('kech',NULL,'Constant','pass without trace','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kech',NULL,'Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kech',NULL,'Feat 2',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kech',NULL,'Melee 1','bite +5 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kech',NULL,'Melee 2',' 2 claws +5 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kech',NULL,'Ranged 1','longbow +6 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kech',NULL,'|Rend','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',1),('keketar','Keketar','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),('keketar','Keketar','Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('kellidGraveknight',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),('kelpDrake','Kelp Drake','Aggressive','As a bonus action, the drake can move up to its speed toward a hostile creature that it can see.','5e SRD','Special','D&D 5e',1),('kelpDrake','Kelp Drake','Binding Bile (Recharge 6)','The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn\'t restrained. A creature, including the target, can take its action to remove the kept by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage).','5e SRD','Action','D&D 5e',1),('kelpDrake','Kelp Drake','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),('kelpDrake','Kelp Drake','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('kelpDrake','Kelp Drake','Deathroll','The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn\'t stunned. The kelp drake can use this action only if both itself and the target are immersed in water.','5e SRD','Action','D&D 5e',1),('kelpDrake','Kelp Drake','Limited Amphibiousness','The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation.','5e SRD','Special','D&D 5e',1),('kelpDrake','Kelp Drake','Multiattack','The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target.','5e SRD','Action','D&D 5e',1),('kelpie',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),('kelpie',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('kender','Kender','Hoard','Only have treasure type B when encountered in the wilderness.','OSE','Special','OSR',2),('kender','Kender','Leader and militia','Villages are led by a halfling of level 1d6 + 1. A militia of 5d4 2HD guards is also present.','OSE','Special','OSR',1),('kender','Kender','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('kerinza',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),('ketta','Ketta','Amphibious','The ketta can breathe air and water.','5e SRD','Special','D&D 5e',1),('ketta','Ketta','Bite (Cat or Hybrid Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. A humanoid slain by this attack rises 24 hours later as a grendel under the ketta\'s control, unless the humanoid is restored to life or its body is destroyed. The ketta can have no more than one Grendel under its control at one time.','5e SRD','Action','D&D 5e',1),('ketta','Ketta','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('ketta','Ketta','Keen Hearing and Smell','The ketta has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('ketta','Ketta','Multiattack (Humanoid or Hybrid Form Only)','In humanoid form, the ketta makes two claw attacks. In hybrid form, it can attack twice with its claws and once with its bite.','5e SRD','Action','D&D 5e',1),('ketta','Ketta','Pounce (Cat Form Only)','If the ketta moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the ketta can make one rend attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('ketta','Ketta','Rend (Cat Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 23 (4d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('ketta','Ketta','Shapechanger','The ketta can use its action to polymorph into a cat-humanoid hybrid or into a Large cat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. 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),('kezai','Kezai','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('kezai','Kezai','Multiattack','The kezai makes three attacks: one with its poison barb and two with its claws.','5e SRD','Action','D&D 5e',1),('kezai','Kezai','Nauseous Gas','The kezai produces a faint, nauseating gas. Any creature that starts its turn within 20 feet of the kezai must succeed on a DC 14 Constitution saving throw or take 2 (1d4) poison damage. The area within 20 feet of the kezai is lightly obscured by the thin gas.','5e SRD','Special','D&D 5e',1),('kezai','Kezai','Poison Barb','Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, the creature takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn\'t poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While poisoned in this way, the creature takes 3 (1d6) poison damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('kezai','Kezai','Searing Acid (Recharge 6)','The kezai\'s mandibles drip a searing acid, instantly igniting the gas around it. Each creature within 20 feet of the kezai must make a DC 14 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The kezai\'s Nauseous Gas trait becomes inactive for 1 minute. The kezai can\'t use Searing Gas unless Nauseous Gas has been active for at least 1 minute.','5e SRD','Action','D&D 5e',1),('khargra','Khargra','3 claws','8 (1d3+2 plus','d20web','Action','d20',1),('khefakScuttler',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),('khravgodon',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),('kieraganSkross',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),('kikimora',NULL,'1/day','major image (DC 18), make whole, summon swarm','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kikimora',NULL,'2 claws','7 (1d4+1)','d20web','Action','d20',1),('kikimora',NULL,'3/day','break (DC 16), charm animal (DC 16), deep slumber (DC 18), pain strike (DC 16)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kikimora',NULL,'At will','forced quiet, invisibility (self only), mending, prestidigitation, stone call','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kikimora',NULL,'Hidey-Hole (Su)','When a kikimora chooses a house to inhabit, she can create an extradimensional space by scrawling a sigil on a wall, baseboard, cupboard, or other permanent object (such as a stove). This sigil serves as the entrance to the kikimora\'s tiny domain, where she can live within the house without being detected. Only the kikimora can enter this hidey-hole. Anytime after designating a hidey-hole, the kikimora can transport herself and up to 50 pounds of objects to the hidey-hole as a standard action, as long as she is in the same room as the sigil. The kikimora can exit the hidey-hole in the same way, appearing in the nearest empty square to the sigil. Any objects left within the hidey-hole remain there when the kikimora exits the space, even if she removes the sigil and places it in another location. While inside the hidey-hole, the kikimora can see what is going on outside of the space through a special sensor, as if the kikimora were standing where her sigil is placed. As a result, mundane objects placed in front of the sigil can block the kikimora\'s sight from the hidey-hole.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kikituk',NULL,'2 claws','27 (1d6+9)','d20web','Action','d20',1),('kikituk',NULL,'bite','27 (4d6+18)','d20web','Action','d20',1),('kikituk',NULL,'Shearing Jaws','','d20web','Special (Ex)','d20',1),('kiliaMwibo',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),('killerBee','Killer Bee','Aggressive','Usually attack on sight. Always attack intruders within 30\' of their hive.','OSE','Special','OSR',1),('killerBee','Killer Bee','Die after attacking','On a successful sting attack, a killer bee dies.','OSE','Special','OSR',2),('killerBee','Killer Bee','Guards','At least 10 bees (4 or more of which have 1HD) remain in or near the hive to protect the queen.','OSE','Special','OSR',6),('killerBee','Killer Bee','Honey','Magical honey (around 2 pints) may be found in the hive. It heals 1d4 hit points if eaten (in its entirety).','OSE','Special','OSR',7),('killerBee','Killer Bee','Lodged stinger','Inflicts 1 damage per round, as the stinger works its way in. A round can be spent to remove it.','OSE','Special','OSR',4),('killerBee','Killer Bee','Poison','Causes death (save vs poison).','OSE','Special','OSR',3),('killerBee','Killer Bee','Queen','A 2HD queen lives in the hive. The queen does not die when she stings.','OSE','Special','OSR',5),('killerBee','Killer Bee','sting','1 * sting (1d3 + poison + lodged stinger)','OSE','Action','OSR',1),('killerWhale','Killer Whale','bite','1 * bite (1d20)','OSE','Action','OSR',1),('killerWhale','Killer Whale','Swallow whole','A natural 20 attack roll indicates a halfling-sized (or smaller) victim is swallowed. Inside the whale\'s belly: suffer 1d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; drown after 10 rounds; body digested in 6 turns after death.','OSE','Special','OSR',1),('kimenhul',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),('kimenhul',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),('kimilekki',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),('kimilekki',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),('kingHarral',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),('kingMerlokrep',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),('kingMerlokrep',NULL,'Kobold','A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.','fan json','Trait','Pathfinder 2e',1),('kirin','Kirin','','Spell Resistance: Increase by +1 per additional HD.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','0 (at will)','arcane mark, create water, detect magic, guidance, mage hand, mending, stabilize','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','1/day','break enchantment, create food and water, major creation, wind walk (self only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','1st (8/day)','color spray (DC 17), cure light wounds, disguise self, remove fear, sanctuary (DC 17)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','2 hooves','8 (1d6+2)','d20web','Action','d20',1),('kirin','Kirin','2nd (7/day)','lesser restoration, scorching ray','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','3rd (4/day)','lightning bolt (DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','<p class=\"stat-block-1\"><b>Spells Known</b> (CL 6th; concentration +12)</p>','Spells Known (CL 6th; concentration +12)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','Aerial Freedom','The kirin is affected by a constant freedom of movement spell while it is flying.','5e SRD','Special','D&D 5e',1),('kirin','Kirin','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),('kirin','Kirin','Air Mastery','','d20web','Special (Ex)','d20',1),('kirin','Kirin','At will','gaseous form, gust of wind','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','Aura of Cleansing Light','Whenever a creature starts its turn adjacent to the kirin, the kirin can choose to have it take 7 (2d6) radiant damage or be healed 7 (2d6) points of damage, up to its maximum.','5e SRD','Special','D&D 5e',1),('kirin','Kirin','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),('kirin','Kirin','Constant','detect evil, water walk','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','detect good and evil, gaseous form, water walk','Innate, at will','5e SRD','Special','D&D 5e',1),('kirin','Kirin','dispel good and evil, lightning bolt.','Innate, at will','5e SRD','Special','D&D 5e',1),('kirin','Kirin','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kirin','Kirin','Feat 2',' Eschew MaterialsB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kirin','Kirin','Feat 3',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kirin','Kirin','Feat 4',' Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kirin','Kirin','Feat 5',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kirin','Kirin','Feat 6',' Weapon Focus (gore)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kirin','Kirin','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),('kirin','Kirin','Gore','Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('kirin','Kirin','gore','14 (1d8+5)','d20web','Action','d20',1),('kirin','Kirin','Hoof','Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('kirin','Kirin','Hooves','','d20web','Special (Ex)','d20',1),('kirin','Kirin','Innate Spellcasting','The kirin\'s spell casting 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),('kirin','Kirin','lesser restoration, scorching ray','Innate, at will','5e SRD','Special','D&D 5e',1),('kirin','Kirin','Melee 1','gore +14 (1d8+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kirin','Kirin','Melee 2',' 2 hooves +8 (1d6+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kirin','Kirin','Multiattack','The kirin makes one gore attack and two hoof attack.','5e SRD','Action','D&D 5e',1),('kirin','Kirin','Radiant Breath (Recharge 5-6)','The kirin exhales radiant light in a 60-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('kirin','Kirin','Smite Chaos (Su)','','d20web','Special (Su)','d20',1),('kirin','Kirin','Spells','A kirin casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a kirin, meaning that the creature does not need a divine focus to cast them.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kirin','Kirin','Spirits of the Air (Su)','','d20web','Special (Su)','d20',1),('kirin','Kirin','Storm Horn','','d20web','Special (Ex)','d20',1),('kirin','Kirin','Whisper on the Wind (Su)','','d20web','Special (Su)','d20',1),('kirosthrek',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),('kirosthrek',NULL,'Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('kishi',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('kitsune','Kitsune','0 (at will)','daze, detect magic, prestidigitation, read magic','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kitsune','Kitsune','1st (4/day)','charm person (DC 15), sleep (DC 17)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kitsune','Kitsune','6/day-laughing touch','6/day-laughing touch','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kitsune','Kitsune','Bite (Fox Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('kitsune','Kitsune','bite -1 (1d4-1)','bite -1 (1d4-1)','d20web','Action','d20',1),('kitsune','Kitsune','Bloodline fey','Bloodline fey','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kitsune','Kitsune','Change Shape (Su)','A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kitsune','Kitsune','Change Shape (Su)','','d20web','Special (Su)','d20',1),('kitsune','Kitsune','confusion, fly','Innate, at will','5e SRD','Special','D&D 5e',1),('kitsune','Kitsune','Dagger (Humanoid Form Only)','Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('kitsune','Kitsune','detect thoughts, fire bolt (2d10), invisibility (self only), major image','Innate, at will','5e SRD','Special','D&D 5e',1),('kitsune','Kitsune','disguise self, fear, tongues','Innate, at will','5e SRD','Special','D&D 5e',1),('kitsune','Kitsune','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kitsune','Kitsune','Feat 2',' Eschew Materials','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kitsune','Kitsune','Innate Spellcasting','The kitsune\'s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The kitsune can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('kitsune','Kitsune','Kitsune Magic (Ex/Sp)','Kitsune add 1 to the DC of any saving throws of enchantment spells they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day-dancing lights.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kitsune','Kitsune','Melee 1','bite -1 (1d4-1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kitsune','Kitsune','Melee 2',' mwk quarterstaff -5 (1d6-1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kitsune','Kitsune','Multiattack','In humanoid form, the kitsune makes one rapier attack and one dagger attack. In fox form, it makes two bite attacks.','5e SRD','Action','D&D 5e',1),('kitsune','Kitsune','mwk','mwk','d20web','Action','d20',1),('kitsune','Kitsune','Rapier (Humanoid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('kitsune','Kitsune','Shapechanger','The kitsune can use its action to polymorph into a Small or Medium humanoid, or back into its true form. The kitsune\'s tails remain, however, and its humanoid form often has a fine coat of fur the same color as the kitsune. Its statistics, other than its size, are the same in each form. 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),('kitsune','Kitsune','Sorcerer Spells Known (CL 1st; concentration +4)','Sorcerer Spells Known (CL 1st; concentration +4)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kitsuneTrickster',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),('kitsuneTrickster',NULL,'Kitsune','Shapeshifting humanoids whose true forms resemble foxes.','fan json','Trait','Pathfinder 2e',1),('kobMoleg',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),('kobMoleg',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('kobMoleg',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),('kobold','Kobold','Ambush','Set up surprise attacks.','OSE','Special','OSR',1),('kobold','Kobold','Chieftain and bodyguards','A 2HD (9hp) chieftain and 1d6 1+1HD (6hp) bodyguards live in the kobold lair.','OSE','Special','OSR',4),('kobold','Kobold','Crafty (Ex)','Craft (trapmaking) and Stealth are always class skills for a kobold.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kobold','Kobold','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kobold','Kobold','Hate gnomes','Attack on sight.','OSE','Special','OSR',3),('kobold','Kobold','Hoard','Only have treasure type J when encountered in the wilderness or in their lair.','OSE','Special','OSR',5),('kobold','Kobold','Infravision','90\'.','OSE','Special','OSR',2),('kobold','Kobold','Melee 1','spear +1 (1d6-1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kobold','Kobold','Ranged 1','sling +3 (1d3-1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kobold','Kobold','weapon','1 * weapon (1d4 or by weapon -1)','OSE','Action','OSR',1),('kobold','Kobold','|Weakness','Dazzled in bright light.','aquilae','Special','OSR',1),('koboldDragonMage',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),('koboldDragonMage',NULL,'Kobold','A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.','fan json','Trait','Pathfinder 2e',1),('koboldScout',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),('koboldScout',NULL,'Kobold','A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.','fan json','Trait','Pathfinder 2e',1),('koboldTunnelrunner',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),('koboldTunnelrunner',NULL,'Kobold','A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.','fan json','Trait','Pathfinder 2e',1),('koboldWarMachine','Kobold War Machine','Fire Breath (Recharge 5-6)','The kobold war machine exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. A fire burns in the maw of the massive, draconic machine. The frenetic cackling of kobolds yelling orders to one another echoes from the interior, rising above the sounds of the machine\'s engines.','5e SRD','Action','D&D 5e',1),('koboldWarMachine','Kobold War Machine','Immutable Form','The kobold war machine is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('koboldWarMachine','Kobold War Machine','Multiattack','The kobold war machine makes two spiked wheel attacks. Alternatively, it can make three spit fire attacks.','5e SRD','Action','D&D 5e',1),('koboldWarMachine','Kobold War Machine','Operators','The kobold war machine can either take an action or move up to its speed each turn, not both. The war machine can hold up to three Small operators. If it has at least one operator, it can move and act normally as long as the operator spends its entire turn operating the war machine. When it has more than one operator, it has additional traits as long as the additional operators spend their entire turns operating the war machine. If a creature scores a critical hit against the kobold war machine, the creature can target one of the operators with the attack instead. Otherwise, the operators can\'t be targeted and are immune to damage while operating the kobold war machine.','5e SRD','Special','D&D 5e',1),('koboldWarMachine','Kobold War Machine','Ram Them! (Two or More Operators)','If the kobold war machine moves at least 15 feet straight toward a target and then hits it with a spiked wheel attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('koboldWarMachine','Kobold War Machine','Siege Monster','The kobold war machine deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('koboldWarMachine','Kobold War Machine','Spiked Wheel','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('koboldWarMachine','Kobold War Machine','Spit Fire','Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.','5e SRD','Action','D&D 5e',1),('koboldWarMachine','Kobold War Machine','That Way! (Three or More Operators)','The kobold war machine can take the Dash or Disengage action as a bonus action on each of its turns.','5e SRD','Special','D&D 5e',1),('koboldWarrior',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),('koboldWarrior',NULL,'Kobold','A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.','fan json','Trait','Pathfinder 2e',1),('kodama',NULL,'Kami','Kami are spirits of the Material Plane that bond with a specific object or place.','fan json','Trait','Pathfinder 2e',1),('kodama',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('kokogiak',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),('kolyarut',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),('kolyarut',NULL,'Inevitable','These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage.','fan json','Trait','Pathfinder 2e',1),('kolyarut',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),('kongamato','Kongamato','Bite','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the kongamato moves at least half its movement before making a bite attack the damage is increased by an additional 7 (1d12) thunder damage.','5e SRD','Action','D&D 5e',1),('kongamato','Kongamato','Claw','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. If the target is a Large or smaller creature, the kongamato may grapple the target (escape DC 18). When the kongamato moves, the grappled creature moves with it. Until this grapple ends, the target is restrained. The kongamato can grapple up to two creatures and usually flings them from a great height.','5e SRD','Action','D&D 5e',1),('kongamato','Kongamato','Dive Bombing (1/Day)','A kongamato can fly high into the air with a boulder, log, or similar massive object in tow and dive directly at its target hurling the missile in its descent. It normally does this when starting a battle. The kongamato lifts an immense boulder into the air and drop it on its foes. This boulder affects a 15-foot square area, dealing 39 (4d6+25) points of bludgeoning damage to all creatures in the area on a failed DC 18 Dexterity saving throw, or half as much damage on a success. In addition, Medium or smaller creatures failing their saves are pinned under the boulder, gaining the immobilized condition and taking damage again each round at the end of their turn if they do not escape (escape DC 18). Frightful Presence. Each creature within 120 feet that can hear when the kongamato uses its thunder breath 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 kongamato\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('kongamato','Kongamato','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),('kongamato','Kongamato','Feat 1','Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Feat 2',' Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Feat 4',' Improved Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Feat 5',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Feat 6',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Feat 8',' Snatch','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Feat 9',' Wingover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Melee 1','bite +28 (2d6+12)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Melee 2',' 2 claws +28 (1d8+12)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Melee 3',' tail slap +26 (2d6+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Melee 4',' 2 wings +26 (1d8+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kongamato','Kongamato','Move','The kongamato moves up to half its speed.','5e SRD','Legendary Action','D&D 5e',1),('kongamato','Kongamato','Multiattack','The kongamato makes one bite attack or tail attack, plus two claw attacks and one wing attack.','5e SRD','Action','D&D 5e',1),('kongamato','Kongamato','Piercing Beak','The kongamato deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('kongamato','Kongamato','Piercing Beak','','d20web','Special (Ex)','d20',1),('kongamato','Kongamato','Piercing Beak (Ex)','A kongamato\'s beak is extremely hard and adept at breaking objects. When attempting to damage an item, a kongamato\'s beak attack does double damage and is treated as if it were adamantine for the purposes of overcoming the object\'s hardness.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kongamato','Kongamato','Piercing Screech (Costs 3 Actions)','This option is only available if the kongamato\'s thunder breath is available. The kongamato may use its breath weapon which becomes a focused beam of sound shattering objects in a 100-foot line, 5 feet wide. The attack ignores damage thresholds of objects, all objects in the area are damaged by the attack and on a failed save worn items are damaged - armor AC is reduced by 1, weapon damage is reduced by 1 also. If an items AC is reduced to 10 or a weapons damage is reduced to 0 (or less) it is destroyed. This damage can be repaired at the GM\'s discretion.','5e SRD','Legendary Action','D&D 5e',1),('kongamato','Kongamato','Prehistoric Rage','When the kongamato is looked in the eyes or takes damage in combat, it automatically flies into a rage as a bonus action on its next turn. It gains resistance to bludgeoning, piercing and slashing, does an extra die of damage (not included below), but takes a -2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.','5e SRD','Special','D&D 5e',1),('kongamato','Kongamato','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),('kongamato','Kongamato','Tail Attack (Costs 2 Actions)','The kongamato makes one tail attack.','5e SRD','Legendary Action','D&D 5e',1),('kongamato','Kongamato','Thunder Breath (Recharge 5-6)','The kongamato exhales a thunderous screech in a 50-foot cone. Each creature in that cone must succeed on a DC 19 Dexterity saving throw, taking 49 (14d6) thunder damage and deafened on a failed save, or half as much damage and not deafened on a successful one.','5e SRD','Action','D&D 5e',1),('kongamato','Kongamato','unknown','unknown','d20web','Action','d20',1),('kongamato','Kongamato','Wailing Dive (Su)','When a kongamato makes a charge while flying or uses its Flyby Attack feat, the creature\'s body becomes infused with energy, causing its bite to deal an extra +1d6 points of sonic damage on that attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kongamato','Kongamato','Wing','Melee Weapon Attack: +13 to hit, reach 5 ft., all creatures in range not grappled by the kongamato. Hit: 19 (3d6 + 8) bludgeoning damage and the targets are knocked back 10 feet and fall prone on a failed DC 16 Dexterity or Strength saving throw (target\'s choice).','5e SRD','Action','D&D 5e',1),('korog',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),('korred','Korred','1/day each','conjure elemental (as 6th-level spell; gargoyle, earth elemental, or xorn only), irresistible dance','5e SRD','Special','D&D 5e',1),('korred','Korred','At will','hideous laughter, meld into stone, stone shape','5e SRD','Special','D&D 5e',1),('korred','Korred','club','8 (1d4+6)','d20web','Action','d20',1),('korred',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('korred','Korred','Hair Whip','Melee Weapon Attack: +9 to hit, reach 40 ft., one target. Hit: 11 (2d4 + 6) slashing damage. If the korred chooses, on a hit it can force a creature to make a DC 13 Dexterity saving throw or become grappled by the whip (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. The korred can only have one creature grappled in this way at a time but does not lose any hair whip attacks by doing so.','5e SRD','Action','D&D 5e',1),('korred','Korred','Innate Spellcasting','The korred\'s innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:','5e SRD','Special','D&D 5e',1),('korred','Korred','Multiattack','The korred uses its cackle action and then attacks twice with its hair whip.','5e SRD','Action','D&D 5e',1),('korred','Korred','Natural Rope','The korred can use its hair as a rope similar to a rope of climbing. As a bonus action, it can cause the 60 foot length of hair to extend outward and knot or unknot. It also grants the korred a climb speed of 30 feet while traversing it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it cannot use this feature again until it takes a short or long rest.','5e SRD','Special','D&D 5e',1),('korred','Korred','slam','8 (1d2+4) or shears +8 (1d4+4) or club +8 (1d4+4)','d20web','Action','d20',1),('korred','Korred','Stone Camouflage','The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('korred','Korred','|Animated Hair|Stone Stride|Stunning Laugh','A korred\'s hair is constantly writhing and twitching. As a free action, a korred can cause its long hair to reach out and interfere with adjacent creatures - tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself. The korred can select which adjacent targets are affected by its animated hair. These targets must make a successful Breath save each round to avoid becoming entangled for 1 round.','aquilae','Special','OSR',1),('korred','Korred','|Animated Hair|Stone Stride|Stunning Laugh','This ability works like tree stride, except it requires loose boulders at least as large as the korred, and only has a range of 30 feet. The korred can use this ability once per round as a standard action.','aquilae','Special','OSR',2),('korred','Korred','|Animated Hair|Stone Stride|Stunning Laugh','Three times per day as a standard action, a korred can unleash a strange laugh that stuns all creatures within a 30-foot burst for 1d2 rounds (Spell save negates). This is a sonic, mind-affecting effect. Fey are immune to this ability.','aquilae','Special','OSR',3),('korrigan','Korrigan','1/day','divination','5e SRD','Special','D&D 5e',1),('korrigan','Korrigan','3/day each','charm person, enthrall, hideous laughter, misty step','5e SRD','Special','D&D 5e',1),('korrigan','Korrigan','Catch Me If You Can','When a creature moves within 5 feet of the korrigan, the korrigan can cast the misty step spell.','5e SRD','Reaction','D&D 5e',1),('korrigan','Korrigan','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),('korrigan','Korrigan','Deadly Breath (Recharge 4-6)','The korrigan targets one creature within 5 feet and exhales its foul breath. The creature must make a DC 14 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),('korrigan','Korrigan','Enchanting Revels (1/Day at Dusk or Night Only)','The korrigan sings a magical melody and dances. Each humanoid within 60 feet of the korrigan that can hear the revels must succeed on a DC 13 Wisdom saving throw or be charmed until the revels end. For every korrigan that joins in the revels, the save DC increases by 1 (maximum DC 19). Each korrigan participating in the revels must take a bonus action on its subsequent turns to continue singing and must use its move action to move at least 5 feet to continue dancing. It can keep singing and dancing for up to 1 minute as long as it maintains concentration. The song ends if all of the korrigan lose concentration or stop singing and dancing. A charmed target is incapacitated and begins to dance and caper for the duration of the revels. 