('dybbuk',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),('dybbuk',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('dybbuk',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),('dyzallinShraen',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('dyzallinShraen',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),('eagle','Eagle','2 talons','3 (1d4)','d20web','Action','d20',1),('eagle','Eagle','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),('eagle','Eagle','bite','3 (1d4)','d20web','Action','d20',1),('eagle','Eagle','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('eagle','Eagle','Keen Sight','The eagle has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('eagle','Eagle','Melee 1','2 talons +3 (1d4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('eagle','Eagle','Melee 2',' bite +3 (1d4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('eagle','Eagle','Talons','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('eala','Eala','Fire Breath (recharge 5-6)','The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala\'s fire breath ignites flammable objects and melts soft metals in the area that aren\'t being worn or carried.','5e SRD','Action','D&D 5e',1),('eala','Eala','Multiattack','The eala makes two attacks with its wing blades.','5e SRD','Action','D&D 5e',1),('eala','Eala','Swan Song','When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0.','5e SRD','Reaction','D&D 5e',1),('eala','Eala','Wing Blades','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('earthElemental','Earth Elemental','Blocked by water','Cannot cross a channel wider than own height.','OSE','Special','OSR',7),('earthElemental','Earth Elemental','blow','1 * blow (1d8 / 2d8 / 3d8)','OSE','Action','OSR',1),('earthElemental','Earth Elemental','Earth Glide','','d20web','Special (Ex)','d20',1),('earthElemental','Earth Elemental','Earth Mastery','','d20web','Special (Ex)','d20',1),('earthElemental','Earth Elemental','Greater','AC -2 [21], HD 16*, Att 1 * blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)','OSE','Special','OSR',5),('earthElemental','Earth Elemental','Harm creatures on the ground','Inflict extra 1d8 damage.','OSE','Special','OSR',8),('earthElemental','Earth Elemental','Intermediate','AC 0 [19], HD 12*, Att 1 * blow (2d8), SV D6 W7 P8 B8 S10 (12). (Summoned by magic device.)','OSE','Special','OSR',4),('earthElemental','Earth Elemental','Lesser','AC 2 [17], HD 8*, Att 1 * blow (1d8), SV D8 W9 P10 B10 S12 (8). (Summoned by magic staff.)','OSE','Special','OSR',3),('earthElemental','Earth Elemental','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('earthElemental','Earth Elemental','Power level','There are three power levels of elemental. Each is typically summoned by different means:','OSE','Special','OSR',2),('earthElemental','Earth Elemental','Size','8\' tall / 12\' tall / 16\' tall.','OSE','Special','OSR',6),('earthElemental','Earth Elemental','|Earth Glide|Earth Mastery','This creature, while burrowing, can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.','aquilae','Special','OSR',1),('earthElemental','Earth Elemental','|Earth Glide|Earth Mastery','This creature gains a +2 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental suffers dis+4 bonus on attack and damage rolls. These modifiers apply to all combat actions.','aquilae','Special','OSR',2),('earthElementalDragon','Earth Elemental Dragon','1/day','plane shift','5e SRD','Special','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','3/day','wall of stone','5e SRD','Special','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','At will','meld into stone, stone shape','5e SRD','Special','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Bite','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (3d6) fire damage.','5e SRD','Action','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Claw','Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.','5e SRD','Action','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Earth Glide','The dragon can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\'t disturb the material it moves through.','5e SRD','Special','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','False Appearance','While the dragon remains motionless, it is indistinguishable from a normal statue of a dragon.','5e SRD','Special','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Innate Spellcasting','The dragon\'s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components.','5e SRD','Special','D&D 5e',1),('earthElementalDragon','Earth Elemental 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),('earthElementalDragon','Earth Elemental Dragon','Multiattack','The dragon can make three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Shale and Stone Breath (Recharge 5-6)','The dragon releases a 60-foot cone of sand and gravel. Creatures within the area must make a DC 22 Constitution saving throw, taking 35 (10d6) fire damage plus 35 (10d6) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. A creature slain by this damage has its body pulverized; it can only be restored to life by true resurrection or wish.','5e SRD','Action','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Siege Monster','The dragon deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Tail','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('earthElementalDragon','Earth Elemental Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) 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),('earthenDestrier',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),('earthenDestrier',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),('earthMephit','Earth Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('earthMephit','Earth Mephit','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('earthMephit','Earth Mephit','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('earthMephit','Earth Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('earthWisp','Earth Wisp','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),('earthWisp','Earth Wisp','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),('eberark',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),('eberark',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),('eblis','Eblis','beak','5 (1d6+1)','d20web','Action','d20',1),('ecorche',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),('ectoplasmicAmalgam',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),('eel','Eel','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),('eel','Eel','Hold Breath','The electric eel can hold its breath for 10 minutes.','5e SRD','Special','D&D 5e',1),('eel','Eel','Tail','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) lightning damage. On a critical hit, the target must succeed on a DC 13 Constitution saving throw or be stunned. At the end of each of its turns, the target can make a new saving throw; on a success, it is no longer stunned.','5e SRD','Action','D&D 5e',1),('efreeti','Efreeti','+1 Scimitar','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6) fire damage.','5e SRD','Action','D&D 5e',1),('efreeti','Efreeti','1/day each','conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire','5e SRD','Special','D&D 5e',1),('efreeti','Efreeti','1/day-grant up to 3','wishes (to nongenies only), gaseous form, permanent image (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('efreeti','Efreeti','3/day','invisibility, quickened scorching ray, wall of fire (DC 16)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('efreeti','Efreeti','3/day each','enlarge/reduce, tongues','5e SRD','Special','D&D 5e',1),('efreeti','Efreeti','Action Surge','(recharges after a short or long rest)The efreeti may make one additional action on its turn on top of its normal action (and possible bonus action).','5e SRD','Special','D&D 5e',1),('efreeti','Efreeti','At will','detect magic','5e SRD','Special','D&D 5e',1),('efreeti','Efreeti','At Will','plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 14), scorching ray','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('efreeti','Efreeti','Change Size','(Sp) Twice per day, an efreeti can magically change a creature\'s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. 