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 Enchanting Revels of the same band of korrigan for the next 24 hours.','5e SRD','Action','D&D 5e',1),('korrigan','Korrigan','Innate Spellcasting','The korrigan\'s innate spellcasting ability is Charisma (spell save DC 13). The korrigan can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('korrigan','Korrigan','Ungodly Resistance','The korrigan has advantage on saving throws against spells or other magical effects cast or created by a cleric or paladin.','5e SRD','Special','D&D 5e',1),('kotBayun',NULL,'3/day','fog cloud, invisibility (self only)','5e SRD','Special','D&D 5e',1),('kotBayun',NULL,'Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('kotBayun',NULL,'blink','1/day','5e SRD','Special','D&D 5e',1),('kotBayun',NULL,'Claws','Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('kotBayun',NULL,'Folk Cure','A kot bayun\'s tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat\'s tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon.','5e SRD','Special','D&D 5e',1),('kotBayun',NULL,'Innate Spellcasting','The kot bayun\'s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('kotBayun',NULL,'Multiattack','The kot bayun makes one bite attack and one claws attack.','5e SRD','Action','D&D 5e',1),('kotBayun',NULL,'Slumbering Song','The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun\'s song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw.','5e SRD','Action','D&D 5e',1),('kothogaz,DanceOfDisharmony',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),('kothogaz,DanceOfDisharmony',NULL,'Downtime','An activity with this trait takes a day or more, and can be used only during downtime.','fan json','Trait','Pathfinder 2e',1),('kothogaz,DanceOfDisharmony',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),('kovintusGeomancer',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),('kovintusGeomancer',NULL,'Kovintus','Reclusive humanoids with an inborn talent for geomancy, kovintus have an intrinsic tie to nature and magic alike.','fan json','Trait','Pathfinder 2e',1),('kraken','Kraken','1/day','control weather, control winds, dominate monster (DC 24, animal only), resist energy','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kraken','Kraken','2 arms','26 (2d6+10/19-20 plus','d20web','Action','d20',1),('kraken','Kraken','Amphibious','The kraken can breathe air and water.','5e SRD','Special','D&D 5e',1),('kraken','Kraken','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),('kraken','Kraken','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),('kraken','Kraken','Bite','Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature 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 kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken\'s turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 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 kraken. If the kraken 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),('kraken','Kraken','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Feat 10',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Feat 2',' Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Feat 3',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Feat 4',' Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Feat 5',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Feat 6',' Improved Critical (arm)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Feat 7',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Feat 8',' Improved Trip','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Feat 9',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Fling','One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.','5e SRD','Action','D&D 5e',1),('kraken','Kraken','Freedom of Movement','The kraken ignores difficult terrain, and magical effects can\'t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.','5e SRD','Special','D&D 5e',1),('kraken','Kraken','Ink Cloud (Costs 3 Actions)','While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken\'s next turn.','5e SRD','Legendary Action','D&D 5e',1),('kraken','Kraken','Ink Cloud (Ex)','A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing. The save DC against the poison effect is Constitution-based.Kraken Ink: Ink cloud-contact; save Fort DC 29; frequency 1/round for 10 rounds; effect 1 Str damage plus nausea; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kraken','Kraken','Jet (Ex)','A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kraken','Kraken','Lightning Storm','The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('kraken','Kraken','Melee 1','2 arms +26 (2d6+10/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Melee 2',' 8 tentacles +24 (1d8+5 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Melee 3',' bite +26 (2d8+10)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kraken','Kraken','Multiattack','The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.','5e SRD','Action','D&D 5e',1),('kraken','Kraken','Rend Ship (Ex)','As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship\'s captain\'s Profession (sailor) check, but the kraken gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can\'t attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship\'s hull.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kraken','Kraken','Siege Monster','The kraken deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('kraken','Kraken','Tenacious Grapple (Ex)','A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kraken','Kraken','Tentacle','Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.','5e SRD','Action','D&D 5e',1),('kraken','Kraken','Tentacle Attack or Fling','The kraken makes one tentacle attack or uses its Fling.','5e SRD','Legendary Action','D&D 5e',1),('kraken','Kraken','The kraken uses Lightning Storm.','Lightning Storm (Costs 2 Actions)','5e SRD','Legendary Action','D&D 5e',1),('kraken','Kraken','|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),('kraken','Kraken','|Constrict','Ink Cloud A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing.','aquilae','Special','OSR',2),('kraken','Kraken','|Constrict','Kraken Ink; Ink cloud-contact; save Death; frequency 1/round for 10 rounds; effect 1 Strength damage plus nausea; cure 2 consecutive saves.','aquilae','Special','OSR',3),('kraken','Kraken','|Constrict','Jet A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.','aquilae','Special','OSR',4),('kraken','Kraken','|Constrict','Rend Ship As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes an attack roll opposed by the ship\'s captain\'s skill check, but the kraken gets +4 bonus on the check if it is a larger size category than the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can\'t attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship\'s hull.','aquilae','Special','OSR',5),('krampus','Krampus','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),('krampusCelebrant',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),('kreekoss',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),('kreekoss',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),('kreeth-Ni',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('kreeth-Ni',NULL,'Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('krenshar',NULL,'2 claws','2 (1d4)','d20web','Action','d20',1),('krenshar',NULL,'bite','2 (1d6)','d20web','Action','d20',1),('krenshar',NULL,'|Skullface','A krenshar can pull the skin back from its face, revealing the musculature and bony structures of its skull. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The krenshar can emit a loud screech while peeling back its skin, causing potent fear in a single creature within 100 feet that can see the krenshar. The target creature must make a Spell save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for krenshar\'s skullface ability for 24 hours. This is a sonic, mind-affecting fear effect.','aquilae','Special','OSR',1),('krooth','Krooth','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),('krooth','Krooth','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),('kryt','Kryt','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('kryt','Kryt','Hold Breath','The kryt can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('kryt','Kryt','Multiattack','The kryt makes three attacks: one with its bite and two with its quarterstaff.','5e SRD','Action','D&D 5e',1),('kryt','Kryt','Prophetic Vision (1/Turn)','The kryt catches a glimpse of the immediate future and gains advantage on one attack roll or one saving throw.','5e SRD','Special','D&D 5e',1),('kryt','Kryt','Quarterstaff','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands.','5e SRD','Action','D&D 5e',1),('kting-Voar',NULL,'Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('kting-Voar',NULL,'Reinforced Horns','Underneath the boney exterior of their horns, the kting voar possess a second set of reinforced adamantine-like horns. The gore attack of a kting voar counts as adamantine for overcoming damage resistance.','5e SRD','Special','D&D 5e',1),('kting-Voar',NULL,'Trampling Charge','If the kting voar moves at least 20 feet towards an opponent and hit with its gore attack, the target takes an extra 2d8 damage. The target must make a DC 14 Strength saving throw or be forced&nbsp;prone.','5e SRD','Special','D&D 5e',1),('ktingVoar','Kting Voar','Battering Ram','','d20web','Special (Ex)','d20',1),('ktingVoar','Kting Voar','Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('ktingVoar','Kting Voar','gore','7 (1d8+6/x3)','d20web','Action','d20',1),('ktingVoar','Kting Voar','Reinforced Horns','Underneath the boney exterior of their horns, the kting voar possess a second set of reinforced adamantine-like horns. The gore attack of a kting voar counts as adamantine for overcoming damage resistance.','5e SRD','Special','D&D 5e',1),('ktingVoar','Kting Voar','Reinforced Horns','','d20web','Special (Ex)','d20',1),('ktingVoar','Kting Voar','Toughened Skin','','d20web','Special (Ex)','d20',1),('ktingVoar','Kting Voar','Trampling Charge','If the kting voar moves at least 20 feet towards an opponent and hit with its gore attack, the target takes an extra 2d8 damage. The target must make a DC 14 Strength saving throw or be forced&nbsp;prone.','5e SRD','Special','D&D 5e',1),('kuchisake-Onna',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('kun',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),('kun',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),('kun',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),('kundal',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),('kundal',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),('kundal',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),('kundal',NULL,'Undine','Undines are planar scions descended from marids.','fan json','Trait','Pathfinder 2e',1),('kundal',NULL,'Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('kurnugianJackal',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),('kurobozu',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),('kurshkin',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('kurshkin',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('kushtaka',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),('kushtaka',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),('kuunganisha','Kuunganisha','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 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),('kuunganisha','Kuunganisha','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('kuunganisha','Kuunganisha','Fiend Sight','Magical darkness doesn\'t impede the fiend\'s darkvision.','5e SRD','Special','D&D 5e',1),('kuunganisha','Kuunganisha','Invisibility','The kuunganisha magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the fiend wears or carries becomes invisible with it.','5e SRD','Action','D&D 5e',1),('kuunganisha','Kuunganisha','Magic Resistance','The kuunganisha has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('kuunganisha','Kuunganisha','Multiattack','The kuunganisha makes one claw attack and one bite attack.','5e SRD','Action','D&D 5e',1),('kuunganisha','Kuunganisha','Regeneration','The fiend regains 1 hp at the start of its turn if it has at least 1 hp.','5e SRD','Special','D&D 5e',1),('kuunganisha','Kuunganisha','Will of the Master','The master of the kuunganisha can cast a spell through the familiar, using the fiend\'s senses to target the spell. The range limitations are treated as if the spell originated from the kuunganisha, not the master. The spell effect occurs on the kuunganisha\'s turn, though the master must cast the spell during the master\'s turn. Concentration spells must still be maintained by the master.','5e SRD','Special','D&D 5e',1),('kuwa','Kuwa','1/day','charm person (DC 14), deep slumber (DC 16), invisibility (self only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kuwa','Kuwa','3/day','darkness, fly','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kuwa','Kuwa','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kuwa','Kuwa','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kuwa','Kuwa','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kuwa','Kuwa','Melee 1','mwk greatclub +10 (1d10+6) or 2 claws +9 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kuwa','Kuwa','Ranged 1','mwk composite longbow +9 (1d8+4/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kuworsys',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('kyeryong','Kyeryong','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage.','5e SRD','Action','D&D 5e',1),('kyeryong','Kyeryong','bite','0 (1d4-2)','d20web','Action','d20',1),('kyeryong','Kyeryong','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage.','5e SRD','Action','D&D 5e',1),('kyeryong','Kyeryong','Glide','When the mountain kyeryong falls, it can move horizontally 5 feet for every 5 feet it falls vertically, up to a maximum of 30 feet, taking no fall damage if it lands during that movement.','5e SRD','Special','D&D 5e',1),('kyeryong','Kyeryong','Pounce','If the mountain kyeryong moves at least 20 feet or drops from above at least 10 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be&nbsp;forced prone. If the target is prone, the mountain kyeryong can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('kyton','Kyton','Chain Armor (Ex)','The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kyton','Kyton','Dancing Chains (Su)','A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains\' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature\'s possession, the creature can attempt a DC 15 Will save to break the kyton\'s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature\'s possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kyton','Kyton','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kyton','Kyton','Feat 2',' Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kyton','Kyton','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kyton','Kyton','Feat 4',' Weapon Focus (chain)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kyton','Kyton','Kyton\'s Sight','Magical darkness doesn\'t impede the kyton\'s darkvision.','5e SRD','Special','D&D 5e',1),('kyton','Kyton','Melee 1','4 chains +11 (2d4+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('kyton','Kyton','Multiattack','The kyton makes two attacks. Distended Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) piercing damage. The target is grappled (escape DC 14) if the kyton isn\'t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('kyton','Kyton','Regeneration','','d20web','Special (Ex)','d20',1),('kyton','Kyton','Unnerving Gaze (Su)','Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent\'s departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('kyton','Kyton','|Aligned','Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of resolving resistance.','aquilae','Special','OSR',1),('kyton','Kyton','|Aligned','Chain Armor The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.','aquilae','Special','OSR',2),('kyton','Kyton','|Aligned','Dancing Chains A kyton can control up to four chains within 20 feet, making the chains dance or move as it wishes. In addition, a kyton can increase these chains\' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature\'s possession, the creature can attempt a Wand save to break the kyton\'s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature\'s possession. A kyton can climb chains it controls at its normal speed without making Climb checks.','aquilae','Special','OSR',3),('kyton','Kyton','|Aligned','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 Unnerving Gaze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving gaze has a range of 30 feet, and can be negated by a Spell save. Failure means the target creature is dazed for 1d4 rounds. All kytons are immune to the unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting fear effect.','aquilae','Special','OSR',4),('lacedon',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),('lacedon','Lacedon','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('lacedon','Lacedon','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for one 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),('lacedon',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('lacedon','Lacedon','Limited Amphibiousness','The lacedon can breathe air and water but begins to suffocate if not submerged in the sea at least once a day for one minute.','5e SRD','Special','D&D 5e',1),('lacedon',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),('lagofir',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),('lakeTroll','Lake Troll','2 claws','5 (1d8+3)','d20web','Action','d20',1),('lakeTroll','Lake Troll','Amphibious','The lake troll can breathe air and water.','5e SRD','Special','D&D 5e',1),('lakeTroll','Lake Troll','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('lakeTroll','Lake Troll','bite','10 (1d12+6)','d20web','Action','d20',1),('lakeTroll','Lake Troll','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan\'s tools during a long rest.','5e SRD','Action','D&D 5e',1),('lakeTroll','Lake Troll','Keen Smell','The lake troll has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('lakeTroll','Lake Troll','Multiattack','The lake troll makes one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('lakeTroll','Lake Troll','Regeneration','The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn\'t function at the start of the lake troll\'s next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('lamia','Lamia','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),('lamiaMatriarch',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),('lammasu','Lammasu','1/day','dimension door','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('lammasu','Lammasu','1st (7/day)','bless, command (DC 13), cure light wounds, detect evil, divine favor','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('lammasu','Lammasu','2 claws','14 (1d8+6)','d20web','Action','d20',1),('lammasu','Lammasu','2 wings','9 (1d6+3)','d20web','Action','d20',1),('lammasu','Lammasu','2nd (7/day)','cure moderate wounds, lesser restoration, resist energy','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('lammasu','Lammasu','3/day','greater invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('lammasu','Lammasu','3rd (4/day)','cure serious wounds, searing light','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('lammasu','Lammasu','At will','detect magic, detect poison, guidance, mending, purify food and drink, resistance, stabilize','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('lammasu','Lammasu','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lammasu','Lammasu','Feat 2',' Eschew MaterialsB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lammasu','Lammasu','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lammasu','Lammasu','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lammasu','Lammasu','Feat 5',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lammasu','Lammasu','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lammasu','Lammasu','Melee 1','2 claws +14 (1d8+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lammasu','Lammasu','Melee 2',' 2 wings +9 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lammasu','Lammasu','Spells','A lammasu casts spells as a 7th-level oracle, but does not gain any other class abilities possessed by an oracle. It ignores all divine focus material components for spells it casts.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('lammasu','Lammasu','Spells Known (CL 7th; concentration +9)','Spells Known (CL 7th; concentration +9)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('lampad',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),('lampad',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('lampad',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('lampadQueen',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),('lampadQueen',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('lampadQueen',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('lanternArchon',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),('lanternArchon',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),('lanternDragonette','Lantern Dragonette','1/day each','burning hands, color spray, scorching ray','5e SRD','Special','D&D 5e',1),('lanternDragonette','Lantern Dragonette','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),('lanternDragonette','Lantern Dragonette','Innate Spellcasting','The lantern dragonette\'s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('lanternDragonette','Lantern Dragonette','Lantern Belly (1/Day)','If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn\'t expired.','5e SRD','Special','D&D 5e',1),('lanternDragonette','Lantern Dragonette','Vulnerable to Magical Darkness','A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure.','5e SRD','Special','D&D 5e',1),('lanternGoat',NULL,'2 hooves','10 (1d4+1)','d20web','Action','d20',1),('lanternGoat',NULL,'Charge','If the lantern goat moves at least 20 feet straight toward a target and then hits it with a head butt attack on the same turn, the target takes an extra 14 (4d6) bludgeoning 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),('lanternGoat',NULL,'Fear Light','As a bonus action, the lantern goat can emit an ugly yellow light from the lantern around its neck. Any creature that can see the light within 30 feet of the lantern goat must make a DC 15 Wisdom saving throw, unless the lantern goat is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature\'s saving throw is successful, the creature is immune to the lantern goat\'s Fear Light for the next 24 hours.','5e SRD','Special','D&D 5e',1),('lanternGoat',NULL,'Head Butt','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('lanternGoat',NULL,'head butt','10 (1d6+1)','d20web','Action','d20',1),('lanternGoat',NULL,'Hooves','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage','5e SRD','Action','D&D 5e',1),('lanternGoat',NULL,'Life Sense','The lantern goat can innately sense all living creatures within 60 feet of it.','5e SRD','Special','D&D 5e',1),('lanternGoat',NULL,'Multiattack','The lantern goat makes three attacks: one with its head butt and two with its hooves.','5e SRD','Action','D&D 5e',1),('laruhao',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),('lastGuard',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),('lastGuard',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('lastGuard',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),('lastGuard',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),('lazurite-InfusedStoneGolem',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),('lazurite-InfusedStoneGolem',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),('lazurite-InfusedStoneGolem',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),('leafLeshy',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('leafLeshy',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),('ledalusca',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),('ledalusca',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),('ledalusca',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),('legionArchon',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),('legionArchon',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),('leiko',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),('lemure',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),('lemure',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),('lemure',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),('lengEnvoy',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('lengEnvoy',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),('lengGhoul',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),('lengGhoul',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('lengGhoul',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),('lengSpider',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('lengSpider',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),('leonalAgathion','Leonal Agathion','bite','23 (1d8+8 plus','d20web','Action','d20',1),('leonalAgathion','Leonal Agathion','Roar (Su)','','d20web','Special (Su)','d20',1),('leonalAgathion','Leonal Agathion','|Roar','Up to three times per day, this creature can emit a powerful roar as a standard action. Each roar affects a 60-foot cone; non-good creatures in that area must make a Death save or be Deafened. Separately, creatures in this area suffer 2d6 points of sonic damage (separate save negates). This is a sonic effect.','aquilae','Special','OSR',1),('leonino','Leonino','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. If this is the first time the leonino has hit the target within the past 24 hours, the target must succeed on a DC 10 Wisdom saving throw or be charmed by the leonino for 1 hour.','5e SRD','Action','D&D 5e',1),('leonino','Leonino','Evasion','If the leonino is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the leonino instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.','5e SRD','Special','D&D 5e',1),('leonino','Leonino','Flyby','The leonino doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('leonino','Leonino','Silent Wings','The flight of a leonine is especially silent and difficult to notice in forests and urban settings. It has advantage on Dexterity (Stealth) checks made while flying in these areas.','5e SRD','Special','D&D 5e',1),('leopard','Leopard','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),('leopard','Leopard','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('leopard','Leopard','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('leopard','Leopard','Feat 1','Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('leopard','Leopard','Feat 2',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('leopard','Leopard','Keen Smell','The leopard has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('leopard','Leopard','Melee 1','bite +6 (1d6+3 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('leopard','Leopard','Melee 2',' 2 claws +6 (1d3+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('leopard','Leopard','Pounce','If the leopard 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 13 Strength saving throw or be knocked prone. If the target is prone, the leopard can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('leopard','Leopard','|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',1),('leprechaun',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('lerritan','Lerritan','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),('lerritan','Lerritan','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),('lerritan','Lerritan','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),('leshy','Leshy','1/day each','entangle, plant growth, shillelagh, speak with plants, hideous laughter','5e SRD','Special','D&D 5e',1),('leshy','Leshy','At Will','animal friendship, pass without trace, speak with animals','5e SRD','Special','D&D 5e',1),('leshy','Leshy','Bibliotelekinesis','This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.','5e SRD','Action','D&D 5e',1),('leshy','Leshy','Camouflage','A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage.','5e SRD','Special','D&D 5e',1),('leshy','Leshy','Change Size','The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Diminutive). The change is entirely illusory, so the leshy\'s statistics do not change.','5e SRD','Action','D&D 5e',1),('leshy','Leshy','Club','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('leshy','Leshy','Gaze of Confusion','The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect.','5e SRD','Action','D&D 5e',1),('leshy','Leshy','Innate Spellcasting','The leshy\'s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('leshy','Leshy','Mimicry','A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature)-GM\'s choice-realize that something is mimicking the sound. The leshy has advantage on the check if it\'s mimicking a general type of creature (a crow\'s call, a bear\'s roar) and not a specific individual\'s voice.','5e SRD','Special','D&D 5e',1),('leshy','Leshy','Multiattack','The leshy makes two club attacks.','5e SRD','Action','D&D 5e',1),('lesserDeath',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),('lesserDjinni','Lesser Djinni',' magic','magic','OSE','Action','OSR',2),('lesserDjinni','Lesser Djinni','Carrying capacity','6,000 coins without fatigue. Up to 12,000 coins for 3 turns walking / 1 turn flying. Must rest 1 turn afterwards.','OSE','Special','OSR',10),('lesserDjinni','Lesser Djinni','Conjure metallic objects','Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).','OSE','Special','OSR',8),('lesserDjinni','Lesser Djinni','Conjure soft goods / wooden objects','Up to 1,000 coins weight. Permanent.','OSE','Special','OSR',9),('lesserDjinni','Lesser Djinni','Create food and drink','For 12 humans and mounts for one day.','OSE','Special','OSR',7),('lesserDjinni','Lesser Djinni','fists','1 * fists (2d8)','OSE','Action','OSR',1),('lesserDjinni','Lesser Djinni','Gaseous form','Gaseous form','OSE','Special','OSR',4),('lesserDjinni','Lesser Djinni','If killed','Returns to the plane of air.','OSE','Special','OSR',11),('lesserDjinni','Lesser Djinni','Illusion','Visual and audial. No concentration required. Remains until touched or dispelled.','OSE','Special','OSR',6),('lesserDjinni','Lesser Djinni','Invisibility','Invisibility','OSE','Special','OSR',5),('lesserDjinni','Lesser Djinni','Magic powers','Each can be used three times per day:','OSE','Special','OSR',2),('lesserDjinni','Lesser Djinni','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('lesserDjinni','Lesser Djinni','Whirlwind form','5 rounds to transform (or change back). 70\' tall, 20\' wide at top, 10\' wide at base. Moves at 120\' (40\'). 2d6 damage to all in path. Creatures with less than 2HD swept aside (save vs death).','OSE','Special','OSR',3),('lesserEfreeti','Lesser Efreeti',' magic','magic','OSE','Action','OSR',2),('lesserEfreeti','Lesser Efreeti','Bound servitor','Efreet summoning spells can be researched by high-level magic-users. Can be bound to servitude for 101 days. Efreet are treacherous and will follow commands to the letter while subverting the intent.','OSE','Special','OSR',12),('lesserEfreeti','Lesser Efreeti','Carrying capacity','Up to 10,000 coins (flying).','OSE','Special','OSR',10),('lesserEfreeti','Lesser Efreeti','Conjure metallic objects','Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).','OSE','Special','OSR',8),('lesserEfreeti','Lesser Efreeti','Conjure soft goods / wooden objects','Up to 1,000 coins weight. Permanent.','OSE','Special','OSR',9),('lesserEfreeti','Lesser Efreeti','Create food and drink','For 12 humans and mounts for one day.','OSE','Special','OSR',7),('lesserEfreeti','Lesser Efreeti','Create wall of fire','Create wall of fire','OSE','Special','OSR',6),('lesserEfreeti','Lesser Efreeti','fists','1 * fists (2d8)','OSE','Action','OSR',1),('lesserEfreeti','Lesser Efreeti','Hate djinn','Attack on sight.','OSE','Special','OSR',11),('lesserEfreeti','Lesser Efreeti','Illusion','Visual and audial. No concentration required. Remains until touched or dispelled.','OSE','Special','OSR',5),('lesserEfreeti','Lesser Efreeti','Invisibility','Invisibility','OSE','Special','OSR',4),('lesserEfreeti','Lesser Efreeti','Magic powers','Each can be used three times per day:','OSE','Special','OSR',2),('lesserEfreeti','Lesser Efreeti','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('lesserEfreeti','Lesser Efreeti','Pillar of flame','Transform into a column of fire for up to 3 rounds. Flammable items within 5\' are ignited. Attacks do additional 1d8 damage (3d8 total).','OSE','Special','OSR',3),('lesserJabberwock',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),('lesserJabberwock',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),('lesserManifestationOfDahak',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),('lesserManifestationOfDahak',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),('leucrotta','Leucrotta','2 hooves','5 (1d6+2)','d20web','Action','d20',1),('leucrotta','Leucrotta','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),('leucrotta','Leucrotta','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),('leucrotta','Leucrotta','bite','10 (2d6+7/19-20)','d20web','Action','d20',1),('leucrotta','Leucrotta','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('leucrotta','Leucrotta','Lure (Su)','','d20web','Special (Su)','d20',1),('leucrotta','Leucrotta','Mimicry','The leucrotta can mimic any words or phrases it has heard, as well as the voice which said them. It does not need to understand the language spoken. A creature that hears the voice can tell it is an imitation with a successful DC 13 Wisdom (Insight) check.','5e SRD','Special','D&D 5e',1),('leucrotta','Leucrotta','Multiattack','The leucrotta makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('leucrotta','Leucrotta','Powerful Bite','','d20web','Special (Ex)','d20',1),('leucrotta','Leucrotta','Shadowlike','The leucrotta has advantage on Dexterity (Stealth) checks while in darkness and areas of dim light.','5e SRD','Special','D&D 5e',1),('leucrotta','Leucrotta','|Lure|Sound Mimicry','At any point that a leucrotta\'s targets are unaware of it (for example, if the leucrotta is hiding or concealed in darkness), the leucrotta can call out to the targets, who must be in line of sight and within 60 feet. When the leucrotta calls out, the targets must make a Paralysis save or fall under the effects of a suggestion to approach the sound of the leucrotta\'s voice. This effect functions identically to a mass suggestion spell with a caster level of 18. A creature that saves cannot be affected again by the same leucrotta\'s lure for 24 hours. The lure is a language-dependent effect, and if the leucrotta uses the victim\'s name during the lure, the victim suffers a -4 penalty on its saving throw. This is a sonic mind-affecting charm effect.','aquilae','Special','OSR',1),('leucrotta','Leucrotta','|Lure|Sound Mimicry','The creature perfectly imitates certain sounds or even specific voices. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy\'s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn\'t know.','aquilae','Special','OSR',2),('leukodaemon',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),('leukodaemon',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),('levaloch',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),('levaloch',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),('levaloch',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),('leviathan','Leviathan','bite','46 (10d8+30/19-20 plus disjoining bite and','d20web','Action','d20',1),('leviathan','Leviathan','Dimensional Vortex (Su)','','d20web','Special (Su)','d20',1),('leviathan','Leviathan','Disjoining Bite (Su)','','d20web','Special (Su)','d20',1),('leviathan','Leviathan','Eye Beams (Su)','','d20web','Special (Su)','d20',1),('leviathan','Leviathan','Flight (Su)','','d20web','Special (Su)','d20',1),('leviathan','Leviathan','Hurl Foe','','d20web','Special (Ex)','d20',1),('leviathan','Leviathan','Inhalation','','d20web','Special (Ex)','d20',1),('leviathan','Leviathan','Massive','','d20web','Special (Ex)','d20',1),('leviathan','Leviathan','Pierce Immunities','','d20web','Special (Ex)','d20',1),('leviathan','Leviathan','Planar Acclimation','','d20web','Special (Ex)','d20',1),('leviathan','Leviathan','Recovery','','d20web','Special (Ex)','d20',1),('leydroth','Leydroth','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),('lich','Lich','1st level (4 slots)','command, detect magic, protection from evil and good, sanctuary','5e SRD','Special','D&D 5e',1),('lich','Lich','2nd level (3 slots)','blindness/deafness, hold person, silence','5e SRD','Special','D&D 5e',1),('lich','Lich','3rd level (3 slots)','animate dead, dispel magic, spirit guardians','5e SRD','Special','D&D 5e',1),('lich','Lich','4th level (3 slots)','banishment, freedom of movement, guardian of faith','5e SRD','Special','D&D 5e',1),('lich','Lich','Cantrip','The hierophant lich casts a cantrip.','5e SRD','Legendary Action','D&D 5e',1),('lich','Lich','Cantrips (at will)','guidance, mending, sacred flame, thaumaturgy','5e SRD','Special','D&D 5e',1),('lich','Lich','Damnation (Costs 2 Actions)','The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened 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. If a target\'s saving throw is successful or the effect ends for it, the target is immune to the hierophant lich\'s Damnation for the next 24 hours.','5e SRD','Legendary Action','D&D 5e',1),('lich','Lich','Feat 1','Craft Wondrous Item','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Feat 10',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Feat 2',' Defensive Combat Training','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Feat 3',' Extend Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Feat 4',' Improved Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Feat 5',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Feat 6',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Feat 7',' Maximize Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Feat 8',' Quicken Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Feat 9',' Scribe Scroll','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','flame strike','5th level (1 slot)','5e SRD','Special','D&D 5e',1),('lich','Lich','Legendary Resistance (3/day)','If the lich fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('lich','Lich','Levitate','As a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn\'t need to concentrate to continue levitating each round.','5e SRD','Special','D&D 5e',1),('lich','Lich','Melee 1','touch +5 (1d8+5 plus paralyzing touch)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lich','Lich','Rejuvenation','If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel.','5e SRD','Special','D&D 5e',1),('lich','Lich','Spellcasting','The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('lich','Lich','touch','5 (1d8+5 plus paralyzing touch)','d20web','Action','d20',1),('lich','Lich','Turn Resistance','The hierophant lich has advantage on saving throws against any effect that turns undead.','5e SRD','Special','D&D 5e',1),('lich','Lich','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),('lich','Lich','Undead Nature','A hierophant lich doesn\'t require air, food, drink, or sleep.','5e SRD','Special','D&D 5e',1),('lich','Lich','Unholy Smite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.','5e SRD','Action','D&D 5e',1),('lich','Lich','Unholy Smite (Costs 2 Actions)','The heirophant lich uses its Unholy Smite.','5e SRD','Legendary Action','D&D 5e',1),('lich','Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','action. The aura functions like the fear spell. A fear aura is an area effect.','aquilae','Special','OSR',1),('lich','Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','You can make a melee attack that causes a living creature to become shaken for 9 rounds.','aquilae','Special','OSR',2),('lich','Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 19 Hit Dice. You can use this ability a number of times per day equal to your Hit Dice, minus 2.','aquilae','Special','OSR',3),('lich','Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','Any living creature a lich hits with its touch attack must succeed on a Paralysis save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a Perception check or a Medicine check reveals that the victim is still alive.','aquilae','Special','OSR',4),('lich','Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster\'s body nearby. This process takes 1d10 days-if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.','aquilae','Special','OSR',5),('lickweed',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),('lickweed',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),('lifeleecherBrawler',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),('lifeleecherBrawler',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),('lifeleecherBrawler',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),('lightDragon','Light Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('lightDragon','Light Dragon','Breath Weapon (Recharge 5-6)','The dragon uses one of the following breath weapons:','5e SRD','Action','D&D 5e',1),('lightDragon','Light Dragon','Claw','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('lightDragon','Light Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('lightDragon','Light Dragon','Ethereal Sight','The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.','5e SRD','Special','D&D 5e',1),('lightDragon','Light Dragon','Flaring Breath','The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed.','5e SRD','Action','D&D 5e',1),('lightDragon','Light 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),('lightDragon','Light Dragon','Illumination','The dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.','5e SRD','Special','D&D 5e',1),('lightDragon','Light Dragon','Incorporeal Movement','The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.','5e SRD','Special','D&D 5e',1),('lightDragon','Light 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),('lightDragon','Light 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),('lightDragon','Light Dragon','Radiant Breath','The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('lightDragon','Light Dragon','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('lightDragon','Light Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('lightDragon','Light Dragon','Void Traveler','The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.','5e SRD','Special','D&D 5e',1),('lightDragon','Light Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) 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),('lightDrake','Light Drake','3/day each','color spray, faerie fire','5e SRD','Special','D&D 5e',1),('lightDrake','Light Drake','At will','dancing lights, light, locate animals or plants, sacred flame','5e SRD','Special','D&D 5e',1),('lightDrake','Light Drake','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),('lightDrake','Light Drake','Breath Weapon (Recharge 6)','A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage but isn\'t blinded. A blinded creature can make a DC 13 Constitution 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),('lightDrake','Light Drake','Innate Spellcasting','The light drake\'s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('lightDrake','Light Drake','Reflective Scales','When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight.','5e SRD','Special','D&D 5e',1),('lightningElemental','Lightning Elemental','Metal Mastery','','d20web','Special (Ex)','d20',1),('lightningElemental','Lightning Elemental','Spark Leap','','d20web','Special (Ex)','d20',1),('lightningMephit','Lightning Mephit','2 claw','3 (1d4 plus 1d4 electricity)','d20web','Action','d20',1),('lightningMephit','Lightning Mephit','Fast Healing','','d20web','Special (Ex)','d20',1),('lightningMephit','Lightning Mephit','Vulnerability to Water','','d20web','Special (Ex)','d20',1),('lignifiedAdamantineGolem',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),('lignifiedAdamantineGolem',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),('lignifiedAdamantineGolem',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),('lilin','Lilin','1/day','conjure fiend','5e SRD','Special','D&D 5e',1),('lilin','Lilin','1st level (4 slots)','burning hands, detect magic, false life, magic missile, shield','5e SRD','Special','D&D 5e',1),('lilin','Lilin','2nd level (3 slots)','darkness, flaming sphere, ray of enfeeblement, scorching ray','5e SRD','Special','D&D 5e',1),('lilin','Lilin','3/day','animate dead','5e SRD','Special','D&D 5e',1),('lilin','Lilin','3rd level (3 slots)','dispel magic, fireball, haste, stinking cloud','5e SRD','Special','D&D 5e',1),('lilin','Lilin','4th level (3 slots)','confusion, fire shield, greater invisibility, wall of fire','5e SRD','Special','D&D 5e',1),('lilin','Lilin','5th level (3 slots)','cloudkill, dominate person, wall of stone','5e SRD','Special','D&D 5e',1),('lilin','Lilin','6th level (1 slot)','circle of death, eyebite','5e SRD','Special','D&D 5e',1),('lilin','Lilin','At will','charm person, suggestion','5e SRD','Special','D&D 5e',1),('lilin','Lilin','Cantrips (at will)','chill touch, fire bolt, mage hand, minor illusion, prestidigitation','5e SRD','Special','D&D 5e',1),('lilin','Lilin','Claws','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('lilin','Lilin','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('lilin','Lilin','fire storm','7th level (1 slot)','5e SRD','Special','D&D 5e',1),('lilin','Lilin','Innate Spellcasting','The lilin\'s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The lilin can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('lilin','Lilin','Magic Resistance','The devil has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('lilin','Lilin','Multiattack','The lilin makes two attacks with its claws.','5e SRD','Action','D&D 5e',1),('lilin','Lilin','Spellcasting','The lilin is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can cast the following spells:','5e SRD','Special','D&D 5e',1),('lilin','Lilin','Teleport','The lilin 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),('lilith','Lilith','1/day','power word kill','5e SRD','Special','D&D 5e',1),('lilith','Lilith','3/day','lightning bolt, wall of fire','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Amaheuris','Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage and the target must make a DC 24 Constitution saving throw, suffering 18 (4d8) necrotic damage on a failure, or half as much on a success.','5e SRD','Action','D&D 5e',1),('lilith','Lilith','At will','alter self, animate dead, bane, detect evil and good, detect magic, detect thoughts, dispel magic, dominate monster, fireball, hold person, invisibility, magic circle, see invisibly, suggestion, true seeing, teleport (self only)','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Fiendish Recovery (costs 2 actions)','Lilith recovers 50 hit points and ends one condition affecting her.','5e SRD','Reaction','D&D 5e',1),('lilith','Lilith','Innate Spellcasting','Lilith\'s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Kiss and Spell','Lilith makes a Lilith\'s Kiss attack and casts a spell.','5e SRD','Legendary Action','D&D 5e',1),('lilith','Lilith','Legendary Resistance (3/day)','If Lilith fails a saving throw, she can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Lilith\'s Kiss','Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 41 (5d12 + 9) necrotic damage and the target must make a DC 25 Wisdom saving throw or become charmed by Lilith until the end of their next turn.','5e SRD','Action','D&D 5e',1),('lilith','Lilith','Magic Resistance','Lilith has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Magic Weapons','Lilith\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Maleficent Mesmerism','Lilith\'s suggestive charms and animal magnetism leave her listeners enrapt in her words so that they are unable to move save to gape at her animal magnetism. All who can see Lilith and are within 30 feet must succeed on a DC 25 Wisdom saving throw or become incapacitated until the end of their next turn.','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Multiattack','The creature makes one Lilith\'s Kiss attack and two Amaheuris attacks.','5e SRD','Action','D&D 5e',1),('lilith','Lilith','Regeneration','Lilith regains 10 hit points at the start of her turn. If Lilith takes damage from a silvered weapon, this trait doesn\'t function at the start of Lilith\'s next turn. Lilith is destroyed only if she starts her turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Simple Art of Seduction','Like others of the Infernal Court, Lilith uses her intellect and her charms to trick victims into succumbing to her wiles. At the start of her turn, Lilith chooses one of the following effects: Indecent Proposal. Any creature who can hear Lilith and is within 30 feet must succeed on a DC 25 Wisdom saving throw or suffer the effects of a suggestion spell.','5e SRD','Special','D&D 5e',1),('lilith','Lilith','Wing Buffet (costs 2 actions)','Lilith buffets the air with her wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Lilith.','5e SRD','Reaction','D&D 5e',1),('lilith','Lilith','wish','1/week','5e SRD','Special','D&D 5e',1),('lillend','Lillend','Azata','This family of celestials is native to Elysium. They are typically chaotic good and have darkvision and a weakness to evil and cold iron.','fan json','Trait','Pathfinder 2e',1),('lillend','Lillend','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),('lindworm','Lindworm','Amphibious','The lindworm can breathe air and water.','5e SRD','Special','D&D 5e',1),('lindworm','Lindworm','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage and 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('lindworm','Lindworm','Constrict','Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 11 (2d10) cold damage. The target is grappled (escape DC 16) if the lindworm isn\'t already constricting a creature, and the target is restrained until this grapple ends.','5e SRD','Action','D&D 5e',1),('lindworm','Lindworm','Multiattack','The lindworm makes two attacks: one with its bite and one to constrict.','5e SRD','Action','D&D 5e',1),('lindworm','Lindworm','Swallow','The lindworm makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the lindworm, and it takes 21 (6d6) acid damage at the start of each of the lindworm\'s turns. A lindworm can have only one creature swallowed at a time. If the lindworm takes 30 damage or more on a single turn from the swallowed creature, the lindworm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the lindworm. If the lindworm 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),('lindwyrm','Lindwyrm','Amphibious','The lindworm can breathe air and water.','5e SRD','Special','D&D 5e',1),('lindwyrm','Lindwyrm','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage and 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('lindwyrm','Lindwyrm','Constrict','Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 11 (2d10) cold damage. The target is grappled (escape DC 16) if the lindworm isn\'t already constricting a creature, and the target is restrained until this grapple ends.','5e SRD','Action','D&D 5e',1),('lindwyrm','Lindwyrm','Multiattack','The lindworm makes two attacks: one with its bite and one to constrict.','5e SRD','Action','D&D 5e',1),('lindwyrm','Lindwyrm','Swallow','The lindworm makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the lindworm, and it takes 21 (6d6) acid damage at the start of each of the lindworm\'s turns. A lindworm can have only one creature swallowed at a time. If the lindworm takes 30 damage or more on a single turn from the swallowed creature, the lindworm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the lindworm. If the lindworm 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),('linnorm','Linnorm','Amphibious','The fjord linnorm can breathe air and water.','5e SRD','Special','D&D 5e',1),('linnorm','Linnorm','Bite','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) piercing damage, plus 10 (3d6) cold and 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('linnorm','Linnorm','Claw','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d6+7) slashing damage.','5e SRD','Action','D&D 5e',1),('linnorm','Linnorm','Claw Attack','The linnorm makes a claw attack.','5e SRD','Legendary Action','D&D 5e',1),('linnorm','Linnorm','Constrict','Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 13 (2d6+7) bludgeoning damage and the target is grappled (escape DC 24). Until this grapple ends, the creature is restrained, and the linnorm can\'t use constrict on another target.','5e SRD','Action','D&D 5e',1),('linnorm','Linnorm','Death Curse','Drowning. If a creature reduces a fjord linnorm to 0 hit points or kills it outright, the creature must make a DC 20 Wisdom saving throw. On a failed save, the creature suffers from the curse of drowning. The cursed creature loses the ability to breathe water and cannot gain that ability; in addition, a creature that can hold its breath can hold its breath only half as long.','5e SRD','Special','D&D 5e',1),('linnorm','Linnorm','Detect','The linnorm makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('linnorm','Linnorm','Drag (Costs 2 Actions)','The linnorm uses Constrict. The linnorm can then swim up to half its swimming speed.','5e SRD','Legendary Action','D&D 5e',1),('linnorm','Linnorm','Freedom of Movement','','d20web','Special (Ex)','d20',1),('linnorm','Linnorm','Icy Breath (Recharge 5-6)','The linnorm expels poisonous icy fluid in a 120-foot line that is a 5-feet wide. Each creature in that area must make a DC 20 Constitution saving throw, taking 72 (16d8) poison damage on a failed save, or half as much damage on a successful one. On a failed saving throw, the freezing liquid quickly hardens to sheets of ice, causing the creature to be restrained for 1 minute. On its turn, a restrained creature can use its action to make a DC 20 Strength check, freeing itself on a success.','5e SRD','Action','D&D 5e',1),('linnorm','Linnorm','Immunity to Curses','The linnorm automatically succeeds on saving throws against curses.','5e SRD','Special','D&D 5e',1),('linnorm','Linnorm','Legendary Resistance (3/Day)','If the linnorm fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('linnorm','Linnorm','Multiattack','The linnorm makes three attacks: one with its bite and two with its claws. It can use constrict in place of one claw attack.','5e SRD','Action','D&D 5e',1),('linnorm','Linnorm','True Seeing','','d20web','Special (Ex)','d20',1),('lintwerth',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),('lintwerth',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),('lintwerth',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),('lion','Lion','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),('lion','Lion','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('lion','Lion','bite','1 * bite (1d10)','OSE','Action','OSR',2),('lion','Lion','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('lion','Lion','claw','2 * claw (1d4+1)','OSE','Action','OSR',1),('lion','Lion','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),('lion','Lion','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lion','Lion','Feat 2',' Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lion','Lion','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lion','Lion','Inquisitive','May follow PCs out of curiosity.','OSE','Special','OSR',3),('lion','Lion','Keen Smell','The lion has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('lion','Lion','Melee 1','bite +7 (1d8+5 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lion','Lion','Melee 2',' 2 claws +7 (1d4+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('lion','Lion','Pack Tactics','The lion has advantage on an attack roll against a creature if at least one of the lion\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('lion','Lion','Pounce','If the lion 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 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('lion','Lion','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('lion','Lion','Pursuit','See main entry.','OSE','Special','OSR',4),('lion','Lion','Running Leap','With a 10-foot running start, the lion can long jump up to 25 feet.','5e SRD','Special','D&D 5e',1),('lion','Lion','|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',1),('lionVisitant',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),('lionVisitant',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),('littleManintheWoods',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),('living-SunSpire',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),('living-SunSpire',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),('livingBoulder',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),('livingBoulder',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),('livingLandslide',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),('livingLandslide',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),('livingSap',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),('livingSap',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),('livingStatue','Living Statue','Absorb metals','Hits with non-magical, metal weapons cause damage, but the weapon may become stuck in the statue (save versus spells). Stuck weapons can be removed if the statue is killed.','OSE','Special','OSR',6),('livingStatue','Living Statue','Attacks','Depend on form of statue (humanoid statues may use weapons, animal statues use claws, etc.).','OSE','Special','OSR',4),('livingStatue','Living Statue','Attacks','Depend on form of statue (humanoid statues may use weapons, animal statues use claws, etc.).','OSE','Special','OSR',7),('livingStatue','Living Statue','blow','2 * blow (1d6)','OSE','Action','OSR',1),('livingStatue','Living Statue','blow','2 * blow (1d8)','OSE','Action','OSR',2),('livingStatue','Living Statue','Immunity','Unaffected by sleep spells.','OSE','Special','OSR',1),('livingStatue','Living Statue','Immunity','See main entry.','OSE','Special','OSR',3),('livingStatue','Living Statue','Immunity','See main entry.','OSE','Special','OSR',5),('livingStatue','Living Statue','Immunity','See main entry.','OSE','Special','OSR',8),('livingStatue','Living Statue','Magical origins','Created by powerful wizards.','OSE','Special','OSR',2),('livingStatue','Living Statue','magma jet','2 * magma jet (2d6)','OSE','Action','OSR',3),('livingThunderclap',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),('livingThunderclap',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),('livingWaterfall',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),('livingWaterfall',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),('livingWaterfall',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),('livingWhirlwind',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),('livingWhirlwind',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),('livingWildfire',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),('livingWildfire',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),('lizard','Lizard','Bite','Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('lizardfolk','Lizardfolk Defender','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),('lizardfolk','Lizardfolk Defender','Heavy Club','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('lizardfolk','Lizardfolk Defender','Hold Breath','The lizardfolk can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('lizardfolk','Lizardfolk Defender','Javelin','Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('lizardfolk','Lizardfolk Defender','Multiattack','The lizardfolk makes two melee attacks, each one with a different weapon.','5e SRD','Action','D&D 5e',1),('lizardfolk','Lizardfolk Defender','Spiked Shield','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('lizardfolk','Lizardfolk Defender','|Hold Breath','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),('lizardfolkDefender',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),('lizardfolkDefender',NULL,'Lizardfolk','These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.','fan json','Trait','Pathfinder 2e',1),('lizardfolkScout',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),('lizardfolkScout',NULL,'Lizardfolk','These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.','fan json','Trait','Pathfinder 2e',1),('lizardfolkStargazer',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),('lizardfolkStargazer',NULL,'Lizardfolk','These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.','fan json','Trait','Pathfinder 2e',1),('lizardfolkWarrior',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),('lizardfolkWarrior',NULL,'Lizardfolk','These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.','fan json','Trait','Pathfinder 2e',1),('lizardMan','Lizard Man','Man-eaters','Kidnap humans and demihumans, whose flesh they regard as a delicacy.','OSE','Special','OSR',2),('lizardMan','Lizard Man','weapon','1 * weapon (1d6+1 or by weapon + 1)','OSE','Action','OSR',1),('lizardMan','Lizard Man','Weapons','Favour spears or large clubs.','OSE','Special','OSR',1),('llama','Llama','|Spit','Once per hour, a llama can regurgitate the contents of its stomach, spitting the foul material at a single target within 10 feet. The target must succeed at a Death save or be sickened for 1d4 rounds.','aquilae','Special','OSR',1),('llorona',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),('llorona',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('llorona',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),('loblobi',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('locathah','Locathah','Feat 1','Weapon Focus (longspear)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('locathah','Locathah','longspear','2 (1d8/×3)','d20web','Action','d20',1),('locathah','Locathah','Melee 1','longspear +2 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('locathah','Locathah','Ranged 1','light crossbow +2 (1d8/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('locathahHunter',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),('locathahHunter',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),('locathahHunter',NULL,'Locathah','Locathahs are fishlike aquatic humanoids.','fan json','Trait','Pathfinder 2e',1),('long-HornedBison',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),('long-HornedBisonBeheaded',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),('long-HornedBisonBeheaded',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),('lophiithu',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('lophiithu',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),('loreavor',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),('lorthact',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),('lorthact',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),('louCarcolh','Lou Carcolh','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+ 2) piercing damage and 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn.','5e SRD','Action','D&D 5e',1),('louCarcolh','Lou Carcolh','Reel','The lou carcolh pulls in each creature of Large size or smaller who is restrained by one of its sticky tongues. The creature is knocked prone and dragged up to 30 feet towards the lou carcolh. If a creature is dragged within 5 feet of the lou carcolh, it can make one bite attack against the creature as a bonus action.','5e SRD','Action','D&D 5e',1),('louCarcolh','Lou Carcolh','Slime Trail (1/day)','For 1 minute, the lou carcolh leaves a slime trail behind it as it moves. The slime creates difficult terrain, and any creature walking through it must succeed on a DC 13 Dexterity (Acrobatics) check or fall prone. The slime remains effective for 1 hour.','5e SRD','Special','D&D 5e',1),('louCarcolh','Lou Carcolh','Spit Venom','Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 16 (3d10) poison damage.','5e SRD','Action','D&D 5e',1),('louCarcolh','Lou Carcolh','Sticky Tongue','Melee Weapon Attack: +4 to hit, reach 60 ft., one target. Hit: The target is restrained and the lou carcolh can\'t use the same sticky tongue on another target.','5e SRD','Action','D&D 5e',1),('louCarcolh','Lou Carcolh','Sticky Tongues','Given half an hour, the lou carcolh can extend its 6 sticky tongues up to 60 feet from itself. A creature who touches one of these tongues must succeed on a DC 13 Dexterity saving throw or be restrained as it adheres to the tongue. The tongues can be attacked (AC 12, 10 hp), and any damage done to a tongue is also done to the lou carcolh. Killing a tongue ends the restrained condition, and the lou carcolh can\'t use that tongue for for the next 24.','5e SRD','Special','D&D 5e',1),('lovelorn',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),('loveSiktempora',NULL,'Siktempora','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('loveSiktempora',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),('loxoda',NULL,'Javelin','Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('loxoda',NULL,'Maul','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('loxoda',NULL,'Multiattack','The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack.','5e SRD','Action','D&D 5e',1),('loxoda',NULL,'Stomp','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('loxoda',NULL,'Trampling Charge','If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('luminousOoze',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),('luminousOoze',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),('lunarDragon','Lunar Dragon','unknown','unknown','d20web','Action','d20',1),('lunarNaga',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('lurkerInLight',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('lusca',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('lusca',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),('lynx','Lynx','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),('lynx','Lynx','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),('lynx','Lynx','Keen Smell','The lynx has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('lynx','Lynx','Multiattack','The lynx makes three attacks: one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('lynx','Lynx','Pounce','If the lynx 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 lynx can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('lyrakien','Lyrakien','Azata','This family of celestials is native to Elysium. They are typically chaotic good and have darkvision and a weakness to evil and cold iron.','fan json','Trait','Pathfinder 2e',1),('lyrakien','Lyrakien','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),('lyrakien','Lyrakien','|Freedom of|Movement|Starlight Blast','You can use Freedom of Movement, as per the spell, as a constant ability.','aquilae','Special','OSR',1),('lyrakien','Lyrakien','|Freedom of|Movement|Starlight Blast','Every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 3d8 radiant damage. A Breath save negates this damage. Chaotic good creatures are unaffected by this ability.','aquilae','Special','OSR',2),('lyrakien','Lyrakien','|Freedom of|Movement|Starlight Blast','Traveler\'s Friend The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien\'s performance - doing so removes the effects of exhaustion and fatigue from the listener.','aquilae','Special','OSR',3),('lyrakien','Lyrakien','|Freedom of|Movement|Starlight Blast','This creature can speak with any creature that has a language, as though using a Truespeech tongues spell. This ability is always active.','aquilae','Special','OSR',4),('lyrtCozurn',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),('lyrtCozurn',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('lyrtCozurn',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),('maenad','Maenad','3/day','bull\'s strength, charm monster (DC 19), mad hallucination (DC 17), vampiric touch','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('maenad','Maenad','At will','murderous command (DC 16), polypurpose panacea, rage','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('maenad','Maenad','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) piercing damage, plus the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 21 (6d6) poison damage, or half on a successful save.','5e SRD','Action','D&D 5e',1),('maenad','Maenad','bite','13 (1d6+4 plus','d20web','Action','d20',1),('maenad','Maenad','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) slashing damage, plus the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 21(6d6) poison damage, or half on a successful save. Mad Feast (1/Day). The maenad conjures a supernatural feast. Creatures eating from this feast gain advantage on Strength and Constitution ability checks and saving throws, 1d8 temporary hit points, and advantage on saving throws against being frightened for 12 hours. Creatures affected also have disadvantage on Wisdom saving throws (except against being frightened), and find it more compelling to engage in debauchery, excess, and violence.','5e SRD','Action','D&D 5e',1),('maenad','Maenad','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('maenad','Maenad','Feat 2',' Improved Critical (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('maenad','Maenad','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('maenad','Maenad','Feat 4',' Persuasive','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('maenad','Maenad','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('maenad','Maenad','Impassioned','A maenad is immune to the spell calm emotions. Magic Resistance. The maenad has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('maenad','Maenad','Infectious Dance (Su)','Any creature viewing a dancing maenad from within 60 feet of her must succeed at a DC 19 Will save or be affected as if by confusion for 1 hour. For every four creatures affected by this ability, the maenad gains 1d10 temporary hit points and her Charisma score increases by 1; these benefits end if the affected creatures break free of the dance.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('maenad','Maenad','Mad Feast (Su)','As a full-round action, a maenad can conjure a supernatural feast. Creatures eating from this feast gain a +2 bonus to Strength and Constitution, 1d8 temporary hit points, and a +4 morale bonus on fear saves for 12 hours. Creatures affected also take a -4 penalty on Will saving throws (this penalty does not apply on saves against fear), and find it more compelling to engage in debauchery, excess, and violence.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('maenad','Maenad','Maenad Dance','Each creature within a 60-foot radius of the maenad who can see the maenad must must succeed on a DC 15 Wisdom saving throw or be affected as the spell confusion with a duration of 1 minute. At the end of each of its turns, an affected target can make a new saving throw. If it succeeds, this effect ends for that target. A creature that successfully saves is immune to that maenad\'s Maenad Dance for 24 hours. Creatures that are immune to being charmed are unaffected. Murderous Command. A creature within 30 feet the maenad can see must make a DC 15 Wisdom saving throw. On a failed save, on the affected creature\'s next turn they must make an Attack using a melee weapon attack or unarmed strike against its nearest ally. The affected creature must use its movement to move closer to its ally if it is not within reach. The affected creature attacks to the best of its ability using its most effective melee attack but does not use features with a limited number of uses. Creatures that are immune to being charmed are unaffected.','5e SRD','Action','D&D 5e',1),('maenad','Maenad','Melee 1','bite +13 (1d6+4 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('maenad','Maenad','Melee 2',' 2 claws +13 (1d4+4/19-20 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('maenad','Maenad','Multiattack','The maenad uses Maenad Dance. Then the maenad attacks twice, once with its bite and once with its claws.','5e SRD','Action','D&D 5e',1),('maenad','Maenad','Panacea (3/Day)','The maenad removes poisoned or one level of exhaustion from a creature it touches.','5e SRD','Action','D&D 5e',1),('maenad','Maenad','Poison (Ex)','Bite-injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('maenad','Maenad','z','Infectious Dance Any creature viewing a dancing maenad from within 60 feet of her must succeed at Mad Feast Poison a Paralysis save or be affected as if by confusion for 1 hour. For every four creatures affected by this ability, the maenad gains 1d10 hit points and her Charisma score increases by 1; these benefits end if the affected creatures break free of the dance.','aquilae','Special','OSR',1),('maenad','Maenad','zz','A maenad can conjure a supernatural feast. Creatures eating from this feast gain a +2 bonus to Strength and Constitution, 1d8 hit points, and a +4 bonus on fear saves for 12 hours. Creatures affected also suffer a -4 penalty on saving throws (this penalty does not apply on saves against fear), and find it more compelling to engage in debauchery, excess, and violence.','aquilae','Special','OSR',2),('maenad','Maenad','zzz','Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('maftetGuardian',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),('magmaDragon','Magma Dragon','unknown','unknown','d20web','Action','d20',1),('magmaMephit','Magma Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('magmaMephit','Magma Mephit','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('magmaMephit','Magma Mephit','Magma Form (Su)','','d20web','Special (Su)','d20',1),('magmaScorpion',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),('magmaScorpion',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),('magui','Magui','1/day each','commune with nature, divination, greater restoration','5e SRD','Special','D&D 5e',1),('magui','Magui','At will','control water, create or destroy water, fog cloud','5e SRD','Special','D&D 5e',1),('magui','Magui','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and the target is grappled (escape DC 19). Until the grapple ends, the target is restrained and the magüi can\'t bite another target.','5e SRD','Action','D&D 5e',1),('magui','Magui','Innate Spellcasting','The magüi\'s innate spellcasting ability is Wisdom (spell save DC 14). The magüi can innately cast the following spells, requiring no components:','5e SRD','Special','D&D 5e',1),('magui','Magui','Mother\'s Bane','Magüi are sacred creatures, and a living creature that attacks a magüi must make a DC 16 Constitution saving throw at the end of its turn or contract a disease, as the contagion spell (determine type of disease randomly). A creature that kills a magüi on its turn has disadvantage on this saving throw and also takes 8d6 necrotic damage, or half as much on a successful save. This curse has no effect on creatures with Intelligence of 3 or less, and creatures that cannot see the magüi have advantage on their saving throw.','5e SRD','Special','D&D 5e',1),('magui','Magui','Mother\'s Jar (1/Day)','The magüi can gift another creature it deems worthy one of its clay jars that represent the rising springs that give birth to the rivers. The jar can be used as a decanter of endless water for one week, and if the magüi chooses she use this ability to refill a jar that has run dry and extend its power for an additional week. Each day, up to 10 people can drink from the mother\'s jar and gain the benefit of eating a goodberry; a creature gains no benefit from drinking from the jar more than once in the same day.','5e SRD','Special','D&D 5e',1),('magui','Magui','Multiattack','The magüi makes one bite attack and one thrash attack. It cannot use both attacks against the same creature.','5e SRD','Action','D&D 5e',1),('magui','Magui','Rejuvenation','If it dies, the magüi returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('magui','Magui','Swallow','The magüi makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained and it has total cover against attacks and other effects outside the magüi. An magüi can only have one Medium or Large creature swallowed at a time. If the magüi takes 30 damage or more on a single turn from the swallowed creature, the magüi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the magüi. If the magüi 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),('magui','Magui','Thrash','Melee Weapon Attack: +9 to hit, reach 10 ft., up to three creatures within 10 ft. of each other. Hit: 12 (2d6 + 5) bludgeoning damage, and each creature must succeed on a DC 17 Strength saving throw or be Shoved 5 feet away and knocked prone.','5e SRD','Action','D&D 5e',1),('maharaja',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),('maharaja',NULL,'Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('makoShark','Mako Shark','bite','1 * bite (2d6)','OSE','Action','OSR',1),('makoShark','Mako Shark','Blood scent','Can detect blood in water up to 300\' away.','OSE','Special','OSR',1),('makoShark','Mako Shark','Blood scent; Feeding frenzy','See main entry.','OSE','Special','OSR',3),('makoShark','Mako Shark','Feeding frenzy','Triggered by the scent of blood: always attack; no morale checks.','OSE','Special','OSR',2),('makoShark','Mako Shark','Unpredictable','May ignore other creatures, only to attack moments later.','OSE','Special','OSR',4),('malarunk',NULL,'Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('malarunk',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),('maliadi',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),('malignantMouth','Malignant Mouth','Bite','Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit: 9 (2d8) slashing damage.','5e SRD','Action','D&D 5e',1),('malignantMouth','Malignant Mouth','Cackle (Recharge 5-6)','All creatures within a 30 ft.-radius from mouth have one of the following effects. Roll 1d6 separately for each target.','5e SRD','Action','D&D 5e',1),('malignantMouth','Malignant Mouth','Confusion','. Target must succeed on a DC 14 Wisdom saving throw or move in a random direction each turn, making a melee attack against the first target it encounters for 1d6 rounds.','5e SRD','Action','D&D 5e',1),('malignantMouth','Malignant Mouth','Cure Wounds','. The target is healed for 1d8+2 hit points.','5e SRD','Action','D&D 5e',1),('malignantMouth','Malignant Mouth','Fear','. Target must succeed on a DC 14 Wisdom saving throw or drop what it is holding and use its action and move to dash away from the mouth. The target can attempt a new saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('malignantMouth','Malignant Mouth','Focused Shout','Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 7 (2d6) force damage.','5e SRD','Action','D&D 5e',1),('malignantMouth','Malignant Mouth','Magic Resistance','The malignant mouth has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('malignantMouth','Malignant Mouth','Sleep','. If the target has less than 5d8 hit points, it falls asleep as per the sleep spell.','5e SRD','Action','D&D 5e',1),('malignantMouth','Malignant Mouth','Tongue Lash','. Ranged Weapon Attack: +8 to hit, range 10/20 ft., one creature. Hit: the target is pulled next to the malignant mouth, which can then make a bite attack against it with advantage.','5e SRD','Action','D&D 5e',1),('malignantMouth','Malignant Mouth','Vomit','. The target must succeed on a DC 14 Dexterity saving throw or be immobilized for 2d4 rounds. On a successful saving throw, the target moves at half speed for 1d4 rounds.','5e SRD','Action','D&D 5e',1),('mamlambo',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),('mamlambo',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),('mammon','Mammon','1/day each','fire ball, power word kill','5e SRD','Special','D&D 5e',1),('mammon','Mammon','3/day','wall of fire','5e SRD','Special','D&D 5e',1),('mammon','Mammon','At will','animate dead, cone of cold, detect evil and good, detect magic, detect thoughts, dispel magic, invisibility, magic circle, polymorph, teleport (self only), tongues, true seeing','5e SRD','Special','D&D 5e',1),('mammon','Mammon','Avalanche of Greed (recharge 5-6)','Mammon spills a wave of red-hot coins from his bag in a 30-foot cone. All creatures caught in the area must make a DC 21 Dexterity saving throw, suffering 45 (10d8) bludgeoning damage and 14 (4d6) fire damage on a failure, or half as much on a success.','5e SRD','Action','D&D 5e',1),('mammon','Mammon','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('mammon','Mammon','Fiendish Recovery (costs 2 actions)','Mammon recovers 50 hit points and ends one condition affecting him.','5e SRD','Legendary Action','D&D 5e',1),('mammon','Mammon','Innate Spellcasting','Mammon\'s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('mammon','Mammon','Insatiable Greed (costs 2 actions)','Mammon can instill his own wretched greed upon others by tossing a handful of his hellish coins into the midst of his enemies. Anyone within a 30-foot cube centered on Mammon must make a successful DC 24 Charisma saving throw or be overwhelmed with desire to possess his hellish coins, stopping at nothing to possess them, including slaying friend and family alike for their ownership.','5e SRD','Legendary Action','D&D 5e',1),('mammon','Mammon','Legendary Resistance (3/day)','If Mammon fails a saving throw, he can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('mammon','Mammon','Magic Resistance','Mammon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('mammon','Mammon','Magic Weapons','Mammon\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('mammon','Mammon','Multiattack','Mammon makes one Withering Touch attack and two Red-Hot Coin attacks.','5e SRD','Action','D&D 5e',1),('mammon','Mammon','One for You and Three for Me','Mammon makes a Red-Hot Coin attack.','5e SRD','Legendary Action','D&D 5e',1),('mammon','Mammon','Red-Hot Coin','Ranged Weapon Attack: +13 to hit, range 50/200 ft., one target. Hit: 13 (2d6 + 6) fire damage and the target must succeed on a DC 24 Wisdom saving throw or spend its next turn digging the coin out of its flesh. The creature is stunned until the end of its next turn, unable to do much else but chase down the burning coin. Digging the coin out causes 14 (4d6) slashing damage.','5e SRD','Action','D&D 5e',1),('mammon','Mammon','Regeneration','Mammon regains 10 hit points at the start of his turn. If Mammon takes damage from a silvered weapon, this trait doesn\'t function at the start of Mammon\'s next turn. Mammon is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('mammon','Mammon','Withering Touch','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage and the target must make a DC 22 Constitution saving throw. The target takes 36 (8d8) necrotic damage and has a random limb (see Random Withered Limb table below) rendered useless for 24 hours on a failure, or half as much damage and no withered body part on a successful save.','5e SRD','Action','D&D 5e',1),('mammon','Mammon','You Get Damned Coins, and You Get Damned Coins','Mammon recharges his Avalanche of Greed and uses it.','5e SRD','Legendary Action','D&D 5e',1),('mammoth','Mammoth','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),('mammoth','Mammoth','Gore','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('mammoth','Mammoth','Stomp','Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('mammoth','Mammoth','Trampling Charge','If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('mammothTurtle',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),('manananggal',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('manananggal',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),('mandragora',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),('mandragoraSwarm',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),('mandragoraSwarm',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),('mane','Mane','Amphibious','The mane can breathe air and water.','5e SRD','Special','D&D 5e',1),('mane','Mane','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed at a DC 13 Constitution saving throw or become paralyzed for one minute.','5e SRD','Action','D&D 5e',1),('mane','Mane','Pack Tactics','The mane has advantage on an attack roll against a target if at least one of the mane\'s allies is within five feet of the mane and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('mane','Mane','Slimy Skin','The stygian mane has advantage to escape from the grappled or restrained condition.','5e SRD','Special','D&D 5e',1),('manifestationOfDahak',NULL,'Acid','Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.','fan json','Trait','Pathfinder 2e',1),('manifestationOfDahak',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),('manifestationOfDahak',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),('manifestationOfDahak',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),('manifestationOfDahak',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),('manifestationOfDahak',NULL,'Poison','An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.','fan json','Trait','Pathfinder 2e',1),('mantaRay',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),('mantaRay',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),('mantari','Mantari','tail sting','3 (1d6)','d20web','Action','d20',1),('manticore','Manticore','2 claws','10 (2d4+5)','d20web','Action','d20',1),('manticore','Manticore','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),('manticore','Manticore','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('manticore','Manticore','bite','10 (1d8+5)','d20web','Action','d20',1),('manticore','Manticore','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('manticore','Manticore','claw','2 * claw (1d4), 1 * bite (2d4)','OSE','Action','OSR',1),('manticore','Manticore','Feat 1','Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('manticore','Manticore','Feat 2',' Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('manticore','Manticore','Feat 3',' Weapon Focus (spikes)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('manticore','Manticore','Melee 1','bite +10 (1d8+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('manticore','Manticore','Melee 2',' 2 claws +10 (2d4+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('manticore','Manticore','Multiattack','The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.','5e SRD','Action','D&D 5e',1),('manticore','Manticore','Ranged 1','4 spikes +8 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('manticore','Manticore','Spikes (Ex)','With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('manticore','Manticore','Tail Spike','Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('manticore','Manticore','tail spike','6 * tail spike (1d6)','OSE','Action','OSR',2),('manticore','Manticore','Tail Spike Regrowth','The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.','5e SRD','Special','D&D 5e',1),('manticore','Manticore','Tail spikes','180\' range. 24 in total; 2 regrow each day.','OSE','Special','OSR',1),('manticore','Manticore','Track and ambush','Follow humans and attack with tail spikes when they stop to rest.','OSE','Special','OSR',2),('manticore','Manticore','|Spikes','With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.','aquilae','Special','OSR',1),('manticorePaaridar',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),('manticorePaaridar',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),('manticorePaaridar',NULL,'Paaridar','A paaridar is a humanoid who has gained physical aspects and abilities of a powerful beast through corrupted magical rituals.','fan json','Trait','Pathfinder 2e',1),('marbleSnake','Marble Snake','bite','6 (1d6+6)','d20web','Action','d20',1),('marid','Marid','1/day','persistent image (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('marid','Marid','1/day each','conjure elemental (water elemental only), gaseous form, invisibility, major image, plane shift Riptide. If a creature is more than 10 feet away from the marid and it hits the marid with an attack, it must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet closer to the marid.','5e SRD','Special','D&D 5e',1),('marid','Marid','1/year-grant 1','wish (to nongenies only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('marid','Marid','3/day','see invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('marid','Marid','3/day each','control water, tongues, water walk, water breathing','5e SRD','Special','D&D 5e',1),('marid','Marid','5/day','control water, gaseous form, obscuring mist, water breathing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('marid','Marid','Amphibious','The marid can breathe air and water.','5e SRD','Special','D&D 5e',1),('marid','Marid','At will','create or destroy water, detect evil and good, detect magic, speak with animals (water-based creatures only)','5e SRD','Special','D&D 5e',1),('marid','Marid','At will','create water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink (liquids only), quench','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('marid','Marid','Constant','detect evil, detect good, detect magic, water walk','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('marid','Marid','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),('marid','Marid','Elemental Demise','If the marid dies, it disintegrates into a spray of bubbles and water, leaving behind only equipment the marid was wearing or carrying.','5e SRD','Special','D&D 5e',1),('marid','Marid','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('marid','Marid','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('marid','Marid','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('marid','Marid','Feat 4',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('marid','Marid','Feat 5',' Improved InitiativeB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('marid','Marid','Feat 6',' Improved Natural Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('marid','Marid','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('marid','Marid','Frigid Aura','At the start of each of the marid\'s turns, each creature within 10 feet of it takes 7 (2d6) cold damage. A creature that touches the marid or hits it with a melee attack while within 10 feet of it takes 7 (2d6) cold damage. A creature must succeed on a DC 17 Constitution saving throw each minute it spends in the aura or gain one level of exhaustion.','5e SRD','Special','D&D 5e',1),('marid','Marid','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),('marid','Marid','Innate Spellcasting','The marid\'s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('marid','Marid','Melee 1','2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('marid','Marid','Multiattack','The marid makes one Scimitar attack and one Water Whip attack.','5e SRD','Action','D&D 5e',1),('marid','Marid','Scimitar','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 10 (3d6) cold damage.','5e SRD','Action','D&D 5e',1),('marid','Marid','Vortex (Su)','A marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability, save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('marid','Marid','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),('marid','Marid','Water Mastery (Ex)','A marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the marid is touching the ground, the marid takes a -4 penalty on attack and damage rolls.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('marid','Marid','Water Whip','Melee Weapon Attack: +12 to hit, reach 25 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet toward the marid.','5e SRD','Action','D&D 5e',1),('marid','Marid','Water\'s Fury (Su)','As a standard action, a marid can release a jet of water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC 20 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('marid','Marid','Whirlpool','(recharge 5-6)Water swirls rapidly around the marid. Each creature within 20 feet of the marid must make a DC 17 Dexterity saving throw. On a failure, a creature takes 56 (16d6) cold damage and is knocked prone. On a success, a creature takes half the damage and isn\'t knocked prone.','5e SRD','Action','D&D 5e',1),('marid','Marid','|Change Shape','Twice per day, a Marid may change its appearance to that of any of the following: Water Elemental, Humanoid, or Giant.','aquilae','Special','OSR',1),('marid','Marid','|Change Shape','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),('marid','Marid','|Change Shape','Vortex This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and cannot leave the water. It\'s a Breath save to avoid being caught by the vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 4d6 points of damage per round.','aquilae','Special','OSR',3),('marid','Marid','|Change Shape','Water Mastery A marid gains +4 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental suffers dis+4 bonus on attack and damage rolls.','aquilae','Special','OSR',4),('marid','Marid','|Change Shape','Water\'s Fury As a standard action, a marid can release a jet of water in a 60-foot line that deals 2d6 bludgeoning damage and blinds the target struck for 1d6 rounds. A Breath save reduces the damage by half and negates the blinding effect.','aquilae','Special','OSR',5),('marilith','Marilith','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),('marilith','Marilith','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),('marilith','Marilith','Longsword','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('marilith','Marilith','Magic Resistance','The marilith has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('marilith','Marilith','Magic Weapons','The marilith\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('marilith','Marilith','Multiattack','The marilith makes seven attacks: six with its longswords and one with its tail.','5e SRD','Action','D&D 5e',1),('marilith','Marilith','Parry','The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.','5e SRD','Action','D&D 5e',1),('marilith','Marilith','Reactive','The marilith can take one reaction on every turn in a combat.','5e SRD','Special','D&D 5e',1),('marilith','Marilith','Tail','Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can\'t make tail attacks against other targets.','5e SRD','Action','D&D 5e',1),('marilith','Marilith','Teleport','The marilith 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),('marilith','Marilith','|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),('marilith','Marilith','|Constrict','Crushing Coils A creature that takes damage from a marilith\'s constrict attack must succeed on a Death save or lose consciousness for 1d8 rounds.','aquilae','Special','OSR',2),('marilith','Marilith','|Constrict','Infuse Weapon Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).','aquilae','Special','OSR',3),('marilith','Marilith','|Constrict','Multiweapon Mastery A marilith never takes penalties to her attack roll when fighting with multiple weapons.','aquilae','Special','OSR',4),('marilith','Marilith','|Constrict','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),('marilith','Marilith','|Constrict','True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',6),('mariLwyd',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('marrmora',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('marrmora',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),('marshGiant','Marsh Giant','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),('marshGiant','Marsh Giant','gaff','16/+11 (2d6+12) or 2 slams +16 (1d6+8)','d20web','Action','d20',1),('marshGiant','Marsh Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('marshGiant','Marsh 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),('marshGiant','Marsh 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),('marshGiant','Marsh 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),('marshGiant','Marsh 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),('marut',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),('marut',NULL,'Inevitable','These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage.','fan json','Trait','Pathfinder 2e',1),('marut',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),('mastiffOfTindalos',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('mastiffOfTindalos',NULL,'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),('mastiffOfTindalos',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),('mastodon','Mastodon','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),('mastodon','Mastodon','Charge','In first round of combat, when not in melee. Requires a clear run of at least 20 yards. Tusks inflict double damage.','OSE','Special','OSR',1),('mastodon','Mastodon','Feat 1','Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mastodon','Mastodon','Feat 2',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mastodon','Mastodon','Feat 3',' Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mastodon','Mastodon','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mastodon','Mastodon','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mastodon','Mastodon','Feat 6',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mastodon','Mastodon','Feat 7',' Weapon Focus (gore)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mastodon','Mastodon','Gore','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.','5e SRD','Action','D&D 5e',1),('mastodon','Mastodon','Ivory','2d4 * 100gp per tusk.','OSE','Special','OSR',3),('mastodon','Mastodon','Keen Smell','The mastodon has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('mastodon','Mastodon','Melee 1','gore +21 (2d8+12)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mastodon','Mastodon','Melee 