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),('efreeti','Efreeti','Constant','detect magic','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('efreeti','Efreeti','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),('efreeti','Efreeti','Elemental Demise','If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.','5e SRD','Special','D&D 5e',1),('efreeti','Efreeti','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('efreeti','Efreeti','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('efreeti','Efreeti','Feat 3',' Deceitful','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('efreeti','Efreeti','Feat 4',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('efreeti','Efreeti','Feat 5',' Improved InitiativeB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('efreeti','Efreeti','Feat 6',' Quicken Spell-Like Ability (scorching ray)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('efreeti','Efreeti','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),('efreeti','Efreeti','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),('efreeti','Efreeti','Heat (Ex)','An efreeti\'s body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('efreeti','Efreeti','Hurl Flame','Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.','5e SRD','Action','D&D 5e',1),('efreeti','Efreeti','Improved Critical','The efreeti\'s weapon attacks score a critical hit on a roll of 19 or 20.','5e SRD','Special','D&D 5e',1),('efreeti','Efreeti','Innate Spellcasting','The efreeti\'s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, with no need for material components:','5e SRD','Special','D&D 5e',1),('efreeti','Efreeti','Melee 1','2 slams +15 (1d8+6 plus 1d6 fire) or mwk falchion +16/+11 (2d6+9/18-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('efreeti','Efreeti','Multiattack','The efreeti makes three Scimitar attacks or uses its Hurl Flame three times.','5e SRD','Action','D&D 5e',1),('efreeti','Efreeti','Second Wind','(recharges after a short or long rest)The efreeti may regain 1d10 + 15 hit points.','5e SRD','Bonus Action','D&D 5e',1),('efreeti','Efreeti','|Change Size|Heat|Telepathy|Vulnerability to|Cold','Twice per day, an efreeti can magically change a creature\'s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. This is the equivalent of a 2nd-level spell. Unwilling targets may attempt a Death save to negate the effect.','aquilae','Special','OSR',1),('efreeti','Efreeti','|Change Size|Heat|Telepathy|Vulnerability to|Cold','An efreeti\'s body deals 1d6 additional fire damage whenever it hits in melee, or in each round it grapples.','aquilae','Special','OSR',2),('efreeti','Efreeti','|Change Size|Heat|Telepathy|Vulnerability to|Cold','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('einherji',NULL,'Aesir','Aesir are often-bellicose monitors of the chaotic planes, honing their skill in battle and preparing for a final confrontation at the end of the multiverse.','fan json','Trait','Pathfinder 2e',1),('einherji',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),('ekundayo\'sDog',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),('ekundayo\'sDog',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),('elananx',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('elananx',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),('elasmosaurus',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),('elderCauthooj',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),('elderElementalTsunami',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),('elderElementalTsunami',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),('elderElementalTsunami',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),('elderSphinx',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),('elderWyrmwraith',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),('elderWyrmwraith',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),('elderWyrmwraith',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),('elderWyrmwraith',NULL,'Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('electricEel','Electric Eel','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),('electricEel','Electric Eel','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),('electricEel','Electric Eel','bite','7 (1d8)','d20web','Action','d20',1),('electricEel','Electric Eel','|Electricity','An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt of 2d6 damage with a successful touch attack. On a critical hit, the creature struck must make a Paralysis save or be stunned for 1d4 rounds.','aquilae','Special','OSR',1),('eleinomae','Eleinomae','2/day each','hallucinatory terrain, major image','5e SRD','Special','D&D 5e',1),('eleinomae','Eleinomae','3/day each','charm person, suggestion','5e SRD','Special','D&D 5e',1),('eleinomae','Eleinomae','At will','dancing lights','5e SRD','Special','D&D 5e',1),('eleinomae','Eleinomae','Dagger','Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.','5e SRD','Action','D&D 5e',1),('eleinomae','Eleinomae','Innate Spellcasting','The eleinomae\'s innate spellcasting 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),('eleinomae','Eleinomae','Multiattack','The eleinomae makes three dagger attacks and one reed flower net attack.','5e SRD','Action','D&D 5e',1),('eleinomae','Eleinomae','Reed Flower Net','Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).','5e SRD','Action','D&D 5e',1),('eleinomae','Eleinomae','Reed Walk','The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn\'t cost it extra moment.','5e SRD','Special','D&D 5e',1),('eleinomae','Eleinomae','Unearthly Grace','The eleinomae\'s Charisma modifier is added to its armor class (included above).','5e SRD','Special','D&D 5e',1),('elementalAvalanche',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),('elementalAvalanche',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),('elementalHurricane',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),('elementalHurricane',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),('elementalInferno',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),('elementalInferno',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),('elementalTsunami',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),('elementalTsunami',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),('elementalTsunami',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),('elementalVessel,Water',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),('elementalVessel,Water',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),('elementalVessel,Water',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),('elephant','Elephant','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),('elephant','Elephant','Charge','In first round of combat, when not in melee. Requires clear run of at least 20 yards. Tusks inflict double damage.','OSE','Special','OSR',1),('elephant','Elephant','Feat 1','Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elephant','Elephant','Feat 2',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elephant','Elephant','Feat 3',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elephant','Elephant','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elephant','Elephant','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elephant','Elephant','Feat 6',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elephant','Elephant','Gore','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('elephant','Elephant','Ivory','Each tusk is worth 1d6 * 100gp.','OSE','Special','OSR',3),('elephant','Elephant','Melee 1','gore +16 (2d8+10)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elephant','Elephant','Melee 2',' slam +16 (2d6+10)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elephant','Elephant','Stomp','Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('elephant','Elephant','trample','2 * tusk (2d4) or 1 * trample (4d8)','OSE','Action','OSR',1),('elephant','Elephant','Trample','3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.','OSE','Special','OSR',2),('elephant','Elephant','Trampling Charge','If the elephant 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 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('elephant','Elephant','|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',1),('elf','Elf','1st level (4 slots)','charm person*, hideous laughter*, magic missile','5e SRD','Special','D&D 5e',1),('elf','Elf','2nd level (3 slots)','hold person*, invisibility, suggestion*','5e SRD','Special','D&D 5e',1),('elf','Elf','3rd level (3 slots)','hypnotic pattern, lightning bolt','5e SRD','Special','D&D 5e',1),('elf','Elf','4th level (3 slots)','confusion*, conjure minor elementals','5e SRD','Special','D&D 5e',1),('elf','Elf','5th level (2 slots)','dominate person*, hold monster,* mislead, modify memory*','5e SRD','Special','D&D 5e',1),('elf','Elf','6th level (1 slots)','irresistible dance*, chain lightning','5e SRD','Special','D&D 5e',1),('elf','Elf','Beguiling Parry (Recharge 4-6)','When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can\'t attack the enchanter again until the start of its next turn.','5e SRD','Reaction','D&D 5e',1),('elf','Elf','Cantrips (at will)','dancing lights, friends, mage hand, message, prestidigitation','5e SRD','Special','D&D 5e',1),('elf','Elf','Captivating Gaze','The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target\'s speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter\'s allies, it has advantage on the next saving throw. The effect also ends if the creature can no longer see or hear the enchanter. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the enchanter\'s Captivating Gaze for the next 24 hours.','5e SRD','Action','D&D 5e',1),('elf','Elf','Dagger','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('elf','Elf','Fey Ancestry','The enchanter has advantage on saving throws against being charmed, and magic can\'t put the enchanter to sleep.','5e SRD','Special','D&D 5e',1),('elf','Elf','Leader','Groups of 15+ are led by an elf of level 1d6 + 1. The leader may have magical items: 5% chance per level for each magic item table (see Magic Items).','OSE','Special','OSR',2),('elf','Elf','prismatic spray','7th level (1 slot)','5e SRD','Special','D&D 5e',1),('elf','Elf','Reach of the Fey','When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead.','5e SRD','Special','D&D 5e',1),('elf','Elf','Spellcasting','The enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following wizard spells prepared:','5e SRD','Special','D&D 5e',1),('elf','Elf','Spells','Each individual has one random 1st level arcane spell.','OSE','Special','OSR',1),('elf','Elf','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('elk','Elk','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),('elk','Elk','butt','1 * butt (1d8)','OSE','Action','OSR',1),('elk','Elk','Elk Charge','If the elk moves at least 10 feet and then hits a target with a gore attack, the target takes an extra 1d8 damage and must make a Str save (DC 15) or be forced prone.','5e SRD','Special','D&D 5e',1),('elk','Elk','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('elk','Elk','Gore','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d8+4 bludgeoning damage (3d8+4 damage if the elk charged).','5e SRD','Action','D&D 5e',1),('elk','Elk','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),('elk','Elk','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),('elk','Elk','Stampede','See main entry.','OSE','Special','OSR',4),('elohim','Elohim','1/day','create demiplane, mage\'s disjunction','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('elohim','Elohim','2 claws','27 (2d8+7)','d20web','Action','d20',1),('elohim','Elohim','3/day','circle of death (DC 23), disintegrate (DC 23), power word stun','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('elohim','Elohim','5/day','control weather, greater dispel magic, greater polymorph, heal, plane shift (DC 24), terraformMA','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('elohim','Elohim','8 tentacles','22 (2d8+3 plus','d20web','Action','d20',1),('elohim','Elohim','At will','baleful polymorph (DC 22), charm monster (DC 21), etherealness, rest eternal, shapechange, stone shape, greater teleport (self plus 50 lbs. of objects only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('elohim','Elohim','Constant','deathwatch, mind blank, speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('elohim','Elohim','Create Life (Su)','At will, an elohim can create any one plant or living creature. A creature created can have no more than 4 Hit Dice and be no larger than Large size, and is not under the elohim\'s control.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('elohim','Elohim','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 10',' Iron WillM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 11',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 4',' Great FortitudeM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 5',' Greater Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 6',' Improved Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 7',' Improved InitiativeM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 8',' Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Feat 9',' Improved Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Melee 1','2 claws +27 (2d8+7)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Melee 2',' 8 tentacles +22 (2d8+3 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('elohim','Elohim','Natural Spellcasting (Su)','An elohim can cast spells in any shape, similar to the Natural Spell feat.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('elohim','Elohim','|Breath Weapon|own breath weapon.|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),('elohim','Elohim','|Breath Weapon|own breath weapon.|Constrict','Create Life At will, an elohim can create any one plant or living creature. A creature created can have no more than 4 Hit Dice and be no larger than Large size, and is not under the elohim\'s control.','aquilae','Special','OSR',2),('elohim','Elohim','|Breath Weapon|own breath weapon.|Constrict','Dual Initiative The monster gets two turns each round, one on its initiative count and another on its initiative count - 20. For example, if the monster\'s initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature\'s round or the start of its turn such as saving throws against ongoing effects or taking bleed damage, only the monster\'s first turn each round counts toward such durations.','aquilae','Special','OSR',3),('elohim','Elohim','|Breath Weapon|own breath weapon.|Constrict','Fortification Plantbringer The monster has an 50% chance to treat any critical hit or sneak attack or precision damage as a normal hit.','aquilae','Special','OSR',4),('elohim','Elohim','|Breath Weapon|own breath weapon.|Constrict','Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('elohim','Elohim','|Breath Weapon|own breath weapon.|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',6),('elohim','Elohim','|Breath Weapon|own breath weapon.|Constrict','All plants within a 1-mile radius of you grow at double their normal rate and don\'t suffer from any diseases or maladies. Furthermore, allied plant creatures within 30 feet of you gain fast healing 5. If you use plant shape or wild shape to take the form of a plant, you gain this fast healing in plant form.','aquilae','Special','OSR',7),('eloko','Eloko','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('elysianSheep',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),('elysianTitan',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),('elysianTitan',NULL,'Titan','Titans are enormous, primordial creatures of neargodlike power who predate the mortal races.','fan json','Trait','Pathfinder 2e',1),('emberFox',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),('emberFox',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),('emperorBird',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),('emperorCobra',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),('empressBoreWorm',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),('encantado','Encantado','1/week','control weather','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('encantado','Encantado','3/day','charm monster (DC 18), confusion (DC 19), daze monster (DC 17)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('encantado','Encantado','At will','charm person (DC 16), suggestion (DC 18), unnatural lust (DC 17)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('encantado','Encantado','Enchanting Grace (Su)','An encantado adds its Charisma bonus as a racial bonus on all of its saving throws, and as a deflection bonus to its Armor Class.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('encantado','Encantado','Intoxication (Su)','An encantado\'s slam attack affects its target as if the target had overindulged, causing the target to gain the sickened condition for 1 hour. A target already sickened by an encantado\'s intoxication instead becomes nauseated for 1d4 rounds.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('encantado','Encantado','slam','10 (1d4+4 plus intoxication) or','d20web','Action','d20',1),('enfield','Enfield','bite','6 (1d4+ 1 plus','d20web','Action','d20',1),('engelidis',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('enormousDragonfly',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),('enormousFlameDrake',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),('enormousFlameDrake',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),('eremite',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),('eremite',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),('erina','Erina','Arm Spine Regrowth','The erina has twenty-four arm spines that it can use to make Throw Spine attacks. Used spines regrow when the erina finishes a long rest.','5e SRD','Special','D&D 5e',1),('erina','Erina','Expert Wrestler','The erina can grapple creatures two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If the erina grapples a Small or smaller creature, the target has disadvantage on its escape attempts. In addition, the erina has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition.','5e SRD','Special','D&D 5e',1),('erina','Erina','Hardy','The erina has advantage on saving throws against poison.','5e SRD','Special','D&D 5e',1),('erina','Erina','Keen Smell','The erina has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('erina','Erina','Multiattack','The erina tussler makes two Punching Spines or Throw Spine attacks. If the erina hits one creature with both Punching Spines attacks, the target is grappled (escape DC 13). The erina can grapple only one target at a time.','5e SRD','Action','D&D 5e',1),('erina','Erina','Punching Spines','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('erina','Erina','Spines','A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the erina takes 5 (2d4) piercing damage at the start of the erina\'s turn.','5e SRD','Special','D&D 5e',1),('erina','Erina','Throw Spine','Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the spine sticks in the target until a creature uses an action to remove it. While the spine is stuck, the target has disadvantage on weapon attacks that use Strength.','5e SRD','Action','D&D 5e',1),('erinys',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),('erinys',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),('eseneth',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),('eseneth',NULL,'Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('esipil',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),('esipil',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),('esobok',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),('esobok',NULL,'Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('etherealMarauder','Ethereal Marauder','bite','6 (1d6+3)','d20web','Action','d20',1),('etherealSailor',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),('etherSpider',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),('etherSpider',NULL,'Ethereal','Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.','fan json','Trait','Pathfinder 2e',1),('etiolingBlightmage',NULL,'Gnome','A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.','fan json','Trait','Pathfinder 2e',1),('etiolingBlightmage',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),('etiolingBlightmage',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),('ettercap','Ettercap','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success.','5e SRD','Action','D&D 5e',1),('ettercap','Ettercap','bite','5 (1d6+2 plus','d20web','Action','d20',1),('ettercap','Ettercap','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('ettercap','Ettercap','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ettercap','Ettercap','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ettercap','Ettercap','Melee 1','bite +5 (1d6+2 plus poison) and 2 claws +5 (1d4+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ettercap','Ettercap','Multiattack','The ettercap makes two attacks: one with its bite and one with its claws.','5e SRD','Action','D&D 5e',1),('ettercap','Ettercap','Poison','','d20web','Special (Ex)','d20',1),('ettercap','Ettercap','Poison (Ex)','Bite-injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ettercap','Ettercap','Spider Climb','The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('ettercap','Ettercap','Spider Empathy','','d20web','Special (Ex)','d20',1),('ettercap','Ettercap','Spider Empathy (Ex)','This ability functions as the druid\'s wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ettercap','Ettercap','Traps','','d20web','Special (Ex)','d20',1),('ettercap','Ettercap','Traps (Ex)','The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn\'t require gold to build its traps, merely time.