2',' slam +20 (2d6+12)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mastodon','Mastodon','Stomp','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 48 (6d12 + 9) bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the mammoth\'s next turn.','5e SRD','Action','D&D 5e',1),('mastodon','Mastodon','trample','2 * tusk (2d6) or 1 * trample (4d8)','OSE','Action','OSR',1),('mastodon','Mastodon','Trample','3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.','OSE','Special','OSR',2),('mastodon','Mastodon','Trampling Charge','If the mastodon moves at least 20 feet straight towards a creature and then hits with a gore attack on the same turn, that creature must succeed on a DC 19 Strength check or be knocked prone. If the target is prone, the mastodon can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('masu',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),('mazacoatl','Mazacoatl','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('mazacoatl','Mazacoatl','Gore','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('mazacoatl','Mazacoatl','Inhale','The mazacoatl takes in a breath pulling all creatures within 40 feet towards it that fail a DC 12 Strength saving throw. Creatures that fail the save are moved towards the mazacoatl by 30 feet and are knocked prone. If the target is prone and within reach of the mazacoatl\'s bite attack, the mazacoatl can make one bite attack against it as a bonus action.','5e SRD','Action','D&D 5e',1),('mazacoatl','Mazacoatl','Reactive Strike','If a creature that is within reach of the mazacoatl\'s bite or gore attack stands from a prone position, the mazacoatl may make a bite or gore attack against that target as appropriate.','5e SRD','Reaction','D&D 5e',1),('meatGuardian',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),('meatGuardian',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),('meatGuardian',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),('meatGuardian',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),('mechanicalCarny',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),('mechanicalCarny',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),('mechanicalLaborer',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),('mechanicalLaborer',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),('mechanicalLaborer',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),('medium','Medium','dagger','1 * dagger (1d4) or 1 * spell','OSE','Action','OSR',1),('medium','Medium','Master','50% of groups are led by a magic-user of 3rd level. The master has two 1st level spells and one 2nd level spell. (Choose or select at random.)','OSE','Special','OSR',2),('medium','Medium','Spells','Each individual has one 1st level arcane spell memorized. (Choose or select at random.)','OSE','Special','OSR',1),('medusa','Medusa','All-Around Vision','','d20web','Special (Ex)','d20',1),('medusa','Medusa','All-Around Vision (Ex)','A medusa\'s snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('medusa','Medusa','Averting eyes','-4 penalty to-hit; the medusa gains a +2 bonus to attack.','OSE','Special','OSR',3),('medusa','Medusa','Disguise','Use hooded cloaks to lure victims close before revealing their true form.','OSE','Special','OSR',1),('medusa','Medusa','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('medusa','Medusa','Feat 2',' Point-Blank Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('medusa','Medusa','Feat 3',' Precise Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('medusa','Medusa','Feat 4',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('medusa','Medusa','Greatsword','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('medusa','Medusa','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),('medusa','Medusa','Longbow','Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 13 (3d8) poison damage.','5e SRD','Action','D&D 5e',1),('medusa','Medusa','Magic Resistance','The greater medusa has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('medusa','Medusa','Magic resistance','+2 bonus to saves versus spells.','OSE','Special','OSR',6),('medusa','Medusa','Magic Weapons','The greater medusa\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('medusa','Medusa','Melee 1','dagger +10/+5 (1d4/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('medusa','Medusa','Melee 2',' snake bite +5 (1d4 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('medusa','Medusa','Mirrors','The reflection of a medusa is harmless. If a medusa sees her own reflection, she must save or be petrified.','OSE','Special','OSR',4),('medusa','Medusa','Multiattack','The medusa makes either three melee attacks - one with its snake hair and two with its greatsword - or two ranged attacks with its longbow','5e SRD','Action','D&D 5e',1),('medusa','Medusa','Petrification','Anyone who looks at an undisguised medusa will be turned to stone (save versus petrify).','OSE','Special','OSR',2),('medusa','Medusa','Petrifying Gaze','When a creature that can see the greater medusa\'s eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 17 Constitution saving throw if the medusa isn\'t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. 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 medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the greater medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.','5e SRD','Special','D&D 5e',1),('medusa','Medusa','Petrifying Gaze (Su)','Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('medusa','Medusa','Poison','','d20web','Special (Ex)','d20',1),('medusa','Medusa','Poison','The snakes\' bites are venomous: save versus poison or die in 1 turn.','OSE','Special','OSR',5),('medusa','Medusa','Poison (Ex)','Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('medusa','Medusa','Ranged 1','mwk longbow +11/+6 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('medusa','Medusa','Snake Hair','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 18 (4d8) poison damage.','5e SRD','Action','D&D 5e',1),('medusa','Medusa','snakebites','1 * snakebites (1d6 + poison)','OSE','Action','OSR',1),('medusa','Medusa','|Petrifying Gaze|Poison','Turn to stone permanently, range 30 feet, one target, Paralysis save negates.','aquilae','Special','OSR',1),('medusa','Medusa','|Petrifying Gaze|Poison','Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 2 consecutive saves.','aquilae','Special','OSR',2),('megalania',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),('megalictis',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),('megaloceros',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),('megalodon','Megalodon','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),('megalodon','Megalodon','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),('megalodon','Megalodon','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('megalodon','Megalodon','Feat 2',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('megalodon','Megalodon','Feat 3',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('megalodon','Megalodon','Feat 4',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('megalodon','Megalodon','Feat 5',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('megalodon','Megalodon','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('megalodon','Megalodon','Feat 7',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('megalodon','Megalodon','Feat 8',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('megalodon','Megalodon','Melee 1','bite +17 (4d10+15/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('megapede','Megapede','Acid Spray (Recharge 6)','The megapede spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('megapede','Megapede','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the megapede has advantage on attacks against the grappled target, and it can\'t make bite attacks against another target.','5e SRD','Action','D&D 5e',1),('megapede','Megapede','Consume Metal','The megapede consumes one unattended Medium or smaller metal object or attempts to consume a metal object worn or held by the creature it is grappling. The grappled creature must succeed on a DC 13 Strength saving throw or the object is consumed. If the object is a magic item, the creature has advantage on the saving throw. Magic items consumed by the megapede stay intact in its stomach for 1d4 hours before they are destroyed.','5e SRD','Action','D&D 5e',1),('megapede','Megapede','Metal Sense','The megapede can sense any metal within 600 feet of it. It knows the direction to the metal and can identify the specific type of metal within the area.','5e SRD','Special','D&D 5e',1),('megapede','Megapede','Multiattack','The megapede makes one stinger attack and one bite attack. It can use its Consume Metal in place of its bite attack.','5e SRD','Action','D&D 5e',1),('megapede','Megapede','Stinger','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or become poisoned for 1 minute.','5e SRD','Action','D&D 5e',1),('megaprimatus',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),('megatherium','Megatherium','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),('megatherium','Megatherium','Claw','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and as a bonus action the megatherium can make a Strength (Athletics) check to Shove the target. It can choose to pull a target 5 feet towards itself on a successful check.','5e SRD','Action','D&D 5e',1),('megatherium','Megatherium','Forester','The sloth has advantage on Dexterity (Stealth) checks in forest terrain and its movement is not slowed by trees or undergrowth in forest terrain. Magically manipulated terrain can impede its movement.','5e SRD','Special','D&D 5e',1),('megatherium','Megatherium','Keen Senses','The megatherium has advantage on Wisdom (Perception) checks.','5e SRD','Special','D&D 5e',1),('megatherium','Megatherium','Multiattack','The megatherium makes two claw attacks.','5e SRD','Action','D&D 5e',1),('megatherium','Megatherium','Rending Claws','If the megatherium strikes one creature with two claw attacks in the same round, it deals an additional 7 (2d8) slashing damage to that target.','5e SRD','Action','D&D 5e',1),('meiJiaoShou','Mei Jiao Shou','Earth-Shaking Thump (Recharge 5-6)','The mei jiao shou rears up and lands heavily, kicking up a shower of debris and rattling and cracking the ground. Each creature in contact with the ground within 30 feet of the mei jiao shou must make a DC 16 Dexterity saving throw. On a failure, a creature takes 22 (4d10) bludgeoning damage and is forced&nbsp;prone. On a success, a creature takes half the damage and isn\'t forced&nbsp;prone. The area then becomes difficult terrain.','5e SRD','Action','D&D 5e',1),('meiJiaoShou','Mei Jiao Shou','Head Bash','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('meiJiaoShou','Mei Jiao Shou','Stomp','Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 28 (4d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('meiJiaoShou','Mei Jiao Shou','Trampling Charge','If the mei jiao shou moves at least 20 feet straight toward a creature and then hits it with a head bash attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be&nbsp;forced prone. If the target is prone, the mei jiao shou can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('meladaemon',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),('meladaemon',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),('melfeshMonster',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('melianse',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),('melianse',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('melixie',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('melixie',NULL,'Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('melodicSqualls',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),('melodicSqualls',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),('melodyOnTheWind',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),('melodyOnTheWind',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),('mengkare',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),('mengkare',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),('mercane','Mercane','mwk Large falchion','8/+3 (2d6+3/18-20)','d20web','Action','d20',1),('mercane','Mercane','|Secret Chest|Telepathy','A mercane can retrieve or hide an extradimensional storage chest, as the secret chest spell (caster level 5th). The mercane does not need an expensive replica chest to use this ability; any chest will do. It can only use this ability on one chest at a time.','aquilae','Special','OSR',1),('mercane','Mercane','|Secret Chest|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),('merchant','Merchant','Caravan guards','For every merchant, 4 guards are present (1st level fighters). AC 4 [15], with crossbows, swords, daggers.','OSE','Special','OSR',4),('merchant','Merchant','Guard captain','Guards are led by a 5th level fighter. AC 4 [15]. Equipped as guards.','OSE','Special','OSR',6),('merchant','Merchant','Guard lieutenants','For every 5 merchants, 2 lieutenants are present (2nd-3rd level fighters). AC 4 [15]. Equipped as guards.','OSE','Special','OSR',5),('merchant','Merchant','Mounted','On horse, camel, or mule (by terrain).','OSE','Special','OSR',2),('merchant','Merchant','Pack animals','1d12 extra horses, mules, or camels.','OSE','Special','OSR',7),('merchant','Merchant','Treasure','Should be reduced, if less than 10 merchants are in the group.','OSE','Special','OSR',8),('merchant','Merchant','Wagons','2 per merchant. Pulled by horses, mules, or camels (by terrain).','OSE','Special','OSR',3),('merchant','Merchant','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('merchant','Merchant','Weapons','Sword and dagger.','OSE','Special','OSR',1),('merfolk','Merfolk','Amphibious','The merfolk can breathe air and water.','5e SRD','Special','D&D 5e',1),('merfolk','Merfolk','Aquatic Telepathy','The merfolk can communicate with aquatic beasts within 100 feet using telepathy. The merfolk can comprehend and verbally communicate with aquatic beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.','5e SRD','Special','D&D 5e',1),('merfolk','Merfolk','At will','animal friendship, dominate beast (aquatic beasts only), hold monster (aquatic beasts only), message, sending (only through water)','5e SRD','Special','D&D 5e',1),('merfolk','Merfolk','Eel Strike','When the merfolk takes the Disengage action, it may make a single weapon attack as a bonus action at any time during its turn.','5e SRD','Special','D&D 5e',1),('merfolk','Merfolk','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('merfolk','Merfolk','Innate Spellcasting','The merfolk\'s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components.','5e SRD','Special','D&D 5e',1),('merfolk','Merfolk','Melee 1','trident +2 (1d8+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('merfolk','Merfolk','Multiattack','The merfolk makes two spear attacks.','5e SRD','Action','D&D 5e',1),('merfolk','Merfolk','Ranged 1','heavy crossbow +2 (1d10/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('merfolk','Merfolk','Share Breath','The merfolk touches one creature, and that creatures magically gains the Amphibious feature for 10 minutes.','5e SRD','Action','D&D 5e',1),('merfolk','Merfolk','Spear','Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('merfolk','Merfolk','trident','2 (1d8+1)','d20web','Action','d20',1),('merfolkWarrior',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),('merfolkWarrior',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),('merfolkWarrior',NULL,'Merfolk','These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.','fan json','Trait','Pathfinder 2e',1),('merfolkWavecaller',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),('merfolkWavecaller',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),('merfolkWavecaller',NULL,'Merfolk','These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.','fan json','Trait','Pathfinder 2e',1),('merman','Merman','Guardians','Use trained sea creatures or monsters to guard their homes.','OSE','Special','OSR',4),('merman','Merman','Leaders','For every 10 in a group, there is a 2HD leader. For every 50, there is a 4HD leader (saves: D10 W11 P12 B13 S14 (4)).','OSE','Special','OSR',2),('merman','Merman','Underwater villages','Home to 1d3 * 100 individuals.','OSE','Special','OSR',3),('merman','Merman','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('merman','Merman','Weapons','Spears, tridents, or daggers.','OSE','Special','OSR',1),('merrow','Merrow','Amphibious','The merrow can breathe air and water.','5e SRD','Special','D&D 5e',1),('merrow','Merrow','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),('merrow','Merrow','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('merrow','Merrow','Harpoon','Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4 piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.','5e SRD','Action','D&D 5e',1),('merrow','Merrow','Multiattack','The merrow makes two attacks: one with its bite and one with its claws or harpoon.','5e SRD','Action','D&D 5e',1),('mezlan',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),('mezzalorn','Mezzalorn','1/day','hypnotic pattern','5e SRD','Special','D&D 5e',1),('mezzalorn','Mezzalorn','3/day each','bane, blight','5e SRD','Special','D&D 5e',1),('mezzalorn','Mezzalorn','At will','spiritual weapon, teleport (self only)','5e SRD','Special','D&D 5e',1),('mezzalorn','Mezzalorn','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('mezzalorn','Mezzalorn','Innate Spellcasting','The mezzalorn demon\'s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('mezzalorn','Mezzalorn','Magic Resistance','The mezzalorn demon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('mezzalorn','Mezzalorn','Multiattack','The mezzalorn makes one Sting attack and one Claw attack.','5e SRD','Action','D&D 5e',1),('mezzalorn','Mezzalorn','Pheromones','When reduced to half or less of its maximum hit points, the mezzalorn releases a cloud of pheromones that excite the natural aggression of its kind, granting advantage on all attack rolls to any mezzalorn within 50 feet.','5e SRD','Special','D&D 5e',1),('mezzalorn','Mezzalorn','Sting','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and the target must succeed at a DC 15 Constitution saving throw or suffer an additional 9 (2d8) poison damage and be poisoned for one hour.','5e SRD','Action','D&D 5e',1),('mi-Go','Mi-Go','2 claws','15 (1d6+4 plus','d20web','Action','d20',1),('mi-Go','Mi-Go','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 7 (1d8 + 3) piercing damage and the target is grappled (escape DC 13).','5e SRD','Action','D&D 5e',1),('mi-Go','Mi-Go','Deceptive','A mi-go is a master of deception. It has advantage on Deception and Disguise checks.','5e SRD','Special','D&D 5e',1),('mi-Go','Mi-Go','Deceptive','','d20web','Special (Ex)','d20',1),('mi-Go','Mi-Go','Deceptive (Ex)','A mi-go is a master of deception. It gains a +4 racial bonus on Bluff and Disguise checks. Bluff and Disguise are always class skills for a mi-go.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mi-Go','Mi-Go','Evisceration','','d20web','Special (Ex)','d20',1),('mi-Go','Mi-Go','Evisceration (1/turn)','A mi-goï¿1/2s claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful Strength (Athletics) check to grapple a target, or hits a grappled, restrained, or incapacitated target, it deals 13 (4d6) slashing damage in addition to any other effects.','5e SRD','Special','D&D 5e',1),('mi-Go','Mi-Go','Evisceration (Ex)','A mi-go\'s claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful grapple check, in addition to any other effects caused by a successful grapple, it deals sneak attack damage to the victim. A creature that takes this damage must succeed at a DC 18 Fortitude save or take 1d4 points of ability damage from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mi-Go','Mi-Go','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mi-Go','Mi-Go','Feat 2',' Deceitful','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mi-Go','Mi-Go','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mi-Go','Mi-Go','Feat 4',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mi-Go','Mi-Go','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('mi-Go','Mi-Go','Item Creation','','d20web','Special (Ex)','d20',1),('mi-Go','Mi-Go','Item Creation (Ex)','A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. This ability allows a mi-go to ignore all of the Item Creation feat requirements and spellcasting requirements for creating a magic item; the resulting item is always mi-go technology. A mi-go can use the Heal skill to craft mi-go technology. When a mi-go uses this ability to craft an item, it must use a larger amount of strange ingredients and expendable resources-this effectively doubles the gp cost to create the item.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mi-Go','Mi-Go','Lesser Starflight (Su)','','d20web','Special (Su)','d20',1),('mi-Go','Mi-Go','Madness (Su)','','d20web','Special (Su)','d20',1),('mi-Go','Mi-Go','Marro Bonegun (Tech-Magic)','Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.','5e SRD','Action','D&D 5e',1),('mi-Go','Mi-Go','Melee 1','4 claws +10 (1d4+3 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mi-Go','Mi-Go','Multiattack','The mi-go makes four claw attacks.','5e SRD','Action','D&D 5e',1),('mi-Go','Mi-Go','Sneak Attack','','d20web','Special (Ex)','d20',1),('mi-Go','Mi-Go','Starflight','A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GMï¿1/2s discretion) ï¿1/2 provided the mi-go knows the way to its destination.','5e SRD','Special','D&D 5e',1),('mi-Go','Mi-Go','Starflight (Su)','A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GM\'s discretion)-provided the mi-go knows the way to its destination.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mi-Go','Mi-Go','Tech-Magic','A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. Each encountered mi-go will have some type of special equipment. Unlike other technological weapons mi-go tech-magic items are biological in nature and require a Wisdom (Medicine) check to figure out (see Alien Technology in Chapter 9 of the Official 5th Edition Guide for Game Masters)','5e SRD','Special','D&D 5e',1),('mi-Go','Mi-Go','|Deadly Embrace','A mihstu that hits an opponent successfully two rounds in a row with melee attacks completely surrounds that creature and inflicts 1d6 points of Constitution damage every round as it siphons away blood, tears, and other vital fluids. It may continue to do this each round, and still attack other creatures with its tentacles.','aquilae','Special','OSR',1),('mi-Go','Mi-Go','|Deadly Embrace','Evisceration When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a bit of flesh or a part of an internal organ as a swift action, causing the victim to suffer 1d4 points of Dexterity, Constitution, or Strength damage (eremite overlord\'s choice). The victim can resist this effect with a Death save.','aquilae','Special','OSR',2),('mi-Go','Mi-Go','|Deadly Embrace','Gaseous Item Creation A mihstu can pass through small holes, even cracks, without reducing its speed.','aquilae','Special','OSR',3),('mi-Go','Mi-Go','|Deadly Embrace','Starflight In outer space, this creature can survive in the void and fly at incredible speed. 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),('mi-Go','Mi-Go','|Deadly Embrace','Susceptible to Cold Magical cold stuns a mihstu rather than damaging it. If the creature fails its save against a magical cold effect, it is stunned for Wind Defense The churning winds of a mihstu\'s body automatically deflect nonmagical projectiles (such as arrows, bolts, and sling stones). All other ranged weapons (including magical projectiles and thrown weapons) have a 20% miss chance. Weapons of significant 245 size, such as giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected by this ability.','aquilae','Special','OSR',5),('mi-Go','Mi-Go','|Deadly Embrace','A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. This ability allows a mi-go to ignore any item creation requirements and spellcasting requirements for creating a magic item; the resulting item is always mi-go technology. A mi-go can use the Medicine skill to craft mi-go technology. When a mi-go uses this ability to craft an item, it must use a larger amount of strange ingredients and expendable resources—this effectively doubles the gp cost to create the item.','aquilae','Special','OSR',6),('millindemalion',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('mimic','Mimic','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('minchgorm',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),('minchgorm',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('minchgorm',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),('ministerOfTumult',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),('ministerOfTumult',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('minognos-Ushad',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),('minotaur','Minotaur','Aggressive','Attack same size or smaller creatures on sight. Pursue until the victims are out of sight.','OSE','Special','OSR',2),('minotaur','Minotaur','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('minotaur','Minotaur','Feat 2',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('minotaur','Minotaur','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('minotaur','Minotaur','Gore','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('minotaur','Minotaur','gore','1 * gore (1d6), 1 * bite','OSE','Action','OSR',1),('minotaur','Minotaur','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),('minotaur','Minotaur','Labyrinthine Recall','The minotaur can perfectly recall any path it has traveled.','5e SRD','Special','D&D 5e',1),('minotaur','Minotaur','Melee 1','greataxe +9/+4 (3d6+6/&times;3) and gore +4 (1d6+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('minotaur','Minotaur','Natural Cunning','','d20web','Special (Ex)','d20',1),('minotaur','Minotaur','Natural Cunning (Ex)','Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('minotaur','Minotaur','Reckless','At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.','5e SRD','Special','D&D 5e',1),('minotaur','Minotaur','Stomp','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('minotaur','Minotaur','Trampling Charge','If the minotaur moves at least 20 feet straight toward a creature and then hits it with a gore 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 minotaur can make one stomp attack against it as a bonus action','5e SRD','Special','D&D 5e',1),('minotaur','Minotaur','weapon','1 * weapon (1d6 + 2 or by weapon + 2)','OSE','Action','OSR',2),('minotaur','Minotaur','Weapons','Prefer axes, clubs, or spears.','OSE','Special','OSR',1),('minotaur','Minotaur','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),('miserySiktempora',NULL,'Siktempora','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('miserySiktempora',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),('mistStalker',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),('mistStalker',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),('mistStalker',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),('mitflit',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('mitflit',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('mithralGolem',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),('mithralGolem',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),('mithralGolem',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),('mixCouatl',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),('mixCouatl',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),('mngwa','Mngwa','At will','chameleon stride, pass without trace','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mngwa','Mngwa','bite','15 (2d6+7 plus','d20web','Action','d20',1),('mngwa','Mngwa','Constant','feather step','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mngwa','Mngwa','Creature of the Night (Su)','A mngwa exists only at night, appearing at sunset and fading away at sunrise. It receives the benefit of a heal spell (CL 15th) each night when it reappears. A mngwa\'s connection to darkness is so strong that it has sunlight powerlessness even within the effects of a daylight spell. However, a daylight spell that affects a mngwa loses 10 minutes of duration for each round it affects a mngwa in this way.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mngwa','Mngwa','Focus of Hate (Su)','A mngwa comes into being to punish a hated creature or group of creatures, and survives only as long as its focus of hate exists. The mngwa fades away permanently if its focus of hate dies (or if all members of the group die). A mngwa knows the direction and general distance to its focus of hate (or the nearest member in the case of a group). This sense can be blocked by any effect that blocks scrying. While its focus of hate exists, a mngwa destroyed through violence fades away and reappears fully restored in 1d4+1 days. The only way to permanently destroy a mngwa is to appease the spirits responsible for its creation-typically by killing its focus of hate or redressing the wrong that angered the spirits.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mngwa','Mngwa','Jungle Stealth','','d20web','Special (Ex)','d20',1),('mngwa','Mngwa','Jungle Stealth (Ex)','A mngwa in forest terrain can move at full speed using the Stealth skill without penalty.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mngwa','Mngwa','Keen Smell','The mngwa has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('mngwa','Mngwa','Murderous Claws','','d20web','Special (Ex)','d20',1),('mngwa','Mngwa','Murderous Claws (Ex)','A mngwa deals an additional 1d6 points of bleed damage with its claw and rake attacks, and each subsequent successful claw and rake attack increases the amount of bleed damage by 1 (up to a maximum of 1d6+7 points of bleed damage). A successful DC 20 Heal check or the application of any magical healing stops the bleeding.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mngwa','Mngwa','Pack Tactics','The mngwa has advantage on attack rolls against a creature if at least one of the mngwa\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('mobogo','Mobogo','2 slams','20 (1d8+9) or tongue +20 (1d6+9 plus','d20web','Action','d20',1),('mobogo','Mobogo','3/day','control water, fog cloud, gust of wind (DC 15), plant growth, quench (DC 16), soften earth and stone (DC 15)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mobogo','Mobogo','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),('mobogo','Mobogo','At will','charm animal (DC 14), create water, sound burst (DC 15)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mobogo','Mobogo','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),('mobogo','Mobogo','bite','20 (2d6+9)','d20web','Action','d20',1),('mobogo','Mobogo','Constant','pass without trace, speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mobogo','Mobogo','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mobogo','Mobogo','Feat 2',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mobogo','Mobogo','Feat 3',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mobogo','Mobogo','Feat 4',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mobogo','Mobogo','Feat 5',' Improved Overrun','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mobogo','Mobogo','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mobogo','Mobogo','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mobogo','Mobogo','Melee 1','bite +20 (2d6+9)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mobogo','Mobogo','Melee 2',' 2 slams +20 (1d8+9) ortongue +20 (1d6+9 plus grab and pull)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mobogo','Mobogo','Swamp Stride (Ex)','A mobogo can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects it normally.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mobogo','Mobogo','Tongue','','d20web','Special (Ex)','d20',1),('mobogo','Mobogo','Tongue (Ex)','A mobogo\'s tongue is a primary attack with reach equal to three times the mobogo\'s normal reach (45 feet for a typical mobogo). A mobogo does not gain the grappled condition when using its tongue to grapple a foe.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mobogo','Mobogo','Vile Croak (Su)','As a standard action once every 1d4 rounds, a mobogo can unleash a thunderous croak. Any non-boggard or non-mobogo within 50 feet of the mobogo must make a DC 19 Will save or become staggered for 1d4 rounds. Once a creature makes its saving throw against a particular mobogo\'s vile croak, it is immune to that mobogo\'s croak for 24 hours. Any boggards or mobogos within the area of a mobogo\'s vile croak gains a +2 morale bonus on attack rolls and saving throws against fear effects for 1 round. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mobogo','Mobogo','|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',1),('mobogo','Mobogo','|Regeneration','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),('mobogo','Mobogo','|Regeneration','Swamp Stride A mobogo can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects it normally.','aquilae','Special','OSR',3),('mobogo','Mobogo','|Regeneration','Vile Croak Once every 1d4 rounds, a mobogo can unleash a thunderous croak. Any non-boggard or non-mobogo within 50 feet of the mobogo must make a Paralysis save or become staggered for 1d4 rounds. Once a creature makes its saving throw against a particular mobogo\'s vile croak, it is immune to that mobogo\'s croak for 24 hours. Any boggards or mobogos within the area of a mobogo\'s vile croak gains a +2 morale bonus on attack rolls and saving throws against fear effects for 1 round.','aquilae','Special','OSR',4),('mogaru','Mogaru','Absorb Energy','Mogaru can choose one of the types of damage it is resistant to (except bludgeoning, piercing, and slashing damage from non-magical attacks) and choose to instead be immune to it. This immunity lasts until the end of Mogaru\'s next turn.','5e SRD','Action','D&D 5e',1),('mogaru','Mogaru','Amphibious','Mogaru breathes air and water.','5e SRD','Special','D&D 5e',1),('mogaru','Mogaru','Bite','Melee Weapon Attack: +19 to hit, 60 ft. reach, all targets in a 10-foot cube. Hit: 75 (10d12 + 10) piercing damage.','5e SRD','Action','D&D 5e',1),('mogaru','Mogaru','Breath Weapon (Recharge 5-6)','Mogaru exhales energy either in a 60-foot cone or a 120-foot line that is 20 feet wide. Each creature in that affected area must make a DC 27 Dexterity saving throw, taking 45 (10d8) fire damage plus 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Creatures reduced to 0 hit points by this breath weapon are disintegrated as per the disintegrate spell. A Gargantuan creature that is grappling or restraining Mogaru has disadvantage on its saving throw against his breath weapon.','5e SRD','Action','D&D 5e',1),('mogaru','Mogaru','Energy Bolts','Ranged Weapon Attack: +14 to hit, 120 ft./480 ft. range, four targets. Hit: 31 (7d8) fire damage plus 31 (7d8) force damage.','5e SRD','Action','D&D 5e',1),('mogaru','Mogaru','Frightening Aura','All creatures within 60 feet of Mogaru must succeed a DC 26 Wisdom saving throw or become frightened of Mogaru. A frightened creature can attempt a saving throw at the end of each of its turns to end the condition. Creatures successfully saving are immune to this ability for 1 hour.','5e SRD','Action','D&D 5e',1),('mogaru','Mogaru','Kaiju Sense','Mogaru knows the location of the closest Gargantuan monster.','5e SRD','Special','D&D 5e',1),('mogaru','Mogaru','Legendary Resistance (3/Day)','If Mogaru fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('mogaru','Mogaru','Massive Size','Mogaru occupies a space of 120 feet by 120 feet instead of the space a Gargantuan creature would normally occupy. He cannot be grappled, restrained, stunned, knocked prone, or Shoved by creatures smaller than Gargantuan size.','5e SRD','Special','D&D 5e',1),('mogaru','Mogaru','Multiattack','Mogaru makes one bite attack or one stomp attack and two tail attacks.','5e SRD','Action','D&D 5e',1),('mogaru','Mogaru','Power Battery','When Mogaru takes (or would take, if he were not immune to it) acid, cold, fire, lightning, or thunder damage, he absorbs some of that energy converts it into greater power for his Energy Bolts and Breath Weapon. The next time he uses either ability within 1 minute, increase damage dice from d8s to d10s. If he would take damage more than once before discharging his stored energy, increase damage dice from d8s to d12s. He cannot use this ability with damage from his own abilities.','5e SRD','Reaction','D&D 5e',1),('mogaru','Mogaru','Quick Breath','Mogaru can use its Breath Weapon, except it only deals 13 (3d8) fire and 13 (3d8) force damage.','5e SRD','Action','D&D 5e',1),('mogaru','Mogaru','Regeneration','Mogaru regains 30 hit points at the beginning of its turn if he has at least 1 hit point.','5e SRD','Special','D&D 5e',1),('mogaru','Mogaru','Siege Monster','Mogaru deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('mogaru','Mogaru','Stomp','Melee Weapon Attack: +19 to hit, 60 ft. reach, all targets in a 10-foot-radius cylinder, 30 feet high. Hit: 42 (5d12 + 10) bludgeoning damage, and creatures struck must succeed on a DC 25 Dexterity saving throw or be knocked prone and restrained (escape DC 25) until Mogaru moves or makes another Stomp attack.','5e SRD','Action','D&D 5e',1),('mogaru','Mogaru','Susceptible to Song','Mogaru is susceptible to song, provided it notices. A creature must succeed at three consecutive DC 20 Charisma (Performance) ability checks within 1,000 feet of Mogaru in order to get its attention. If it succeeds at all three ability checks, it can influence Mogaru is if with the spell suggestion. If Mogaru is engaged in battle, there is only a 20% chance each round that it notices the singing. Mogaru can only be influenced in this way once per day.','5e SRD','Special','D&D 5e',1),('mogaru','Mogaru','Tail','Melee Weapon Attack: +19 to hit, 120 ft. reach, all targets in a 10-foot cube or 20-foot line, 5 feet wide. Hit: 48 (7d10 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('mogaru','Mogaru','Trample (Costs 2 Actions)','Mogaru can move up to half its speed and make a single Stomp attack at any point during its movement.','5e SRD','Action','D&D 5e',1),('mogrl',NULL,'1/day each','scrying, stinking cloud, symbol','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'1st level (4 slots)','charm person, identify, magic missile, thunderwave','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'2/day each','dimension door, fire shield','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'2nd level (3 slots)','flaming sphere, hold person, suggestion','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'3rd level (3 slots)','dispel magic, fireball, tongues','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'4th level (3 slots)','blight, locate creature, polymorph','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'5th level (3 slots)','cloudkill, dominate person, wall of force','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Bite','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.','5e SRD','Action','D&D 5e',1),('mogrl',NULL,'Cantrips (at will)','fire bolt, minor illusion, poison spray, shocking grasp','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'circle of death','6th level (1 slot)','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Claw','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) slashing damage.','5e SRD','Action','D&D 5e',1),('mogrl',NULL,'darkness','5/day each','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Fire Bolt','The mogrl hurls a bolt of flame at one target within 60 ft. The target must make a Dexterity save (DC 20) or take 11 (2d10) fire damage.','5e SRD','Legendary Action','D&D 5e',1),('mogrl',NULL,'Fire Breath (Recharge 6)','The mogrl breaths fire in a 30 ft. cone. All creatures within this area must make a Dexterity save (DC 20), taking 55 (10d10) fire damage and suffering the blinded condition until the end of their next turn on a failed save, or half damage and no blindness on a successful one.','5e SRD','Action','D&D 5e',1),('mogrl',NULL,'fireball','3/day each','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Frightful Presence','Any creature hostile to the mogrl in a 50 ft. radius must make a Charisma save (DC 20) or immediately become frightened. The target can repeat the save at the end of their turn, removing the condition on a success. Anyone who makes a save against this power is immune to the frightful presence for 24 hours.','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Greatsword','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (6d6+8) slashing damage.','5e SRD','Action','D&D 5e',1),('mogrl',NULL,'Innate Spellcasting','The mogrl\'s spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The mogrl can innately cast the following spells, requiring no material components.','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Magic Resistance','The mogrl has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Magical Attacks','All of a mogrl\'s melee attacks are considered magical.','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'meteor swarm','9th level (1 slot)','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Multiattack','The mogrl can strike twice with its claws or sword, once with its bite, and once with its tail.','5e SRD','Action','D&D 5e',1),('mogrl',NULL,'plane shift','7th level (1 slot)','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Rock','Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('mogrl',NULL,'Sonic Breath (Recharge 6)','The mogrl hurls a line of concentrated, magical sound in a line up to 60 feet long, striking one target. The target must make a Constitution save (DC 20), taking 45 (10d8) thunder damage on a failed save, or half as much on a successful one. In addition, if the target fails the spell, they are affected as if they were hit by a dispel magic spell. The dispel is so powerful, it can even temporarily affect magic items. Treat common and uncommon items as 4th level spells, rare and very rare items as 7th level spells, and legendary items as 9th level spells. The mogrl uses intelligence on its checks to dispel all spells and items on the character. A permanent item that is dispelled is not permanently destroyed and regains its power after one hour.','5e SRD','Action','D&D 5e',1),('mogrl',NULL,'Spellcasting','The greater mogrl is an 18th level spellcaster. Its spellcasting ability is intelligence (spell save DC 21, +13 to hit with spell attacks). The mogrl has the following Wizard Spells prepared:','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Tail','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (3d6+8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('mogrl',NULL,'Tail Attack','The mogrl makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('mogrl',NULL,'trap the soul','8th level (1 slot)','5e SRD','Special','D&D 5e',1),('mogrl',NULL,'Wing Attack (Costs 2 Actions)','The mogrl beats its wings. Each creature within 10 feet of the mogrl must succeed on a Dexterity save (DC 20) or take 15 (2d6+8) bludgeoning damage and be knocked prone.','5e SRD','Legendary Action','D&D 5e',1),('mogwai','Mogwai','Ambusher','A silent assassin has advantage on attack rolls against any creature it surprises.','5e SRD','Special','D&D 5e',1),('mogwai','Mogwai','Deadly Dagger','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (3d4 + 4) piercing damage. Target must make a DC 15 Constitution save or be subject to a harm spell (see below).','5e SRD','Action','D&D 5e',1),('mogwai','Mogwai','Harm (recharge 5-6)','On a successful deadly dagger hit, the target must make a DC 15 Constitution saving throw. On a failure, the target is affected as if by a harm spell. On a success the target takes half damage as described under harm. In either case, the silent assassin cannot cause the harm effect again until the ability recharges.','5e SRD','Action','D&D 5e',1),('mogwai','Mogwai','Stealthy','A silent assassin has advantage on all Dexterity (Stealth) checks.','5e SRD','Special','D&D 5e',1),('mohrg',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),('mokele-Mbembe','Mokele-Mbembe','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),('mokele-Mbembe','Mokele-Mbembe','bite','19 (2d8+11)','d20web','Action','d20',1),('mokele-Mbembe','Mokele-Mbembe','tail slap','14 (2d8+5)','d20web','Action','d20',1),('monadicDeva',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),('monadicDeva',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),('monkey','Monkey','Agility','Monkeys gain advantage on all Athletics and Acrobatics checks.','5e SRD','Special','D&D 5e',1),('monkey','Monkey','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),('monkey','Monkey','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 point of piercing damage.','5e SRD','Action','D&D 5e',1),('monkeyKing','Monkey King','Drunken Dodge','When the Monkey King is hit by a weapon attack, he gains resistance to bludgeoning, piercing, and slashing damage until the end of that turn.','5e SRD','Reaction','D&D 5e',1),('monkeyKing','Monkey King','Enlightened Ray','Ranged Spell Attack: +12 to hit, range 100 ft., one target. Hit: 18 (4d8) radiant damage. The target must succeed on a DC 18 Charisma saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('monkeyKing','Monkey King','Golden Burst (Costs 3 Actions)','Each creature of the Monkey King\'s choice within 10 feet of him must make a DC 18 Charisma saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.','5e SRD','Legendary Action','D&D 5e',1),('monkeyKing','Monkey King','Golden Staff','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage.','5e SRD','Action','D&D 5e',1),('monkeyKing','Monkey King','Great Leap','The Monkey King moves up to his speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('monkeyKing','Monkey King','Legendary Resistance (3/day)','If the Monkey King fails a saving throw, he can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('monkeyKing','Monkey King','Magic Resistance','The Monkey King has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('monkeyKing','Monkey King','Multiattack','The Monkey King makes three golden staff attacks or two golden staff attacks and one tail attack.','5e SRD','Action','D&D 5e',1),('monkeyKing','Monkey King','Quick Staff','The Monkey King makes a golden staff attack.','5e SRD','Legendary Action','D&D 5e',1),('monkeyKing','Monkey King','Simian Affinity','The Monkey King can communicate with primates as if they shared a language. In addition, he can control primates with an Intelligence of 8 or lower that are within 120 feet of him.','5e SRD','Special','D&D 5e',1),('monkeyKing','Monkey King','Tail','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Dexterity saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('monkeySwarm',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),('monkeySwarm',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),('monstrousCrab','Monstrous Crab','2 claws','4 (1d4+2 plus','d20web','Action','d20',1),('monstrousCrayfish','Monstrous Crayfish','2 claws','5 (1d6+3 plus','d20web','Action','d20',1),('monstrousCrayfish','Monstrous Crayfish','Crush','The monstrous crayfish crushes one creature that it has grappled. The target takes 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('monstrousCrayfish','Monstrous Crayfish','Multiattack','A monstrous crayfish makes two attacks.','5e SRD','Action','D&D 5e',1),('monstrousCrayfish','Monstrous Crayfish','Pincer','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage and the target is grappled (escape DC 15).','5e SRD','Action','D&D 5e',1),('monstrousCrayfish','Monstrous Crayfish','Water Dependency','A monstrous crayfish can survive out of water for seven hours. After this limit, a monstrous crayfish begins suffocating.','5e SRD','Special','D&D 5e',1),('moon-Beast',NULL,'1/day each','confusion, geas, major image, mind blank, mirage arcana, plane shift (self only)','5e SRD','Special','D&D 5e',1),('moon-Beast',NULL,'2 claws','15 (1d6+6)','d20web','Action','d20',1),('moon-Beast',NULL,'3/day each','charm person, dispel magic, dominate person','5e SRD','Special','D&D 5e',1),('moon-Beast',NULL,'4 tentacles','11 (1d6+3)','d20web','Action','d20',1),('moon-Beast',NULL,'Amorphous','The flexible, malleable hide of the moon beast allows the creature to add its Constitution modifier to its Armor Class (included above).','5e SRD','Special','D&D 5e',1),('moon-Beast',NULL,'At will','detect thoughts, levitate','5e SRD','Special','D&D 5e',1),('moon-Beast',NULL,'Claws','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('moon-Beast',NULL,'Compression','The moon beast can move through any space large enough for a Small creature, although it must squeeze to do so.','5e SRD','Special','D&D 5e',1),('moon-Beast',NULL,'Innate Spellcasting','The moon beast\'s innate spellcasting ability is Charisma (spell save DC17, +9 to hit with spell attacks). It can cast the following spells innately without requiring material components.','5e SRD','Special','D&D 5e',1),('moon-Beast',NULL,'Multiattack','The moon beast can make two attacks with its claws and four attacks with its tentacles.','5e SRD','Action','D&D 5e',1),('moon-Beast',NULL,'Tentacles','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, plus the creature must make a DC17 Intelligence saving throw or take 7 (2d6) psychic damage. The moon beast regains a number of hit points equal to half the psychic damage dealt by its tentacles.','5e SRD','Action','D&D 5e',1),('mooncalf','Mooncalf','2 tentacles','13 (1d6+5 plus','d20web','Action','d20',1),('mooncalf','Mooncalf','bite','13 (2d6+7/19-20/×3)','d20web','Action','d20',1),('mooncalf','Mooncalf','Feeder Arms','','d20web','Special (Ex)','d20',1),('mooncalf','Mooncalf','Night Vision','','d20web','Special (Ex)','d20',1),('mooncalf','Mooncalf','Severing Bite','','d20web','Special (Ex)','d20',1),('moonDog','Moon Dog','1/day','darkness, dispel magic, greater invisibility, greater shadow conjuration (DC 20), nondetection, obscuring mist','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','3/day','alter self, mirror image','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','At will','dancing lights','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','Bay (Su)','A moon dog can produce one of the following effects when it howls or barks. Each bay is a sonic effect that functions as the spell of the same name (caster level 12th) except as noted below. The save DCs are Charisma-based. A creature that successfully saves against one of these effects is immune to that bay effect, created by that moon dog, for 24 hours.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','Bay (Su)','','d20web','Special (Su)','d20',1),('moonDog','Moon Dog','bite','14 (1d8+4 plus','d20web','Action','d20',1),('moonDog','Moon Dog','Constant','detect evil, detect magic, see invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','Dismissal','This effect works as per the spell dismissal, except it targets one evil extraplanar creature.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','Fear: As per the spell fear, except this fear affects all evil creatures within 80 feet.','Fear: As per the spell fear, except this fear affects all evil creatures within 80 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','Keen Senses','','d20web','Special (Ex)','d20',1),('moonDog','Moon Dog','Keen Senses (Ex)','Moon dogs can see twice as far as humans in low-light and normal light conditions, and can see without impairment through mist and fog.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','Lick (Sp)','The lick of a moon dog provides one of the following spell effects (caster level 12th) to the target: cure light wounds, neutralize poison, or remove disease. Each is usable at will by the moon dog, but can affect a given recipient only once per day.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','Lick (Sp)','','d20web','Special (Sp)','d20',1),('moonDog','Moon Dog','Lunar Light (Su)','When in dim light, a moon dog can create dappled shadows and pale luminous patterns in a 60-foot-radius emanation. This effect causes evil creatures to become fascinated (Will DC 19 negates). Good-aligned creatures in this area gain the benefits of protection from evil (caster level 12th). Creating this lunar light is a full-round action, and the moon dog must concentrate to maintain it. The shadow weave remains centered on the moon dog as it moves. Evil creatures saving against lunar light cannot be affected again by that moon dog\'s lunar light for 24 hours.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonDog','Moon Dog','Plane Shift (Sp)','A moon dog can enter the Astral Plane, Ethereal Plane, or Material Plane as a standard action, as if using plane shift (caster level 12th).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('moonflower','Moonflower','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be wrapped in constricting digestive plant pod and deposited in an adjacent space. A creature trapped in this pod prison is blinded and restrained, has total cover against attacks and other effects from outside the pod, and suffers 7 (2d6) bludgeoning and 7 (2d6) acid damage at the start of each of the moonflowerï¿1/2s turns. The pod is AC 12 with 20 hit points and resistance to bludgeoning damage from nonmagical weapon attacks. The occupant suffers half of any damage done to the pod. If the pod sustains enough damage, it falls apart and disgorges its occupant prone in that space.','5e SRD','Action','D&D 5e',1),('moonflower','Moonflower','bite','15 (2d6+9 plus','d20web','Action','d20',1),('moonflower','Moonflower','Light Pulse','The moonflower releases a pulse of blinding light. A creature within 60 feet of the moonflower must make a DC 14 Constitution saving throw or be blinded for 4 rounds. A blinded creature can attempt this save again at the end of each of its turns, ending the blindness on itself with a success. This ability does not affect other moonflowers.','5e SRD','Action','D&D 5e',1),('moonflower','Moonflower','Multiattack','The moonflower makes one bite attack and two tentacle attacks.','5e SRD','Action','D&D 5e',1),('moonflower','Moonflower','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),('moonflower','Moonflower','Pod Spawn','When a Small or larger creature is killed and digested by a pod prison (see the bite attack, below), the pod transforms the remains into an adult moonflower with full hit points after 1d4 hours. The newly-formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creatureï¿1/2s equipment remains inside the new moonflower and can be retrieved by killing it.','5e SRD','Special','D&D 5e',1),('moonflower','Moonflower','Tentacle','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('moonflower','Moonflower','|Fast Healing','You regain hit points at 5 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',1),('moonflower','Moonflower','|Fast Healing','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),('moonflower','Moonflower','|Fast Healing','Light Pulse A moonflower can release a pulse of bright light. All creatures within a 50-foot burst that can see the moonflower must make a Paralysis save or be blinded for 1d4 rounds. Moonflowers are immune to this ability.','aquilae','Special','OSR',3),('moonflower','Moonflower','|Fast Healing','Pod Prison This works like the swallow whole ability, except the moonflower can only use it once every 1d4 rounds, and the swallowed creature is immediately wrapped in a tight digestive cocoon and expelled into an adjacent square, where it takes damage every round (2d6 bludgeoning and 2d6 acid, AC as this creature, 25 hp). The cocooned target cannot use ability checks to get out of the cocoon. Other creatures can aid the target by attacking the cocoon with piercing or slashing weapons, but the creature within takes half the damage from any attack against the cocoon. Once the cocoon is destroyed, it deflates and decays. Each creature swallowed by a moonflower is encased in its own cocoon.','aquilae','Special','OSR',4),('moonflower','Moonflower','|Fast Healing','Pod Spawn Should a moonflower\'s pod prison kill and digest a Small or larger creature, the pod transforms him into an adult moonflower with full hit points after 1d4 hours. The newly formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creature\'s equipment remains inside the new moonflower and can be retrieved by killing it.','aquilae','Special','OSR',5),('moonflower','Moonflower','|Fast Healing','Telepathy You can mentally communicate with any other creature within 1 mile 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),('moonHag',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),('moonHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('moonHag',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),('moonNymph','Moon Nymph','Beguiling Touch','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('moonNymph','Moon Nymph','Invisibility','The moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light.','5e SRD','Special','D&D 5e',1),('moonNymph','Moon Nymph','Magic Resistance','The moon nymph has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('moonNymph','Moon Nymph','Moonbeam','Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) radiant damage, and the target is blinded until the end of its next turn.','5e SRD','Action','D&D 5e',1),('moonNymph','Moon Nymph','Multiattack','The moon nymph makes two beguiling touch attacks or two moonbeam attacks.','5e SRD','Action','D&D 5e',1),('moonNymph','Moon Nymph','Veil of Nightmares (1/day)','The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and is frightened. On a success, the creature takes half of the damage and isn\'t frightened. A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp.','5e SRD','Action','D&D 5e',1),('moose','Moose','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),('moose','Moose','butt','1 * butt (1d8)','OSE','Action','OSR',1),('moose','Moose','Charge','If the moose moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the moose can make one attack with its hooves as a bonus action.','5e SRD','Special','D&D 5e',1),('moose','Moose','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('moose','Moose','Hooves','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('moose','Moose','Kick','Melee Weapon Attack: +7 to hit, reach 5 ft., one target who moves within 5 ft. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Reaction','D&D 5e',1),('moose','Moose','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),('moose','Moose','Ram','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('moose','Moose','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),('moose','Moose','Stampede','See main entry.','OSE','Special','OSR',4),('moose','Moose','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),('morlock',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),('morlockCultist',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),('morlockCultist',NULL,'Morlock','Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans.','fan json','Trait','Pathfinder 2e',1),('morlockEngineer',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),('morlockEngineer',NULL,'Morlock','Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans.','fan json','Trait','Pathfinder 2e',1),('morlockScavenger',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),('morlockScavenger',NULL,'Morlock','Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans.','fan json','Trait','Pathfinder 2e',1),('morrigna','Morrigna','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),('morrigna','Morrigna','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),('morrowkin',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('morrowkin',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),('mosghuta,BossCow',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),('mosghuta,BossCow',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),('mosghuta,BossCow',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('mosquitoWitch',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('mothman','Mothman','2 claw','13 (1d6+1)','d20web','Action','d20',1),('mothman','Mothman','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('mothman','Mothman','Claws','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) force damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('mothman','Mothman','Life Drain','Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a spectersrd under the Mothman\'s control, unless the humanoid is restored to life or its body is destroyed. The Mothman can have no more than twelve specters under his control at one time.','5e SRD','Action','D&D 5e',1),('mothman','Mothman','Multiattack','The Mothman makes three attacks, either with his claws or long shadowy quills. He can use Life Drain in place of one claw attack.','5e SRD','Action','D&D 5e',1),('mothman','Mothman','Quills','Ranged Weapon Attack: +5 to hit, range 50/200 ft., one target. Hit: 5 (1d8 + 1) force damage plus 10 (3d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('mothman','Mothman','Rejuvenation','If the Mothman dies, he returns to life at dusk the next day and regains all his hit points. Only a wish spell can prevent this trait from functioning. However, if the Mothman is somehow subdued he comes to his senses and becomes cooperative (see Development below).','5e SRD','Special','D&D 5e',1),('mothman','Mothman','Sunlight Sensitivity','While in sunlight, the Mothman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('mothman','Mothman','Turning Defiance','The Mothman and any other wraiths within 30 feet of him have advantage on saving throws against effects that turn undead.','5e SRD','Special','D&D 5e',1),('mountainLion','Mountain Lion','bite','1 * bite (1d6)','OSE','Action','OSR',2),('mountainLion','Mountain Lion','claw','2 * claw (1d3)','OSE','Action','OSR',1),('mountainLion','Mountain Lion','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),('mountainLion','Mountain Lion','Inquisitive','May follow PCs out of curiosity.','OSE','Special','OSR',3),('mountainLion','Mountain Lion','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('mountainLion','Mountain Lion','Pursuit','See main entry.','OSE','Special','OSR',4),('mountainStrider',NULL,'Charge','If the mountain strider moves at least 15 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the mountain strider and knocked prone.','5e SRD','Special','D&D 5e',1),('mountainStrider',NULL,'Headbutt','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('mountainStrider',NULL,'Revenge for the Fallen','When an ally the mountain strider can see is reduced to 0 hp within 30 feet of the mountain strider, the strider can move up to half its speed and make a headbutt attack.','5e SRD','Reaction','D&D 5e',1),('mountainStrider',NULL,'Spear','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('mountainStrider',NULL,'Sure-Footed','The mountain strider has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.','5e SRD','Special','D&D 5e',1),('mountainStrider',NULL,'Thunderous Bleat (Recharge 6)','The mountain strider releases a loud bleat in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('mouseKing','Mouse King','1/day each','astral projection, teleport','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','2/day','etherealness','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','At will','blur, confusion, detect evil and good','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Bite (Mouse or Hybrid Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour.','5e SRD','Action','D&D 5e',1),('mouseKing','Mouse King','Innate Spellcasting','The Mouse King\'s innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Keen Sight','The Mouse King has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','King\'s Blade','The Mouse King makes one king\'s blade attack.','5e SRD','Legendary Action','D&D 5e',1),('mouseKing','Mouse King','King\'s Blade (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('mouseKing','Mouse King','Legendary Resistance (3/day)','If the Mouse King fails a saving throw, he can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Magic Resistance','The Mouse King has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Magic Weapons','The Mouse King\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Move','The Mouse King moves up to his speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('mouseKing','Mouse King','Multiattack','In mouse form, the Mouse King makes two bite attacks. In humanoid form, he makes three king\'s blade attacks. In hybrid form, he makes three attacks: two with his king\'s blade and one with his bite.','5e SRD','Action','D&D 5e',1),('mouseKing','Mouse King','Quick Casting (Costs 3 Actions)','The Mouse King casts one innate spell.','5e SRD','Legendary Action','D&D 5e',1),('mouseKing','Mouse King','Rejuvenation','If he dies, the Mouse King\'s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another mouse or rat on the Material Plane which becomes the Mouse King with all of the hp and abilities thereof. Only killing every mouse and rat on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Rodent Passivism','No rodents, ratfolk, or wererats can willingly attack the Mouse King. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Shapechanger','The Mouse King can use his action to polymorph into a Medium black-haired human woman with dark skin and copper eyes or a Small white-haired halfling man with pale skin, dark eyes and a long moustache, a Medium mouse-humanoid hybrid, or back into his true Small mouse form. His statistics, other than his size, are the same in each form with the exception that only his hybrid and true forms retain his climbing speed. Any equipment he is wearing or carrying transforms with him.','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Speak with Rodents','The Mouse King can communicate with rodents as if they shared a language.','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Special Equipment','The Mouse King wears a ring of spell turning.','5e SRD','Special','D&D 5e',1),('mouseKing','Mouse King','Summon Rodents (2/day)','The Mouse King magically calls 2d4 swarms of rats. In an urban environment, he can call 1d4 wererats instead. The called creatures arrive in 1d4 rounds, acting as allies of the Mouse King and obeying his spoken commands. The creatures remain for 1 hour, until the Mouse King dies, or until the Mouse King dismisses them as a bonus action.','5e SRD','Action','D&D 5e',1),('movanicDeva',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),('movanicDeva',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),('mpeshi',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),('mpeshi',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),('muckdweller','Muckdweller','bite','4 (1d6-1)','d20web','Action','d20',1),('muckdweller','Muckdweller','Blinding Spray','','d20web','Special (Ex)','d20',1),('muckdweller','Muckdweller','Blinding Spray (Ex)','By filling its mouth with muddy water, a muckdweller can fire a concentrated stream of muck in a 10-foot line. A creature in the area must succeed at a DC 10 Reflex save or be blinded for 1d2 rounds. A muckdweller must spend a move action to refill its mouth with muddy water to use its spray again. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('muckdweller','Muckdweller','Dextrous Swimmer','','d20web','Special (Ex)','d20',1),('muckdweller','Muckdweller','Dextrous Swimmer (Ex)','A muckdweller moves through water gracefully. It uses its Dexterity modifier instead of its Strength modifier on Swim checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('muckishCreep',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('mudwretch',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),('mudwretch',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),('mudwretch',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),('muhuru','Muhuru','bite','19 (4d8+7/19-20)','d20web','Action','d20',1),('muhuru','Muhuru','Blinding Blast','','d20web','Special (Ex)','d20',1),('muhuru','Muhuru','Earth Strike (Su)','','d20web','Special (Su)','d20',1),('muhuru','Muhuru','Overwhelm','','d20web','Special (Ex)','d20',1),('muhuru','Muhuru','slam','19 (2d8+7 plus overwhelm)','d20web','Action','d20',1),('mukradi','Mukradi','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),('mule','Mule','Beast of Burden','The mule is considered to be a Large animal for the purpose of determining its carrying capacity.','5e SRD','Special','D&D 5e',1),('mule','Mule','bite','1 * kick (1d4) or 1 * bite (1d3)','OSE','Action','OSR',1),('mule','Mule','Carry loads','Up to 2,000 coins unencumbered; up to 4,000 at half speed.','OSE','Special','OSR',3),('mule','Mule','Defensive','May attack if threatened, but cannot be trained to attack on command.','OSE','Special','OSR',2),('mule','Mule','Hooves','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('mule','Mule','Sure-Footed','The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.','5e SRD','Special','D&D 5e',1),('mule','Mule','Tenacious','Can be taken underground, if the referee allows it.','OSE','Special','OSR',1),('mulventok',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('mulyong','Mulyong','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage.','5e SRD','Action','D&D 5e',1),('mulyong','Mulyong','bite','3 (1d6+3)','d20web','Action','d20',1),('mulyong','Mulyong','Fling','If the mulyong moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or else be pushed 15 ft. upward. If the target falls into the water as a result, there is a 50% chance of 1d4-1 additional mulyong joining the encounter.','5e SRD','Special','D&D 5e',1),('mulyong','Mulyong','gore','3 (1d6+3 plus','d20web','Action','d20',1),('mulyong','Mulyong','Propel','While underwater, the mulyong can take the Dash action as a bonus action.','5e SRD','Special','D&D 5e',1),('mulyong','Mulyong','Ram','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage.','5e SRD','Action','D&D 5e',1),('mulyong','Mulyong','Strong Tail','The mulyong can jump from the water up to 15 ft. into the air if it moves at least 20 feet straight towards the surface of the water right before it jumps.','5e SRD','Special','D&D 5e',1),('mulyong','Mulyong','Water Breathing','The mulyong can breathe only underwater.','5e SRD','Special','D&D 5e',1),('mummifiedCat',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('mummifiedCat',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),('mummy','Mummy','Damage immunity','Only harmed by fire or magic. All damage reduced by half.','OSE','Special','OSR',3),('mummy','Mummy','Despair (Su)','All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy\'s despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mummy','Mummy','Disease','Anyone hit contracts a horrible rotting disease. Magical healing is ineffective; natural healing is ten times slower. The disease can only be removed by magic.','OSE','Special','OSR',2),('mummy','Mummy','Dreadful Glare','The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy\'s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.','5e SRD','Action','D&D 5e',1),('mummy','Mummy','Feat 1','Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mummy','Mummy','Feat 2',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mummy','Mummy','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mummy','Mummy','Feat 4',' Weapon Focus (slam)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mummy','Mummy','Infested','','d20web','Special (Ex)','d20',1),('mummy','Mummy','Melee 1','slam +14 (1d8+10 plus mummy rot)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('mummy','Mummy','Multiattack','The mummy can use its Dreadful Glare and makes one attack with its rotting fist.','5e SRD','Action','D&D 5e',1),('mummy','Mummy','Mummy Rot (Su)','Curse and disease-slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure -. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('mummy','Mummy','Paralyse with terror','Anyone seeing a mummy must save versus paralysis or be paralysed with terror. Paralysis is broken if the mummy attacks or goes out of sight.','OSE','Special','OSR',1),('mummy','Mummy','Rotting Fist','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can\'t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\'s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.','5e SRD','Action','D&D 5e',1),('mummy','Mummy','slam','14 (1d8+10 plus','d20web','Action','d20',1),('mummy','Mummy','Source','FGG:CoB','5e SRD','Action','D&D 5e',1),('mummy','Mummy','touch','1 * touch (1d12 + disease)','OSE','Action','OSR',1),('mummy','Mummy','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',4),('mummy','Mummy','|Despair|Mummy Rot|Vulnerable to|Fire','All creatures within a 30-foot radius that see you must make a Death save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy\'s despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect.','aquilae','Special','OSR',1),('mummy','Mummy','|Despair|Mummy Rot|Vulnerable to|Fire','Curse and disease, make Death save every day or suffer 1d6 Constitution damage which cannot be removed while the creature suffers from Mummy Rot. Make successful remove curse and magical heal to remove. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.','aquilae','Special','OSR',2),('mummyGuardian',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('mummyGuardian',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),('mummyPharaoh',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('mummyPharaoh',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),('mummyProphetofSet',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('mummyProphetofSet',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),('munagola',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),('munagola',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),('munavriSpellblade',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),('munavriSpellblade',NULL,'Munavri','Amicable humanoids living in the Darklands, munavris have powerful telekinetic and psychic abilities.','fan json','Trait','Pathfinder 2e',1),('murderOfCrows',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),('murderOfCrows',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),('mus','Mus','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('mus','Mus','Silent as a Mouse','A mus has advantage on Dexterity (Stealth) checks.','5e SRD','Special','D&D 5e',1),('mus','Mus','Sword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('musePhantom',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),('musePhantom',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('musePhantom',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),('muskOx','Musk Ox','Fierce','If the musk ox takes damage that would reduce it to 0 hit points or less, it can attempt a Con save (DC 8 + damage dealt)On a successful save, it is instead reduced to 1 hit point.','5e SRD','Special','D&D 5e',1),('muskOx','Musk Ox','Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.','5e SRD','Action','D&D 5e',1),('muSpore',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('mutantBat',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),('mutantDesertDrake',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),('mutantDesertDrake',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),('mutantDesertDrake',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('mutantGiantToad',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),('mutantGiantToad',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('mutantGnollHulk',NULL,'Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('mutantGnollHulk',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),('mutantGnollHulk',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('mutatedSewerOoze',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),('mutatedSewerOoze',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('mutatedSewerOoze',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),('muurfeli',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),('muurfeli',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),('muurfeli',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),('myceloid','Myceloid','1/day-spore domination (DC 14)','1/day-spore domination (DC 14)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('myceloid','Myceloid','2 claws','6 (1d6+3 plus','d20web','Action','d20',1),('myceloid','Myceloid','Disease (Su)','Purple Pox: inhaled or injury; save Fort DC 15; onset 1 minute; frequency 1/day; effect 1d2 Wis and 1d2 Con damage; cure 2 consecutive saves. A creature that dies of the purple pox becomes bloated over the course of 24 hours, after which its body bursts open, releasing a fully grown myceloid. Additionally, as long as a creature takes at least 7 points of Wisdom damage from the purple pox, it must make a DC 15 Will save each day to avoid becoming affected by a lesser geas (no HD limit) that compels the sickly character to seek out the nearest myceloid colony in order to offer itself up for spore domination. The save DCs are Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('myceloid','Myceloid','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('myceloid','Myceloid','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('myceloid','Myceloid','Feat 3',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('myceloid','Myceloid','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('myceloid','Myceloid','Melee 1','2 claws +6 (1d6+3 plus disease)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('myceloid','Myceloid','Spore Cloud','','d20web','Special (Ex)','d20',1),('myceloid','Myceloid','Spore Cloud (Ex)','Once per day as a standard action, a myceloid can expel a 10-foot-radius burst of spores centered on itself. This cloud persists for 1d3 rounds. Any creature caught in this cloud or that moves through it is exposed to the myceloid\'s purple pox disease-a creature need save only once against any one spore cloud, however, before becoming permanently immune to that particular spore cloud\'s effects. The spore cloud does not hamper vision.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('myceloid','Myceloid','Spore Domination (Sp)','This spell-like ability functions as charm monster, but functions only against creatures currently infected with purple pox.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('myceloid','Myceloid','|Disease|Spore Cloud|Spore|Domination|Vulnerability to|Electricity','Purple Pox: inhaled or injury; save Death; onset 1 minute; frequency 1/day; effect 1d4 Intelligence damage AND 1d4 Constitution damage; cure 2 consecutive saves. A creature that dies of the purple pox becomes bloated over the course of 24 hours, after which its body bursts open, releasing a fully grown myceloid. Additionally, as long as a creature has suffered at least 2 increments of condition from the purple pox, it must make a Spell save each day to avoid becoming affected by a lesser geas offer itself up for spore domination.','aquilae','Special','OSR',1),('myceloid','Myceloid','|Disease|Spore Cloud|Spore|Domination|Vulnerability to|Electricity','Once per day, a myceloid can expel a 10-foot-radius burst of spores centered on itself. This cloud persists for 1d3 rounds. Any creature caught in this cloud or that moves through it is exposed to the myceloid\'s purple pox disease-a creature need save only once against any one spore cloud, however, before becoming permanently immune to that particular spore cloud\'s effects. The spore cloud does not hamper vision.','aquilae','Special','OSR',2),('myceloid','Myceloid','|Disease|Spore Cloud|Spore|Domination|Vulnerability to|Electricity','This spell-like ability functions as charm monster, but functions only against creatures currently infected with purple pox.','aquilae','Special','OSR',3),('myconid','Myconid','Distress Spores','When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.','5e SRD','Special','D&D 5e',1),('myconid','Myconid','Fist','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.','5e SRD','Action','D&D 5e',1),('myconid','Myconid','Hallucination Spores (3/day)','The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats 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),('myconid','Myconid','Multiattack','The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack.','5e SRD','Action','D&D 5e',1),('myconid','Myconid','Pacifying Spores (3/day)','The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or fall prone and unconscious for 1 minute.','5e SRD','Action','D&D 5e',1),('myconid','Myconid','Sun Sickness','While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.','5e SRD','Special','D&D 5e',1),('myrucarx',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('nabasu','Nabasu','1/day','regenerate','5e SRD','Special','D&D 5e',1),('nabasu','Nabasu','1/day','mass hold person (DC 21), regenerate, summon (level 4, 1 nabasu 30% or 1d4 babaus 30%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nabasu','Nabasu','3/day','enervation, silence (DC 16), vampiric touch','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nabasu','Nabasu','3/day each','silence, plane shift, ray of enfeeblement, vampiric touch','5e SRD','Special','D&D 5e',1),('nabasu','Nabasu','At will','darkness, teleport (self only)','5e SRD','Special','D&D 5e',1),('nabasu','Nabasu','At will','deeper darkness, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nabasu','Nabasu','Bite','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('nabasu','Nabasu','Claw','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('nabasu','Nabasu','Consume Life (Su)','When a nabasu creates a ghoul with its gaze attack, it gains a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, and its caster level for spell-like abilities increases by 1. For every 2 growth points, its natural armor bonus, SR, and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check-success indicates it matures (gaining both the advanced and the giant simple templates) and plane shifts to the Abyss in a burst of smoke. A nabasu can have a maximum of 20 growth points-it automatically matures if it has not done so already when it reaches 20 growth points.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nabasu','Nabasu','Death Gaze','When a creature that can see the nabasu\'s eyes starts its turn within 30 feet of the nabasu, the nabasu can force it to make a DC 15 Wisdom saving throw if the nabasu isn\'t incapacitated and can see the creature. On a failure, the creature loses a hit die. A creature that has lost its last hit die to the nabasu\'s death gaze has disadvantage on all death saves for the next 24 hours, and if it dies within that time, it rises as a ghoul in 1d4 rounds under the nabasu\'s control. Ghouls created in this way become free willed if the nabasu that created them dies. 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 nabasu until the start of its next turn, when it can avert its eyes again. If the creature looks at the nabasu in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the nabasu are done at disadvantage.','5e SRD','Special','D&D 5e',1),('nabasu','Nabasu','Death-Stealing Gaze (Su)','As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu\'s control. A nabasu\'s gaze can only create one ghoul per round-if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nabasu','Nabasu','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),('nabasu','Nabasu','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nabasu','Nabasu','Feat 2',' Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nabasu','Nabasu','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nabasu','Nabasu','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nabasu','Nabasu','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nabasu','Nabasu','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),('nabasu','Nabasu','Innate Spellcasting','The nabasu\'s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('nabasu','Nabasu','Magic Resistance','The nabasu demon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('nabasu','Nabasu','Melee 1','2 claws +15 (1d6+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nabasu','Nabasu','Melee 2',' bite +15 (1d8+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nabasu','Nabasu','Multiattack','The nabasu makes one Bite attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('nabasu','Nabasu','Paralysis Aura (1/day)','As a bonus action, the nabasu releases a cloud of magical energy that can paralyze its foes. This cloud fills a 10-foot cube, and all creatures within that cube must succeed at a DC 17 Constitution saving throw or become paralyzed for one minute. A paralyzed creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Special','D&D 5e',1),('nabasu','Nabasu','|Consume Life|Death-Stealing|Gaze|Telepathy','When a nabasu creates a ghoul with its gaze attack, it gains a growth point. It gains a bonus equal to its growth point total on attack rolls, ability checks, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, and its caster level for spell-like abilities increases by 1. For every 2 growth points, its natural armor bonus increases by 1.','aquilae','Special','OSR',1),('nabasu','Nabasu','|Consume Life|Death-Stealing|Gaze|Telepathy','Once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a Death save or suffer 2d8 damage. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu\'s control. A nabasu\'s gaze can only create one ghoul per round-if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul.','aquilae','Special','OSR',2),('nabasu','Nabasu','|Consume Life|Death-Stealing|Gaze|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',3),('nabasu','Nabasu','|Consume Life|Death-Stealing|Gaze|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),('naga','Naga','1st level (4 slots)','command, cure wounds, shield of faith','5e SRD','Special','D&D 5e',1),('naga','Naga','2nd level (3 slots)','calm emotions, hold person','5e SRD','Special','D&D 5e',1),('naga','Naga','3rd level (3 slots)','bestow curse, clairvoyance','5e SRD','Special','D&D 5e',1),('naga','Naga','4th level (3 slots)','banishment, freedom of movement','5e SRD','Special','D&D 5e',1),('naga','Naga','Bite','Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('naga','Naga','Rejuvenation','If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('naga','Naga','Spellcasting','The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('naga','Naga','Spit Poison','Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('nagaji','Nagaji','Resistant','The nagaji warrior has advantage on saving throws against poison or becoming charmed or frightened.','5e SRD','Special','D&D 5e',1),('nagaji','Nagaji','Serpent Affinity','When the nagaji makes a Wisdom (Animal Handling) check to deal with any sort of reptile beast, it is considered proficient in the skill and adds double its proficiency bonus to the check, instead of its standard proficiency bonus.','5e SRD','Special','D&D 5e',1),('nagaji','Nagaji','Spear','Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if wielded in two hands as a melee attack.','5e SRD','Action','D&D 5e',1),('nagaji','Nagaji','Spit Venom','(Recharges after Short Rest) Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: The target is blinded for 1 minute unless it succeeds on a DC 12 Constitution saving throw. The blinded creature can attempt a new save at the end of each of its turns, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('nagajiSoldier',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),('nagajiSoldier',NULL,'Nagaji','Nagaji are brawny humanoids with scaled skin and serpentine heads, many of whom serve or respect nagas.','fan json','Trait','Pathfinder 2e',1),('naiad',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),('naiad',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('naiad',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('naiad',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),('naiadQueen',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),('naiadQueen',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('naiadQueen',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('naiadQueen',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),('najraLizard',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),('nalfeshnee','Nalfeshnee','1/day-summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)','1/day-summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','At will','call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 lbs. of objects only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','Bite','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('nalfeshnee','Nalfeshnee','Claw','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('nalfeshnee','Nalfeshnee','Constant','true seeing, unholy aura (DC 23)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','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),('nalfeshnee','Nalfeshnee','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','Feat 2',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','Feat 3',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','Feat 4',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','Feat 5',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','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),('nalfeshnee','Nalfeshnee','Horror Nimbus (Recharge 5-6)','The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light 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 nalfeshnee\'s Horror Nimbus for the next 24 hours.','5e SRD','Action','D&D 5e',1),('nalfeshnee','Nalfeshnee','Magic Resistance','The nalfeshnee has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('nalfeshnee','Nalfeshnee','Melee 1','bite +23 (3d8+11/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','Melee 2',' 2 claws +23 (2d6+11)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','Multiattack','The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('nalfeshnee','Nalfeshnee','Teleport','The nalfeshnee 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),('nalfeshnee','Nalfeshnee','Unholy Nimbus (Su)','Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nalfeshnee','Nalfeshnee','|Telepathy|True Seeing|Unholy Nimbus','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',1),('nalfeshnee','Nalfeshnee','|Telepathy|True Seeing|Unholy Nimbus','You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',2),('nalfeshnee','Nalfeshnee','|Telepathy|True Seeing|Unholy Nimbus','Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a Spell save or be dazed for 1d10 rounds as visions of madness hound it.','aquilae','Special','OSR',3),('nalusaFalaya','Nalusa Falaya','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be forced&nbsp;prone.','5e SRD','Action','D&D 5e',1),('nalusaFalaya','Nalusa Falaya','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('nalusaFalaya','Nalusa Falaya','Shadow Stealth','While in dim light or darkness, the nalusa falaya can take the Hide action as a bonus action.','5e SRD','Special','D&D 5e',1),('nalusaFalaya','Nalusa Falaya','Shadow Step','As an action, the nalusa falaya can teleport itself to a shadow it can see within 30 feet.','5e SRD','Special','D&D 5e',1),('nalusaFalaya','Nalusa Falaya','Sunlight Weakness','While in sunlight, the nalusa falaya has disadvantage on ability checks, attack rolls, and saving throws.','5e SRD','Special','D&D 5e',1),('nalusaFalaya','Nalusa Falaya','Terrifying Glare','The nalusa falaya targets one creature it can see within 30 feet of it. If the target can see the nalusa falaya, the target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the nalusa falaya\'s next turn.','5e SRD','Action','D&D 5e',1),('namorrodor',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),('namorrodor',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),('narlynark',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),('narlynark',NULL,'Kobold','A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.','fan json','Trait','Pathfinder 2e',1),('narwhal','Narwhal','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),('narwhal','Narwhal','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),('narwhal','Narwhal','bite','1 * bite (1d8)','OSE','Action','OSR',1),('narwhal','Narwhal','Hold Breath (Ex)','Narwhals are expert deep divers, and a narwhal can hold its breath a number of minutes equal to 2 times its Constitution score.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('narwhal','Narwhal','Horn','Is worth 1d6 * 1,000gp. Rumours say a narwhal\'s horn vibrates when evil is near.','OSE','Special','OSR',1),('narwhal','Narwhal','horn','1 * horn (2d6)','OSE','Action','OSR',2),('narwhal','Narwhal','ram','1 * bite (3d20) or 1 * ram (6d6 hull damage)','OSE','Action','OSR',3),('narwhal','Narwhal','Ram ships','10% likely to attack vessels','OSE','Special','OSR',3),('narwhal','Narwhal','Swallow whole','An attack roll of 4 or more than the target number required indicates a human-sized (or smaller) victim is swallowed. Inside the whale\'s belly: suffer 3d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',2),('narwhal','Narwhal','Tusk (Ex)','A charging narwhal can make a single gore attack with its tusk in place of its normal bite attack. If it hits, the tusk deals 2d6+14 points of damage with a ×3 critical multiplier.