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ettercap','Ettercap','Web (Recharge 5-6)','Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.','5e SRD','Action','D&D 5e',1),('ettercap','Ettercap','Web Sense','While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.','5e SRD','Special','D&D 5e',1),('ettercap','Ettercap','Web Walker','The ettercap ignores movement restrictions caused by webbing.','5e SRD','Special','D&D 5e',1),('ettercap','Ettercap','|Poison|Spider Empathy|Web','Bite - injury; save Death; frequency 1/round for 10 rounds; effect 1d2 Dexterity damage and 1d8 Poisno damage; cure 2 consecutive saves.','aquilae','Special','OSR',1),('ettercap','Ettercap','|Poison|Spider Empathy|Web','This ability functions as the druid\'s wild empathy, save that an ettercap can only use this ability on spiders. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.','aquilae','Special','OSR',2),('ettercap','Ettercap','|Poison|Spider Empathy|Web','You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check. Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground.','aquilae','Special','OSR',3),('ettercap','Ettercap','|Poison|Spider Empathy|Web','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',4),('ettin',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('ettin',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),('eunemvro',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),('eunemvro',NULL,'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),('evangelist',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),('evangelist',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),('everburningMammoths',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),('evindra',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),('evindra',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('evindra',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),('excorion',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),('facelessButcher',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),('facelessStalker',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('facetboundCascader',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),('factboundNullifier',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),('fadingFox',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),('faerieDragon','Faerie Dragon','1/day each','major image, hallucinatory terrain, polymorph','5e SRD','Special','D&D 5e',1),('faerieDragon','Faerie Dragon','3/day each','color spray, mirror image, suggestion','5e SRD','Special','D&D 5e',1),('faerieDragon','Faerie Dragon','At will','dancing lights, mage hand, minor illusion','5e SRD','Special','D&D 5e',1),('faerieDragon','Faerie Dragon','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d2 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('faerieDragon','Faerie Dragon','bite','8 (1d3-1)','d20web','Action','d20',1),('faerieDragon','Faerie Dragon','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),('faerieDragon','Faerie Dragon','Innate Spellcasting','The dragon\'s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('faerieDragon','Faerie Dragon','Magic Resistance','The dragon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('faerieDragon','Faerie Dragon','Superior Invisibility','As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries turns invisible with it.','5e SRD','Special','D&D 5e',1),('fafnheir',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),('faithlessEcclesiarach',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),('falajitax','Falajitax','1/day each','artesian spring*, control weather, dream, flood tide*','5e SRD','Special','D&D 5e',1),('falajitax','Falajitax','3/day each','suggestion, wall of water, telekinesis','5e SRD','Special','D&D 5e',1),('falajitax','Falajitax','Alien Anatomy','The falajitax has multiple glowing hearts that slither about within its innards but all are decoys, with its real heart located in its tail. Whenever an attacker would score a critical hit against the falajitax, it can attempt a DC 20 Constitution saving throw to instead treat it as a normal hit.','5e SRD','Special','D&D 5e',1),('falajitax','Falajitax','Amphibious','The falajitax can breathe air and water.','5e SRD','Special','D&D 5e',1),('falajitax','Falajitax','At will','control water, shape water, slick (as grease)','5e SRD','Special','D&D 5e',1),('falajitax','Falajitax','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 13 (3d8) poison damage and the target is grappled (escape DC 18). If the target is a Medium or smaller creature, the falajitax may choose to swallow the grappled creature. The target must succeed on a DC 18 Strength saving throw or be swallowed by the falajitax. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the falajitax, and it takes 35 (10d6) acid damage at the start of each of the falajitax\'s turns. If the falajitax takes 30 damage or more on a single turn from a creature inside it, the falajitax must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the falajitax. If the falajitax dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. If the attack is a critical hit and does 30 damage in a single strike the swallowed creature found the falajitax\'s true heart and kills it instantly.','5e SRD','Action','D&D 5e',1),('falajitax','Falajitax','Change Shape','The falajitax magically polymorphs into a Small or Medium humanoid, into a Large giant, into a Small, Medium or Large beast or back into its true form. Other than its size, its statistics are the same in each form. The falajitax\'s earrings resize but are always visible and position appropriately on the creature it polymorphs into. If the falajitax dies, it reverts to its true form.','5e SRD','Action','D&D 5e',1),('falajitax','Falajitax','Constrict','Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 17 (2d8 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the falajitax can\'t constrict another target. A target that starts its turn grappled in this way automatically takes 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('falajitax','Falajitax','Grisly Puppeteer','A falajitax can insert its tail tip into a helpless, grappled or willing creature. An unwilling creature can resist this with a DC 14 Wisdom saving throw. On a failed save, the creature is dominated by the falajitax, as per the dominate monster spell (9th level), In order to maintain the effect, the falajitax must keep the creature within 20 feet of itself - this is the maximum reach of its puppeteering tendrils. The falajitax can puppeteer 1 creature up to 10 creatures at a time, though it usually prefers willing servants, not puppets.','5e SRD','Action','D&D 5e',1),('falajitax','Falajitax','Innate Spellcasting (Psionic, Hydrokinesis)','The falajitax\'s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells so long as it is contact with water - including rainfall, requiring no components:','5e SRD','Special','D&D 5e',1),('falajitax','Falajitax','Magic Resistance','The falajitax has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('falajitax','Falajitax','Tail Attack','The falajitax makes a tail attack.','5e SRD','Action','D&D 5e',1),('falajitax','Falajitax','Tendril Insertion','If a creature is grappled or otherwise helpless (including being unconscious, stunned or paralyzed) and that creature is within 20 feet of the falajitax, it may use grisly puppeteer.','5e SRD','Reaction','D&D 5e',1),('falajitax','Falajitax','Water Bender (Costs 2 Actions)','The falajitax uses its hydrokinesis trait','5e SRD','Action','D&D 5e',1),('falajitax','Falajitax','Water Blast (Recharge 5-6)','The falajitax exhales water in a 60-foot cone. Each creature in that area takes 35 (10d6) cold damage on a failed DC 18 Dexterity saving throw, or half as much damage on a successful one. If the target rolls a natural 1 on its saving throw it is also slowed as the spell.','5e SRD','Action','D&D 5e',1),('fallenChampion',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),('falrok',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('falrok',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),('falsePriestess',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),('falsePriestess',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),('featheredBear',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),('featheredBear',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),('featheredBear',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('feiShei','Fei Shei','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) poison damage. The target must make a DC 10 Constitution saving throw or be poisoned until the beginning of the fei shei\'s next turn.','5e SRD','Action','D&D 5e',1),('feiShei','Fei Shei','Dazzle (recharges 5-6)','The fei shei opens a brightly-hued neck fan and subjects targets to a burst of disorienting colors. All targets within a 15-foot cone are affected as if by a color spray spell; roll 6d10 to determine how many hit points are affected and targets are blinded until the start of the fei shei\'s next turn in order of their hit points, as per the spell.','5e SRD','Action','D&D 5e',1),('felidDragon','Felid Dragon','Bite','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('felidDragon','Felid Dragon','Claw','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and, if the target is a creature other than an undead or a construct, it must succeed on a DC 20 Constitution saving throw or take 2 (1d4) slashing damage at the start of each of its turns as a piece of the claw breaks off in the wound. Each time the dragon hits the target with this attack, the damage dealt by the wound each round increases by 3 (1d6). Any creature can take an action to remove the claw with a successful DC 16 Wisdom (Medicine) check. The claw pops out of the wound if the target receives magical healing.','5e SRD','Action','D&D 5e',1),('felidDragon','Felid Dragon','Deafening Roar','Each creature within 60 feet of the dragon and that can hear it must succeed on a DC 18 Constitution saving throw or be deafened 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 Deafening Roar for the next 24 hours.','5e SRD','Action','D&D 5e',1),('felidDragon','Felid Dragon','Flyby','The felid dragon doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('felidDragon','Felid Dragon','Keen Smell','The felid dragon has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('felidDragon','Felid Dragon','Magic Resistance','The felid dragon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('felidDragon','Felid Dragon','Multiattack','The felid dragon can use its Deafening Roar. It then makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('felidDragon','Felid Dragon','Pounce','If the felid dragon 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 20 Strength saving throw or be knocked prone. If the target is prone, the felid dragon can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('felidDragon','Felid Dragon','Sickening Bile (Recharge 5-6)','The dragon coughs up partially digested food and slimy bile in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failure, a creature takes 70 (20d6) poison damage and is coated in bile. On a success, a creature takes half the damage and isn\'t coated in bile. While coated in bile, a creature is poisoned. A creature, including the target coated in bile, can use its action to remove the bile, ending the poisoned condition.','5e SRD','Action','D&D 5e',1),('fenMosquitoSwarm',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),('fenMosquitoSwarm',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),('fenPudding',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),('fenPudding',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),('fenPudding',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),('fenrir','Fenrir','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft. (10 ft. when Huge, 15 ft. when Gargantuan), one target. Hit: 12 (2d6 + 5) piercing damage, or 17 (4d6 +5) while enlarged to Huge, or 33 (8d6 +5) while enlarged to Gargantuan. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is a creature and the fenrir rolls a 20 on the d20 for the attack roll, the target takes an extra 14 piercing damage, and the fenrir rolls another d20. On a roll of 20, it lops off one of the target\'s limbs, or some other part of its body if it is limbless. If the target is an object other than artifact, fenrir destroys a 1-foot cube of it.','5e SRD','Action','D&D 5e',1),('fenrir','Fenrir','Growth','The fenrir permanently increases in size. While enlarged, the fenrir progresses in size to Huge and from Huge to Gargantuan, doubling its damage dice on Strength-based weapon attacks (included in the attacks) each time it increases in size, and makes Strength checks and Strength saving throws with advantage. If the fenrir lacks the room to increase its size, it attains the maximum size possible in the space available.','5e SRD','Action','D&D 5e',1),('fenrir','Fenrir','Keen Hearing and Smell','The fenrir has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('fenrir','Fenrir','Swallow','The fenrir makes one bite attack against a prone Medium (Large if the fenrir is Huge, Huge if the Fenrir is Gargantuan) or smaller target. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the fenrir, and it takes 10 (3d6) acid damage at the start of each of the fenrir\'s turns. This damage doubles with each size increase to 20 (6d6) for Huge and 40 (12d6) for Gargantuan. The fenrir can have one target swallowed at a time when Large, two when Huge, and four when Gargantuan. If the fenrir dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. If a target dies, the fenrir regains 10 (3d6) hit points and depending on the number of corpses consumed, gains one additional use of its Growth ability. It takes four corpses to grow from Large to Huge, and 16 corpses to grow from Huge to Gargantuan.','5e SRD','Action','D&D 5e',1),('feralSkullSwarm',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),('feralSkullSwarm',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),('feralSkullSwarm',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),('ferrousGiant','Ferrous Giant','+31/+26/+21/+16','31/+26/+21/+16','d20web','Action','d20',1),('ferrousGiant','Ferrous Giant','Ferrous Mind','','d20web','Special (Ex)','d20',1),('ferrousGiant','Ferrous Giant','Oversized Weapon Use','','d20web','Special (Ex)','d20',1),('ferrousGiant','Ferrous Giant','Pound','','d20web','Special (Ex)','d20',1),('ferrousGiant','Ferrous Giant','Weapon and Armor Proficiency','','d20web','Special (Ex)','d20',1),('festeringGnasher',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),('festrog',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),('fetchBehemoth',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('fetchBehemoth',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),('fetchlingScout',NULL,'Fetchling','A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them.','fan json','Trait','Pathfinder 2e',1),('fetchlingScout',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),('fetchlingScout',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),('fetchStalker',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('fetchStalker',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),('fiddlingBones',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),('filthFire',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),('filthFire',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),('fionn',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),('fionn',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),('fionn',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('fionn',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),('firebird','Firebird','1/day','geas, heal, reincarnate','5e SRD','Special','D&D 5e',1),('firebird','Firebird','3/day','charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues','5e SRD','Special','D&D 5e',1),('firebird','Firebird','At will','guidance, purify food and drink, speak with animals','5e SRD','Special','D&D 5e',1),('firebird','Firebird','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('firebird','Firebird','bite','12 (1d4+1)','d20web','Action','d20',1),('firebird','Firebird','Blinding Ray (Recharge 5-6)','The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.','5e SRD','Action','D&D 5e',1),('firebird','Firebird','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('firebird','Firebird','Innate Spellcasting','The firebird\'s innate spellcasting 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),('firebird','Firebird','Light of the World','The firebird\'s feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch.','5e SRD','Special','D&D 5e',1),('firebird','Firebird','Multiattack','The firebird makes one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('firebird','Firebird','Warming Presence','The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.','5e SRD','Special','D&D 5e',1),('fireDrake','Fire Drake','2 claws','6 (1d4+1)','d20web','Action','d20',1),('fireDrake','Fire Drake','bite','7 (1d6+1)','d20web','Action','d20',1),('fireDrake','Fire Drake','Pyrophoric Blood','','d20web','Special (Ex)','d20',1),('fireElemental','Fire Elemental','Blocked by water','Cannot cross a channel wider than own diameter.','OSE','Special','OSR',7),('fireElemental','Fire Elemental','blow','1 * blow (1d8 / 2d8 / 3d8)','OSE','Action','OSR',1),('fireElemental','Fire Elemental','Greater','AC -2 [21], HD 16*, Att 1 * blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)','OSE','Special','OSR',5),('fireElemental','Fire Elemental','Harm cold-based creatures','Inflict extra 1d8 damage.','OSE','Special','OSR',8),('fireElemental','Fire Elemental','Intermediate','AC 0 [19], HD 12*, Att 1 * blow (2d8), SV D6 W7 P8 B8 S10 (12). (Summoned by magic device.)','OSE','Special','OSR',4),('fireElemental','Fire Elemental','Lesser','AC 2 [17], HD 8*, Att 1 * blow (1d8), SV D8 W9 P10 B10 S12 (8). (Summoned by magic staff.)','OSE','Special','OSR',3),('fireElemental','Fire Elemental','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('fireElemental','Fire