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('narwhal','Narwhal','|Hold Breath','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),('nasurgeth',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),('nasurgeth',NULL,'Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('nasurgeth',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),('nasurgeth',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),('naunet',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),('naunet',NULL,'Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('nazalor','Nazalor','1 bite','13 (1d8+5)','d20web','Action','d20',1),('nazalor','Nazalor','2 claws','13 (1d8+5)','d20web','Action','d20',1),('nazalor','Nazalor','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('nazalor','Nazalor','Claw','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('nazalor','Nazalor','Multiattack','The nazalor makes one Bite attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('nazalor','Nazalor','Rage (1/long rest)','As a bonus action, the nazalor can whip itself into a roaring frenzy. When it does so, it gains advantage on attack rolls, inflicts +4 damage on melee attacks, and gains resistance to bludgeoning, piercing, and slashing damage. This rage lasts for one minute, after which it ends and the nazalor gains a level of exhaustion.','5e SRD','Special','D&D 5e',1),('nazalor','Nazalor','Regeneration','The nazalor regains 10 hit points at the start of its turn if it has at least 0 hit points.','5e SRD','Special','D&D 5e',1),('nazalor','Nazalor','Scent','The nazalor has advantage on Wisdom (Perception) checks that involve scent and it can track by scent.','5e SRD','Special','D&D 5e',1),('nazalor','Nazalor','Stunning Strike','If a creature is hit by the nazalor\'s bite attack and one of its claw attacks in the same round, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Special','D&D 5e',1),('neakTa','Neak Ta','calm emotions, mending, telekinesis','Innate, at will','5e SRD','Special','D&D 5e',1),('neakTa','Neak Ta','create food and water, cure wounds (as a 3rd level spell slot)','Innate, at will','5e SRD','Special','D&D 5e',1),('neakTa','Neak Ta','Cyclonic Fury (Recharge 5-6)','The neak ta magically gathers a mass of debris and loose objects and sets it rapidly swirling in a 20-foot radius around itself. A creature that ends its turn in the area or enters the area for the first time on a turn must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage and is blinded until the end of its next turn on a failed save, or half as much damage and isn\'t blinded on a successful one. The cyclonic fury lasts for as long as the neak ta maintains concentration (as if concentrating on a spell), for up to 1 minute.','5e SRD','Action','D&D 5e',1),('neakTa','Neak Ta','heroes\' feast','Innate, at will','5e SRD','Special','D&D 5e',1),('neakTa','Neak Ta','Hurled Object','Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('neakTa','Neak Ta','Immutable Form','The neak ta is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('neakTa','Neak Ta','Innate Spellcasting','The neak ta\'s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('neakTa','Neak Ta','Merge with Ward','While within or adjacent to its ward, the neak ta can merge with the building. While merged the neak ta is immune to damage and can\'t be targeted and can sense the entire interior and surrounding area of the ward with its own senses. It can emerge as an action, appearing in any unoccupied space within or adjacent to its ward.','5e SRD','Action','D&D 5e',1),('neakTa','Neak Ta','Multiattack','The neak ta makes three hurled object attacks.','5e SRD','Action','D&D 5e',1),('neakTa','Neak Ta','Regeneration','The neak ta regains 5 hit points at the start of its turn if it has at least 1 hit point.','5e SRD','Special','D&D 5e',1),('neanderthal','Neanderthal','Leaders','Two 6HD leaders (one male, one female) live in the neanderthal lair. They are 10\' tall and of a related but distinct race.','OSE','Special','OSR',2),('neanderthal','Neanderthal','Pets','Sometimes keep white apes as pets (see Ape, White).','OSE','Special','OSR',4),('neanderthal','Neanderthal','Racial animosity','Attack ogres on sight. Hate goblins and kobolds.','OSE','Special','OSR',3),('neanderthal','Neanderthal','weapon','1 * weapon (2d4 or by weapon + 1)','OSE','Action','OSR',1),('neanderthal','Neanderthal','Weapons','Prefer stone axes, stone hammers, clubs, or spears.','OSE','Special','OSR',1),('necrohulkFlailer',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('necrohulkFlailer',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),('necrohulkSmasher',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('necrohulkSmasher',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),('necrohusk',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),('necromancerTroop',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),('necromancerTroop',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),('necromunculus',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),('necrophidius','Necrophidius','bite','5 (1d8+3 plus','d20web','Action','d20',1),('necrophidius','Necrophidius','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),('necrophidius','Necrophidius','Dance of Death','','d20web','Special (Ex)','d20',1),('necrophidius','Necrophidius','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),('necrophidius','Necrophidius','|Dance of Death|Paralysis','A necrophidius can entrance opponents by swaying back and forth. All creatures within 30 feet who can see the necrophidius when it uses its dance of death must succeed on a Death save or be dazed for 2d4 rounds. This is a mind-affecting effect.','aquilae','Special','OSR',1),('necrophidius','Necrophidius','|Dance of Death|Paralysis','Any living creature that is bitten by a necrophidius must succeed on a Paralysis save or be paralyzed for 1d4 rounds.','aquilae','Special','OSR',2),('neh-thalggu','Neh-thalggu','1-4','Mind Worm. The neh-thalggu targets a creature it can see. The target creature must make an Intelligence save or have disadvantage on Intelligence saving throws until the neh-thalgaa is dead or loses this trait. The target is also slowed (as the slow spell). The neh-thalggu may use this ability once per day per brain up to four times per day.','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','10','Celerity (passive). The neh-thalggu may make its normal attacks as well as use a psionic ability or attack listed on this table.','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','5','Whispers of Madness. The neh-thalggu makes a ranged spell attack against a target within 100 feet that it can see; on a hit, the target takes 16 (3d8 +4) psychic damage and must pass an Intelligence save or become slowed (as the spell slow). If already slowed the target is paralyzed','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','6','Invisibility. As the spell of the same name.','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','7','Bend Space (passive). The neh-thalggu gains a reaction. If the neh-thalgaa would be hit by an attack, it can teleport up to 15 feet. This does not provoke an opportunity attack.','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','8','Distortion Blast. All creatures in a 100-foot long line that is 5 feet wide must make an Intelligence save or take 32 (8d6 +4) psychic damage. Aberrations have advantage on this save and only take half damage.','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','9','Venomous Mind. All creatures within 5 feet of the nehthalggu must make an Intelligence save or take 8 (1d8 +4) psychic damage and become confused (as the spell) until the end of the neh-thalgguï¿1/2s next turn. The creature then uses its reaction to make a single melee attack against a random adjacent creature.','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and 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),('neh-thalggu','Neh-thalggu','Brain Collection','The nehthalggu, or brain collector, can store up to ten humanoid brains and use them to enhance its knowledge and power. The destruction of these brains causes the brain collector to lose some of its magical power. Each brain can be attacked (AC 20: 15 hit points). Destroying a single brain deals no damage to the brain collector but causes it to lose special abilities. The number of brains determines its additional special attacks. It may use each of these abilities once per day. These abilities are psionic in nature (treat as spellcasting). Its psionic ability is Intelligence (spell save DC 15, +7 to hit with these attacks). Some options are passive and are active so long as the nehthalgaa has the appropriate number of brains. It may also maintain as many concentration spells as it has brains: 0: No additional special abilities.','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','Cerebral Power (Recharge 6)','The neh-thalggu uses the power of its collected brains to supercharge its magic. The brain collector can use this ability as a bonus action to cause the target of one of its spells to make any saving throws against its brain collection trait with disadvantage.','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the neh-thalgaa canï¿1/2t use one of its claw attacks on another target. However, the grappled creature automatically takes 14 (2d6 + 7) bludgeoning damage at the start of the neh-thalgguï¿1/2s turn. The neh-thalggu has two claws it can use to grapple a target.','5e SRD','Action','D&D 5e',1),('neh-thalggu','Neh-thalggu','Collect Brain','Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated, stunned or paralyzed humanoid grappled by the brain collector. Hit: The target takes 55 (10d10) slashing damage. If this damage reduces the target to 0 hit points, the brain collector kills the target by extracting and collecting its brain.','5e SRD','Action','D&D 5e',1),('neh-thalggu','Neh-thalggu','Magic Resistance','The brain collector has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('neh-thalggu','Neh-thalggu','Multiattack','The neh-thalggu makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('neh-thalggu','Neh-thalggu','Strange Knowledge','A neh-thalggu may add its proficiency bonus to all knowledge related ability checks.','5e SRD','Special','D&D 5e',1),('nekomata',NULL,'bite','12 (1d8+4 plus','d20web','Action','d20',1),('nekomata',NULL,'Create Undead (Su)','','d20web','Special (Su)','d20',1),('nekomata',NULL,'Disease (Su)','','d20web','Special (Su)','d20',1),('nekomata',NULL,'Perfect Copy (Su)','','d20web','Special (Su)','d20',1),('nemhaith',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),('nemhaith',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('nemhaith',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),('nenchuuj',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),('nenchuuj',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),('neothelid',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('nependis',NULL,'2 claws','21 (1d6+10 plus','d20web','Action','d20',1),('nependis',NULL,'Abduct (Ex)','When a nependis successfully grabs a Medium or smaller opponent, on that turn it can spend a swift action to move up to its speed. This movement provokes attacks of opportunity as normal. A nependis that succeeds at a second grapple check against the opponent can move up to its full speed as a swift action instead of up to half its speed.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nependis',NULL,'Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nependis',NULL,'Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nependis',NULL,'Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nependis',NULL,'Feat 4',' Lunge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nependis',NULL,'Feat 5',' MobilityB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nependis',NULL,'Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nependis',NULL,'Feat 7',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nependis',NULL,'Melee 1','2 claws +21 (1d6+10 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nependis',NULL,'Melee 2',' gore +21 (2d6+10)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nependis',NULL,'Roar (Su)','A nependis can let out a savage roar. Nependises within 60 feet gain a +2 morale bonus on attack rolls, saving throws, and weapon damage rolls for 1d4 rounds. All other creatures other within range of the roar become shaken for 1d4 rounds (Will DC 14 negates); this is a mind-affecting sonic fear effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nependis',NULL,'|Abduct|Roar','When a nependis successfully grabs a creature at least two size categories smaller than itself, on that turn it can spend an action to move up to its speed with that creature in its grasp.','aquilae','Special','OSR',1),('nependis',NULL,'|Abduct|Roar','A nependis can let out a savage roar. Nependises within 60 feet gain a +2 bonus on attack rolls, saving throws, and weapon damage rolls for 1d4 rounds. All other creatures other within range of the roar become shaken for 1d4 rounds (Paralysis save negates); this is a mind-affecting sonic fear effect.','aquilae','Special','OSR',2),('nereid','Nereid','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),('nereid','Nereid','At will','control water','5e SRD','Special','D&D 5e',1),('nereid','Nereid','Beguile','Any creature within 30 feet of the nereid must make a DC 15 Wisdom saving throw. If failed, they have disadvantage on Wisdom (Perception) checks to perceive any creature other than the nereid. Creatures in combat with the nereid have advantage on this saving throw, and creatures that can\'t be charmed are immune. The effect ends if the nereid is incapacitated or cannot be seen.','5e SRD','Action','D&D 5e',1),('nereid','Nereid','Blind','Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: the target must make a DC 15 Constitution saving throw. On a failure, the target is poisoned for 1 minute. A target is blinded while poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned.','5e SRD','Action','D&D 5e',1),('nereid','Nereid','Drowning Kiss','A nereid can flood the lungs of one target within 5 feet that is willing, incapacitated, or affected by her Beguile. She touches the target, traditionally by kissing the creature on the lips. The target must make a DC 15 Constititution saving throw or immediately begin drowning. Drowning creatures begin choking. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer drowning.','5e SRD','Action','D&D 5e',1),('nereid','Nereid','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('nereid','Nereid','Innate Spellcasting','The nereid\'s innate spellcasting ability is Wisdom (spell save DC 15). The nereid can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('nereid','Nereid','Magic Resistance','The nereid has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('nereid','Nereid','Multiattack','The nereid uses Beguile, then Suggestion.','5e SRD','Action','D&D 5e',1),('nereid','Nereid','Poison','','d20web','Special (Ex)','d20',1),('nereid','Nereid','Shawl','A nereid\'s shawl (6 hit points) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes 1d6 necrotic damage per hour until she dies. A nereid can craft a new shawl from water by making a DC 10 Wisdom check, but each attempt takes 1d4 hours to complete.','5e SRD','Special','D&D 5e',1),('nereid','Nereid','Shawl','','d20web','Special (Ex)','d20',1),('nereid','Nereid','Suggestion','The nereid suggests an action to a creature she can see within 30 feet that can hear and understand her. If the target fails a DC 15 Wisdom saving throw, it pursues the suggested course of action to the best of its ability. The effect ends when the action is completed, after 8 hours, or if the creature is harmed by the nereid or her allies, whichever comes first. Self-destructive suggestions are ignored, and creatures that can\'t be charmed are immune.','5e SRD','Action','D&D 5e',1),('nereid','Nereid','Transparency','When underwater, a nereid\'s body becomes transparent, effectively rendering her invisible. She can become visible or transparent on her turn without using an action.','5e SRD','Special','D&D 5e',1),('nereid','Nereid','Unarmored Defense','If she wears no armor, a nereid\'s Armor Class equals 10 + her Dexterity modifier + her Charisma modifier.','5e SRD','Special','D&D 5e',1),('nereid','Nereid','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),('nereid','Nereid','|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). Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',1),('nereid','Nereid','|Change Shape','Drowning Kiss A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a Death save to cough up this water; otherwise it falls unconscious at must save again or die.','aquilae','Special','OSR',2),('nereid','Nereid','|Change Shape','Poison Touch or spray - contact; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution damage plus blindness; cure 2 consecutive saves.','aquilae','Special','OSR',3),('nereid','Nereid','|Change Shape','Shawl A nereid\'s shawl (AC 11, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes a Spell save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid\'s shawl require the sunder or disarm attempts.','aquilae','Special','OSR',4),('nereid','Nereid','|Change Shape','Transparent When underwater, a nereid\'s body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action.','aquilae','Special','OSR',5),('nerizo','Nerizo','1/day','confusion','5e SRD','Special','D&D 5e',1),('nerizo','Nerizo','At will','darkness, detect evil and good, teleport (self only)','5e SRD','Special','D&D 5e',1),('nerizo','Nerizo','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('nerizo','Nerizo','Innate Spellcasting','The nerizo\'s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('nerizo','Nerizo','Magic Resistance','The nerizo demon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('nerizo','Nerizo','Multiattack','The nerizo makes one Sting attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('nerizo','Nerizo','Sting','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must succeed at a DC 15 Constitution saving throw or suffer an additional 9 (2d8) poison damage and be poisoned for one hour.','5e SRD','Action','D&D 5e',1),('nessianWarhound',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),('nessianWarhound',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),('nessianWarhound',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),('ngara',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('ngobou','Ngobou','Elephants\' Bane','The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours.','5e SRD','Special','D&D 5e',1),('ngobou','Ngobou','Gore','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('ngobou','Ngobou','Spikes','A creature that grapples an ngobou takes 9 (2d8) piercing damage.','5e SRD','Special','D&D 5e',1),('ngobou','Ngobou','Stomp','Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('ngobou','Ngobou','Trampling Charge','If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('nian','Nian','At will','The nian creates magical darkness and silence around it in a 15-foot-radius sphere that moves with it and spreads around corners. The dark silence lasts as long as the nian maintains concentration, up to 10 minutes (as if concentrating on a spell). The nian sees objects in the sphere in shades of gray. Darkvision can\'t penetrate the darkness, no natural light can illuminate it, no sound can be created within or pass through it, and any creature or object entirely inside the sphere of dark silence is immune to thunder damage. Creatures entirely inside the darkness are deafened and can\'t cast spells that include a verbal component. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is destroyed.','5e SRD','Action','D&D 5e',1),('nian','Nian','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('nian','Nian','Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('nian','Nian','Hold Breath','The nian can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('nian','Nian','Stomp','Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 15 (2d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('nian','Nian','Trampling Charge','If the nian moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced&nbsp;prone. If the target is prone, the nian can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('nian','Nian','Tremulous','The nian is inherently fearful of loud noises, fire, and the color red. It will not choose to move toward any red object or any fiery or burning materials. If presented forcefully with a red object, flame, or if it is dealt fire or thunder damage, the nian must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific red object or a particular source of noise (such as clanging a weapon on a shield) or fire (such as the burning hands spell), the nian can\'t be frightened by that same source again for 24 hours.','5e SRD','Special','D&D 5e',1),('nichny','Nichny','1/day','teleport, word of recall','5e SRD','Special','D&D 5e',1),('nichny','Nichny','3/day','blink, dimension door, haste, polymorph (self only)','5e SRD','Special','D&D 5e',1),('nichny','Nichny','At Will','detect magic, invisibility, magic missile, ray of frost','5e SRD','Special','D&D 5e',1),('nichny','Nichny','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('nichny','Nichny','Freedom of Movement','A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack.','5e SRD','Special','D&D 5e',1),('nichny','Nichny','Imbue Luck (1/Day)','Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours.','5e SRD','Special','D&D 5e',1),('nichny','Nichny','Innate Spellcasting','The nichny\'s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('nichny','Nichny','Luck Aura','A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action.','5e SRD','Special','D&D 5e',1),('nichny','Nichny','Magic Resistance','The nichny has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('nichny','Nichny','Multiattack','The nichny makes two claw attacks.','5e SRD','Action','D&D 5e',1),('nichny','Nichny','Soothsaying','Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true.','5e SRD','Special','D&D 5e',1),('nightgaunt',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('nightgaunt',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),('nightHag',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),('nightHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('nightHag',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),('nightmarchers',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),('nightmarchers',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('nightmarchers',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),('nightmarchers',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),('nightmare',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),('nightmare',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),('nightmareRook',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),('nikaramsa',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),('nikaramsa',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),('nilith',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('ningen',NULL,'1/day','vortex (DC 20)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningen',NULL,'2 claws','29 (3d8+15/19-20)','d20web','Action','d20',1),('ningen',NULL,'3/day','freezing sphere (DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningen',NULL,'At will','hydraulic torrent','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningen',NULL,'bite','28 (4d6+15)','d20web','Action','d20',1),('ningen',NULL,'Polar Breach (Su)','As a full-round action that does not provoke attacks of opportunity, a ningen can rapidly submerge itself beneath the water and then launch itself upward to break the surface and crash down. The impact produces flying chunks of ice dealing 10d6 points of cold damage and 10d6 points of piercing damage to all creatures and objects within a 30-foot radius. Creatures that take cold damage are staggered and entangled for a number of rounds equal to the ningen\'s Hit Dice, and those that take piercing damage are sickened for the same number of rounds. A successful DC 27 Reflex save halves this damage and negates the staggered effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningyo','Ningyo','2 claws','2 (1d3-1)','d20web','Action','d20',1),('ningyo','Ningyo','Aquatic','The ningyo can breathe only underwater and can hold its breath for 1 hour.','5e SRD','Special','D&D 5e',1),('ningyo','Ningyo','Barbed Tentacle','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 5 (1d10) poison damage.','5e SRD','Action','D&D 5e',1),('ningyo','Ningyo','bite','2 (1d4-1)','d20web','Action','d20',1),('ningyo','Ningyo','Curse of Ill Fortune','When a creature that the ningyo can see attacks the ningyo and misses, the attack is automatically redirected against another creature within 5 feet of the ningyo or the attacker. This attack uses the same attack roll.','5e SRD','Special','D&D 5e',1),('ningyo','Ningyo','Feat 1','Step Up','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ningyo','Ningyo','Group Grappler (Ex)','A ningyo has a +2 racial bonus on combat maneuver checks. When two or more ningyos are grappling the same creature, each gains a +1 bonus on grapple combat maneuver checks and a +1 bonus on grapple damage rolls.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningyo','Ningyo','Melee 1','2 claws +2 (1d3-1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ningyo','Ningyo','Melee 2',' bite +2 (1d4-1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ningyo','Ningyo','Multiattack','The ningyo makes four barbed tentacle attacks.','5e SRD','Action','D&D 5e',1),('ningyo','Ningyo','Ningyo Flesh','Ingested; save Fort DC 12; onset 1 minute; frequency 1/minute for 4 minutes; effect 1d2 Int damage; cure 2 saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningyo','Ningyo','Nocturnal Undeath (Su)','The body of a ningyo never rests peacefully. Every night, an hour after sundown, an intact ningyo corpse animates; its type changes to undead (aquatic), and it gains undead immunities, bonus hit points based on its Charisma instead of Constitution, and the startle ability. At dawn, the undead ningyo becomes a corpse again. An undead ningyo knows when the dawn is coming and attempts to find shelter so it is not discovered as a corpse. A ningyo missing a limb, head, or tail does not animate at night, but can do so if reunited with its missing body part. A ningyo corpse that is burned or torn apart and its pieces scattered does not rise as an undead.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningyo','Ningyo','Poison Flesh (Ex)','Any creature that bites a ningyo or swallows any part of it becomes poisoned.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningyo','Ningyo','Share Pain','When the ningyo takes damage, it can choose to take half the damage instead. The ningyo then chooses a creature within 60 feet. The target must succeed on a DC 15 Constitution saving throw or have disadvantage until the end of its next turn as it is wracked with the pain of the attack.','5e SRD','Reaction','D&D 5e',1),('ningyo','Ningyo','Startle (Su)','If an undead ningyo attacks in the surprise round, its target must attempt a DC 11 Will save. Success means the target is shaken for 1 round; failure means it is frightened for 1d4 rounds. The target can only be affected by that ningyo\'s startle once every 24 hours. Creatures with 6 or more Hit Dice are immune to this ability. This is a mind-affecting fear effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningyo','Ningyo','Swarming (Ex)','Up to two ningyos can share the same square at the same time. If two ningyos in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ningyo','Ningyo','|Group Grappler','When two or more ningyos are grappling the same creature, each gains a +2 bonus on attack rolls and a +1 bonus on damage rolls.','aquilae','Special','OSR',1),('ningyo','Ningyo','|Group Grappler','Nocturnal Undeath The body of a ningyo never rests peacefully. Every night, an hour after sundown, an intact ningyo corpse animates; its type changes to undead (aquatic), and it gains undead immunities, and bonus hit points based on its Charisma instead of Constitution, and the Startle ability (see below). At dawn, the undead ningyo becomes a corpse again. An undead ningyo knows when the dawn is coming and attempts to find shelter so it is not discovered as a corpse. A ningyo missing a limb, head, or tail does not animate at night, but can do so if reunited with its missing body part. A ningyo corpse that is burned or torn apart and its pieces scattered does not rise as an undead.','aquilae','Special','OSR',2),('ningyo','Ningyo','|Group Grappler','Poison Flesh Any creature that bites a ningyo or swallows any part of it becomes poisoned. Ningyo Flesh: Ingested; save Death; onset 1 minute; frequency 1/minute for 4 minutes; effect 1d2 Intellilgence damage; cure 2 saves.','aquilae','Special','OSR',3),('ningyo','Ningyo','|Group Grappler','Startle If an undead ningyo attacks in the surprise round, its target must attempt a Paralysis save. Success means the target is shaken for 1 round; failure means it is frightened for 1d4 rounds. The target can only be affected by that ningyo\'s startle once every 24 hours. Creatures with 6 or more Hit Dice are immune to this ability. This is a mind-affecting fear effect.','aquilae','Special','OSR',4),('ningyo','Ningyo','|Group Grappler','Swarming Up to two ningyos can share the same square at the same time. If two ningyos 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',5),('niodrhast',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('niutomi','Niutomi','Celestial Weapons','The niutomi\'s weapon attacks are magical. When the niutomi hits with any weapon, the weapon deals an extra 2d8 radiant damage or 4d8 radiant damage against undead (included in the attack).','5e SRD','Special','D&D 5e',1),('niutomi','Niutomi','Chain Undead','The niutomi may touch one incapacitated, paralyzed, petrified, stunned, or unconscious undead. The target must then make a DC 14 Constitution saving throw or be reduced to 0 hit points. If the saving throw succeeds, the undead creature loses the condition and may act normally on its next turn. Undead reduced to 0 hit points are chained on the niutomi\'s next turn and returned to their proper burial place or other destination. So long as they remain chained, the undead remain at rest and at 0 hit points.','5e SRD','Action','D&D 5e',1),('niutomi','Niutomi','Magic Resistance','The niutomi has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('niutomi','Niutomi','Multiattack','The niutomi makes two melee attacks.','5e SRD','Action','D&D 5e',1),('niutomi','Niutomi','Pitchfork','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) radiant damage or 18 (4d8) radiant damage against undead.','5e SRD','Action','D&D 5e',1),('niutomi','Niutomi','Subdue Undead','The niutomi takes an action to force all undead within 10 feet to make a DC 14 Wisdom saving throw or be incapacitated for 1d6 rounds.','5e SRD','Action','D&D 5e',1),('nixie','Nixie','1/day','suggestion','5e SRD','Special','D&D 5e',1),('nixie','Nixie','1/day','water breathing (CL 12th)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nixie','Nixie','3/day','charm person (DC 15)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nixie','Nixie','3/day each','charm person','5e SRD','Special','D&D 5e',1),('nixie','Nixie','Amphibious','A nixie can breathe air and water.','5e SRD','Special','D&D 5e',1),('nixie','Nixie','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),('nixie','Nixie','Bestow water breathing','Can cast upon charmed slaves. Lasts for one day, then must be refreshed.','OSE','Special','OSR',5),('nixie','Nixie','Charm','10 nixies together can cast a charm to enchant a victim to serve them for one year. Save versus spells or be charmed: move towards the nixies (resisting those who try to prevent it); defend the nixies; obey the nixies\' commands (if understood); unable to cast spells or use magic items; unable to harm the nixies. Killing the nixies breaks the charm.','OSE','Special','OSR',3),('nixie','Nixie','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nixie','Nixie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('nixie','Nixie','group spell','1 * weapon (1d4) or 1 * group spell (charm)','OSE','Action','OSR',1),('nixie','Nixie','Innate Spellcasting','The nixie\'s spellcasting ability is Charisma (spell save DC 14), and requires no material components for the following spells:','5e SRD','Special','D&D 5e',1),('nixie','Nixie','Light Crossbow','Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('nixie','Nixie','Lure','A nixie sings a magical melody. Every humanoid and giant within 300 feet of her that can hear her song must make a DC 13 Wisdom saving throw or be charmed until the song ends. The nixie must use a bonus action on her subsequent turns to continue singing. She can stop at any time. The song ends if the nixie is incapacitated. While charmed by the nixie, a target is incapacitated and ignores the songs of other nixies. If the charmed target is more than five feet away from the nixie, the target must move on its turn toward her by the most direct route, trying to get within five feet. It doesn\'t avoid opportunity attacks, but before moving into damaging terrain such as lava or a pit, and whenever it takes damage from a source other than the nixie, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends. A target that successful saves is immune to the nixie\'s song for the next 24 hours.','5e SRD','Action','D&D 5e',1),('nixie','Nixie','Melee 1','short sword +5 (1d4-2/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nixie','Nixie','Ranged 1','light crossbow +5 (1d6/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('nixie','Nixie','Shapechanger','A nixie can use her action to polymorph into a Small or Medium aquatic creature, or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn\'t transformed. She reverts to her true form if she dies.','5e SRD','Special','D&D 5e',1),('nixie','Nixie','short sword','5 (1d4-2/19-20)','d20web','Action','d20',1),('nixie','Nixie','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),('nixie','Nixie','Shy','Will try to charm intruders, rather than entering combat.','OSE','Special','OSR',1),('nixie','Nixie','Summon giant bass','Each nixie can summon one fish to aid in combat (see Giant Bass).','OSE','Special','OSR',4),('nixie','Nixie','Weapons','Daggers and small tridents (as spears).','OSE','Special','OSR',2),('nixie','Nixie','Wild Empathy (Ex)','This ability works like the druid ability of the same name. The nixie\'s total includes a +8 racial bonus on wild empathy checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('nkiruka',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),('nkiruka',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),('nkosi','Nkosi','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('nkosi','Nkosi','Brute','A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack).','5e SRD','Special','D&D 5e',1),('nkosi','Nkosi','Hunter\'s Maw','If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar 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 nkosi can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('nkosi','Nkosi','Keen Smell','The nkosi has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('nkosi','Nkosi','Mambele Throwing Knife (Nkosi Form Only)','Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('nkosi','Nkosi','Multiattack','The pridelord makes two attacks with its scimitar or with its throwing knife.','5e SRD','Action','D&D 5e',1),('nkosi','Nkosi','Scimitar (Nkosi Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('nkosi','Nkosi','Shapechanger','The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can\'t speak and its walking speed is 50 feet. Other than its speed, its statistics are the same in each form. 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),('noble','Noble','Class','Usually treated as 3rd level fighters, but may be of any class and level.','OSE','Special','OSR',1),