Elemental','Power level','There are three power levels of elemental. Each is typically summoned by different means:','OSE','Special','OSR',2),('fireElemental','Fire Elemental','Size','8\' tall, 8\' across / 12\' tall, 12\' across / 16\' tall, 16\' across.','OSE','Special','OSR',6),('fireElemental','Fire Elemental','|Burn|Vulnerability to|Cold','You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee.','aquilae','Special','OSR',1),('fireElemental','Fire Elemental','|Burn|Vulnerability to|Cold','Those affected by the burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a save to avoid catching on fire.','aquilae','Special','OSR',2),('fireElementalDragon','Fire Elemental Dragon','1/day each','incendiary cloud, plane shift','5e SRD','Special','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','At will','fireball, heat metal','5e SRD','Special','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Bite','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage.','5e SRD','Action','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Claw','Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Elemental Fire Breath (Recharge 5-6)','The dragon breathes a 60-foot cone of elemental fire. Creatures in the area must make a DC 22 Dexterity saving throw, taking 77 (22d6) fire damage on a failed saving throw, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Fiery Aura','At the start of each of the dragon\'s turns, each creature within 15 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren\'t being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.','5e SRD','Special','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','fire storm','3/day each','5e SRD','Special','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Illumination','The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet.','5e SRD','Special','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Innate Spellcasting','The dragon\'s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit withy spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('fireElementalDragon','Fire Elemental 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),('fireElementalDragon','Fire Elemental Dragon','Multiattack','The dragon can make three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Rain of Fire (Costs 3 Actions)','The elemental fire dragon beats its wings, casting fire out in a 100-foot sphere around itself. All creatures within the area must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful one. Objects not held or worn are set alight and continue burning until extinguished.','5e SRD','Legendary Action','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Tail','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Water Susceptibility','For every 5 feet that the dragon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.','5e SRD','Special','D&D 5e',1),('fireElementalDragon','Fire Elemental Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('fireGiant','Fire Giant','boulder','1 * weapon (5d6) or 1 * boulder (3d6)','OSE','Action','OSR',1),('fireGiant','Fire Giant','Boulder throwing','Up to 200\'.','OSE','Special','OSR',1),('fireGiant','Fire Giant','Castle','Black, low-walled. Made of baked mud and raw iron.','OSE','Special','OSR',3),('fireGiant','Fire Giant','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),('fireGiant','Fire Giant','Fire immunity','Unharmed by fire.','OSE','Special','OSR',2),('fireGiant','Fire Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('fireGiant','Fire Giant','Greatsword','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('fireGiant','Fire Giant','Guardians','20% chance of 1d3 hydras, 3d6 hellhounds otherwise.','OSE','Special','OSR',4),('fireGiant','Fire 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),('fireGiant','Fire Giant','Multiattack','The giant makes two greatsword attacks.','5e SRD','Action','D&D 5e',1),('fireGiant','Fire Giant','Rock','Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('fireGiant','Fire Giant','|Heated Rock|Rock Catching|Rock Throwing|Vulnerability to|Cold','Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 additional fire damage on a hit.','aquilae','Special','OSR',1),('fireGiant','Fire Giant','|Heated Rock|Rock Catching|Rock Throwing|Vulnerability to|Cold','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',2),('fireGiant','Fire Giant','|Heated Rock|Rock Catching|Rock Throwing|Vulnerability to|Cold','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. 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),('fireJellyfishSwarm',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),('fireJellyfishSwarm',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),('fireJellyfishSwarm',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),('fireJellyfishSwarm',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),('fireLizard','Fire Lizard','2 claws','16 (1d8+8)','d20web','Action','d20',1),('fireLizard','Fire Lizard','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('fireLizard','Fire Lizard','bite','17 (2d6+8)','d20web','Action','d20',1),('fireLizard','Fire Lizard','Claws','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 +7) slashing damage.','5e SRD','Action','D&D 5e',1),('fireLizard','Fire Lizard','Fire Breath (Recharge 5-6)','The fire lizard exhales a blast of fire in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity savings throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.','5e SRD','Action','D&D 5e',1),('fireLizard','Fire Lizard','Multiattack','The fire lizard makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('fireLizard','Fire Lizard','Rampage','When the fire lizard reduces a creature to 0 hit points with a melee attack on its turn, the fire lizard can take a bonus action to move up to half its speed and make a bite attack.','5e SRD','Special','D&D 5e',1),('fireMephit','Fire Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('fireMephit','Fire Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('fireMephit','Fire Mephit','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),('fireMonkey','Fire Monkey','burning hands','Innate, at will','5e SRD','Special','D&D 5e',1),('fireMonkey','Fire Monkey','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('fireMonkey','Fire Monkey','Innate Spellcasting','The fire monkey\'s spell casting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:','5e SRD','Special','D&D 5e',1),('fireMonkey','Fire Monkey','Multiattack','The fire monkey makes one claw attack and one steal attack.','5e SRD','Action','D&D 5e',1),('fireMonkey','Fire Monkey','Spark (Recharges After a Short Rest)','The fire monkey can cause a tiny flammable object within 30 feet to catch on fire, as if it were using flint and steel. This has no effect an object behind held or carried by another creature.','5e SRD','Special','D&D 5e',1),('fireMonkey','Fire Monkey','Steal','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The fire monkey can take hold of one possession from the target\'s hands or that is visible on their person.','5e SRD','Action','D&D 5e',1),('fireWisp','Fire Wisp','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),('fireWisp','Fire Wisp','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),('firewyrm',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),('firewyrm',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),('fireYai','Fire Yai','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),('fireYai','Fire Yai','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),('fireYai','Fire Yai','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('fireYai','Fire Yai','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),('fireYai','Fire Yai','Oni','Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes.','fan json','Trait','Pathfinder 2e',1),('fjordLinnorm',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),('fjordLinnorm',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),('flailSnail',NULL,'4 slams','7 (1d4+3)','d20web','Action','d20',1),('flailSnail',NULL,'Feat 1','Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('flailSnail',NULL,'Feat 2',' Weapon Focus (slam)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('flailSnail',NULL,'Melee 1','4 slams +7 (1d4+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('flailSnail',NULL,'Mucus','','d20web','Special (Ex)','d20',1),('flailSnail',NULL,'Mucus (Ex)','As a free action, a flail snail can excrete a trail of mucus that covers its space and lasts for 10 minutes. This mucus comes in two types: slimy and sticky. A character who attempts to move through an area covered in slippery mucus must make a DC 14 Reflex save each round or fall prone. Sticky mucus transforms squares into difficult terrain. Only one type of mucus can be in effect at a time in any one square. Flail snails can move through either type of slime with ease. A square of mucus exposed to a fire source dries and reverts to normal. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('flailSnail',NULL,'Retraction','','d20web','Special (Ex)','d20',1),('flailSnail',NULL,'Retraction (Ex)','A flail snail can pull its fleshy parts into its shell as a swift action, increasing its natural armor bonus by +6, but it cannot move or attack while retracted. It can return to normal as a free action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('flailSnail',NULL,'Slime Rope','','d20web','Special (Ex)','d20',1),('flailSnail',NULL,'Slime Rope (Ex)','A flail snail can turn its mucus into a ropelike strand up to 60 feet long, and can use this rope to hang itself and up to 1,000 extra pounds from the ceiling indefinitely, or to lower itself safely at a speed of 20 feet per round. It can climb back up this rope at a speed of 10 feet per round. Once the snail breaks contact with the rope, the slime decomposes in 1d4 rounds. While the slime rope exists, other creatures can climb the rope with a DC 20 Climb check.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('flailSnail',NULL,'Suction','','d20web','Special (Ex)','d20',1),('flailSnail',NULL,'Suction (Ex)','A flail snail\'s foot adheres to surfaces so well that its 10-foot climb speed applies even to perfectly sheer surfaces and ceilings, with no chance of the flail snail falling off unless it is actively pinned and peeled away as part of a grapple.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('flailSnail',NULL,'Warp Magic (Su)','Anytime a spell targets a flail snail, there is an 80% chance that it produces a random effect instead of affecting the snail. Only spells that directly target the flail snail are warped; area effect spells are not affected. If a spell is warped, roll 1d10 and consult the following table.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('flailSnail',NULL,'Warp Magic (Su)','','d20web','Special (Su)','d20',1),('flameDrake','Flame Drake','bite','10 (2d6+5 plus 1d6 fire)','d20web','Action','d20',1),('flameDrake','Flame 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),('flameDrake','Flame Drake','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),('flameDrake','Flame Drake','tail slap','5 (1d6+2)','d20web','Action','d20',1),('flameDrake','Flame Drake','|Fire|Fireball Breath|Vulnerability to|Cold','A flame drake\'s bite does 1d4 additional fire damage.','aquilae','Special','OSR',1),('flameDrake','Flame Drake','|Fire|Fireball Breath|Vulnerability to|Cold','A flame drake can breathe a ball of flame that explodes like a fireball. This attack has a range of 180 feet and deals 3d8 fire damage (Breath save halves) to all creatures within a 20-foot-radius spread. Once a flame drake uses its fireball breath, it cannot do so again for 1d6 rounds.','aquilae','Special','OSR',2),('flameSalamander','Flame Salamander','bite','1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',2),('flameSalamander','Flame Salamander','claw','2 * claw (1d4), 1 * heat aura (1d8)','OSE','Action','OSR',1),('flameSalamander','Flame Salamander','Fire immunity','Unharmed by fire.','OSE','Special','OSR',3),('flameSalamander','Flame Salamander','Hate frost salamanders','Will attack on sight.','OSE','Special','OSR',4),('flameSalamander','Flame Salamander','Heat aura','All creatures within 20\' suffer 1d8 damage per round.','OSE','Special','OSR',1),('flameSalamander','Flame Salamander','heat aura','2 * claw (1d4), 1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',3),('flameSalamander','Flame Salamander','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',2),('flamingSkull',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),('flamingSkull',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),('flashBeetle',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),('fleaSwarm',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),('fleaSwarm',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),('fleshforgedConformer',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('fleshforgedDreadnought',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),('fleshforgedDreadnought',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),('fleshGolem',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),('fleshGolem',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),('fleshGolem',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),('flickerwisp',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('flickerwisp',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),('flind','Flind','Ambusher','The flind has advantage on attack rolls against any creature it has surprised.','5e SRD','Special','D&D 5e',1),('flind','Flind','Greatclub','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('flind','Flind','Multiattack','The boss flind makes two Greatclub attacks.','5e SRD','Action','D&D 5e',1),('flind','Flind','Surprise Attack','If the flind surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.','5e SRD','Special','D&D 5e',1),('flind','Flind','Weapon Familiarity',': Flinds are always proficient with flindbars.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('floatingFemur',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),('floatingFemur',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),('flumph','Flumph','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('flumph','Flumph','Acid Injection (Ex)','When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid\'s effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('flumph','Flumph','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('flumph','Flumph','Melee 1','sting +5 (1d4 plus acid injection)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('flumph','Flumph','Multiattack','The flumph makes two Tentacle attacks or uses its Stench Spray and makes one Tentacle attack.','5e SRD','Action','D&D 5e',1),('flumph','Flumph','Stench Spray','(recharge 5-6)The flumph expels a 20-foot cone of foul-smelling liquid. Any creature in the area must succeed on a DC 13 Dexterity saving throw or become coated in the liquid and poisoned. A coated creature has disadvantage on Charisma and Stealth checks. The stench lasts for 1 day or until thorough bathing or magic are employed to remove the odor.','5e SRD','Action','D&D 5e',1),('flumph','Flumph','Stench Spray (Ex)','A flumph can spray a 20-foot line of foul- smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('flumph','Flumph','sting','5 (1d4 plus acid injection)','d20web','Action','d20',1),('flumph','Flumph','Tentacle','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage and the target is smeared with acid. It takes 5 (2d4) acid damage immediately and 2 (1d4) acid damage at the end of its next turn.','5e SRD','Action','D&D 5e',1),('flumph','Flumph','|Acid Injection|Stench Spray','When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d6 acid damage immediately and another, equal, amount of acid damage on the round after the attack. The target can end the acid\'s effects by submerging the wound in water for a round or by being treated with a Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.','aquilae','Special','OSR',1),('flumph','Flumph','|Acid Injection|Stench Spray','A flumph can spray a 20-foot line of foul-smelling liquid every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a Death save or be sickened for 5 rounds. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged attack. If the target is hit, it must make a save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).','aquilae','Special','OSR',2),('fluttercat','Fluttercat','Aerial Pounce','Fluttercats are adept at using aerial dives to knock prey to the ground. If a fluttercat is both in the air and at least 10 feet above an opponent, the fluttercat may move up to twice its speed in a dive, ending with two Claw attacks. If both attacks hit, then in addition to extra damage the target must succeed on a DC 12 Dexterity saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('fluttercat','Fluttercat','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('fluttercat','Fluttercat','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) slashing damage, plus if the fluttercat hits one target with both Claw attacks on one turn, the target takes an additional 23 (5d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('fluttercat','Fluttercat','Frightful Roar (recharge 6)','When a fluttercat roars, the sound is magically projected and amplified, causing all creatures that can hear it and that are within 60 feet of it to make a successful DC 12 Constitution saving throw or be stunned for 1d3 rounds.','5e SRD','Action','D&D 5e',1),('fluttercat','Fluttercat','Multiattack','The fluttercat makes one Bite attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('fluttercat','Fluttercat','Soothing Purr','A calm and happy fluttercat can purr almost like a housecat, and like its roar, a fluttercat\'s purr is suffused with magic. Those who spend at least an hour in close proximity to a purring fluttercat (including the fluttercat itself) are affected as if by a long rest and lesser restoration. A creature other than the fluttercat can receive this benefit no more than once per day.','5e SRD','Special','D&D 5e',1),('fluxwraith',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),('fluxwraith',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('fluxwraith',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),('flyingMountainKaminari',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),('flyingMountainKaminari',NULL,'Kami','Kami are spirits of the Material Plane that bond with a specific object or place.','fan json','Trait','Pathfinder 2e',1),('flytrap','Flytrap','Bite','Melee Weapon Attack: +7 to hit, reach 15 ft., one target, Hit: 8 (1d8 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be engulfed by the giant flytrap. An engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the giant flytrap, and it takes 10 (3d6) acid damage at the start of each of the giant flytrap\'s turns. If the giant flytrap dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. As long as it has a creature engulfed, the giant flytrap cannot make a bite attack with that set of jaws.','5e SRD','Action','D&D 5e',1),('flytrap','Flytrap','Multiattack','The giant flytrap attacks with four bites. A giant flytrap makes one less bite for each creature it has engulfed (see below).','5e SRD','Action','D&D 5e',1),('flytrap','Flytrap','Vegetation Cover','In a forest environment, a giant flytrap has advantage on Dexterity (Stealth) checks.','5e SRD','Special','D&D 5e',1),('flytrapLeshy',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('flytrapLeshy',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),('followerOfShumfallow',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('followerOfShumfallow',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('foo','Foo','Feat 1','Iron WillB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('foo','Foo','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('foo','Foo','Melee 1','bite +4 (1d6+4 plus trip)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('forestDrake','Forest Drake','bite','8 (1d8+4)','d20web','Action','d20',1),('forestDrake','Forest Drake','tail slap','3 (1d8+2)','d20web','Action','d20',1),('forestDrake','Forest Drake','|Acidic Cloud|Aquatic|Adaptation','A forest drake can, as a standard action, spit a ball of acid that bursts into a cloud on impact. This attack has a range of 60 feet and deals acid damage (Breath save halves) to all creatures within the resulting 10-foot-radius spread. The cloud remains for 1d4 rounds once created, acting as a 10-foot-radius obscuring mist (it no longer causes damage), but a strong wind disperses it in a single round. Once a forest drake has used its acidic cloud breath, it cannot do so again for 1d4 rounds.','aquilae','Special','OSR',1),('forestDrake','Forest Drake','|Acidic Cloud|Aquatic|Adaptation','A forest drake can breathe underwater indefinitely and can freely use its breath weapon and other abilities while underwater. The acidic cloud created by that attack dissipates after 1 round if used underwater.','aquilae','Special','OSR',2),('forestGiant',NULL,'greatclub','24/+19/+14 (3d8+21/19-20) or 2 slams +24 (1d8+14)','d20web','Action','d20',1),('forge-Spurned',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),('forge-Spurned',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),('formianMageslayer',NULL,'Formian','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('formianMageslayer',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('formianQueen',NULL,'Formian','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('formianWorker',NULL,'Formian','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('fortuneEater',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),('fortuneEater',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('fortuneEater',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),('fossilGolem',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),('fossilGolem',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),('fossilGolem',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),('fox','Fox','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage','5e SRD','Action','D&D 5e',1),('fox','Fox','bite','4 (1d4-1)','d20web','Action','d20',1),('fox','Fox','Keen Senses','Foxes have advantage on Wisdom (Perception) checks that rely on sight or smell.','5e SRD','Special','D&D 5e',1),('foxin','Foxin','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('foxin','Foxin','Illusory Calm','The foxin targets any number of non-foxin creatures within 30 feet. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be treated as charmed against all enemies and dangers for 1 minute. A charmed 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 foxin\'s Illusory Calm for the next 24 hours. A creature has advantage on the saving throw if it suffers any harm while charmed. Some wild foxin on the Material Plane do not display the Illusory Calm ability. Whether this trait is missing in certain generations or merely dormant is unknown. These foxin are called \"domesticated\" by other fey creatures, though only in rare cases would a foxin be considered anyone\'s pet.','5e SRD','Action','D&D 5e',1),('foxin','Foxin','Keen Senses','The foxin has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.','5e SRD','Special','D&D 5e',1),('foxin','Foxin','Neutral Presence','A foxin naturally emits an air of total belonging. It doesn\'t go unnoticed, but other creatures always behave as though the foxin\'s presence is normal and unobtrusive.','5e SRD','Special','D&D 5e',1),('freshlyBloomedBasilisk',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),('frog','Frog','Amphibious','The frog can breathe air and water.','5e SRD','Special','D&D 5e',1),('frog','Frog','Standing Leap','The frog\'s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('frogfolk','Frogfolk','Amphibious','The frogfolk can breathe air and water.','5e SRD','Special','D&D 5e',1),('frogfolk','Frogfolk','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),('frogfolk','Frogfolk','Cane','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('frogfolk','Frogfolk','Croaked Decree (1/Day)','The frogfolk makes a loud pronouncement. Each ally within 60 feet of the frogfolk that can hear the pronouncement has advantage on its next attack roll.','5e SRD','Action','D&D 5e',1),('frogfolk','Frogfolk','Multiattack','The frogfolk makes two attacks: one with its cane and one with its bite.','5e SRD','Action','D&D 5e',1),('frogfolk','Frogfolk','Standing Leap','The frogfolk\'s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('frogfolk','Frogfolk','Swamp Camouflage','The frogfolk has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.','5e SRD','Special','D&D 5e',1),('froghemoth','Froghemoth','4 tentacles','18 (1d8+5 plus','d20web','Action','d20',1),('froghemoth','Froghemoth','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('froghemoth','Froghemoth','All-Around Vision','','d20web','Special (Ex)','d20',1),('froghemoth','Froghemoth','All-Around Vision (Ex)','A froghemoth\'s stalked eyes allow it to see in all directions at once. It cannot be flanked.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('froghemoth','Froghemoth','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),('froghemoth','Froghemoth','bite','20 (2d6+10/19-20)','d20web','Action','d20',1),('froghemoth','Froghemoth','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1);
INSERT INTO `creaturestat_trait_bygame` VALUES ('froghemoth','Froghemoth','Feat 2',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Feat 4',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Feat 5',' Lunge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Feat 6',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Feat 8',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Melee 1','bite +20 (2d6+10/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Melee 2',' 4 tentacles +18 (1d8+5 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Melee 3',' tongue +18 (1d4+5 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('froghemoth','Froghemoth','Slowed by Electricity','','d20web','Special (Ex)','d20',1),('froghemoth','Froghemoth','Slowed by Electricity (Ex)','Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('froghemoth','Froghemoth','|Constrict|Slowed by|Electricity|Swallow Whole','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),('froghemoth','Froghemoth','|Constrict|Slowed by|Electricity|Swallow Whole','Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round.','aquilae','Special','OSR',2),('froghemoth','Froghemoth','|Constrict|Slowed by|Electricity|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',3),('frostDrake','Frost Drake','bite','13 (2d6+6 plus 1d6 cold)','d20web','Action','d20',1),('frostDrake','Frost Drake','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('frostDrake','Frost 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),('frostDrake','Frost Drake','tail slap','8 (1d8+3)','d20web','Action','d20',1),('frostDrake','Frost Drake','|Cold|Freezing Mist|Breath|Icewalking|Snow Vision','A frost drake\'s bite does 1d4 additional cold damage.','aquilae','Special','OSR',1),('frostDrake','Frost Drake','|Cold|Freezing Mist|Breath|Icewalking|Snow Vision','A frost drake can spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals 2d8 cold damage (Breath save halves) to all creatures in a 20-foot-radius spread. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds, after which the ice cracks or melts enough to revert to the normal terrain features in the area. Once a frost drake has used its freezing mist breath, it cannot do so again for 1d6 rounds.','aquilae','Special','OSR',2),('frostDrake','Frost Drake','|Cold|Freezing Mist|Breath|Icewalking|Snow Vision','This ability works like spider climb, but the surfaces the drake climbs must be icy. It can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.','aquilae','Special','OSR',3),('frostDrake','Frost Drake','|Cold|Freezing Mist|Breath|Icewalking|Snow Vision','This creature learns to see perfectly well in snowy conditions.','aquilae','Special','OSR',4),('frostGiant','Frost Giant','boulder','1 * weapon (4d6) or 1 * boulder (3d6)','OSE','Action','OSR',1),('frostGiant','Frost Giant','Boulder throwing','Up to 200\'.','OSE','Special','OSR',1),('frostGiant','Frost Giant','Castle','High upon snowy mountains.','OSE','Special','OSR',3),('frostGiant','Frost Giant','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('frostGiant','Frost Giant','Cold immunity','Unharmed by cold-based attacks.','OSE','Special','OSR',2),('frostGiant','Frost Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('frostGiant','Frost Giant','Greataxe','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('frostGiant','Frost Giant','Guardians','20% chance of 3d6 polar bears, 6d6 wolves otherwise.','OSE','Special','OSR',4),('frostGiant','Frost 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),('frostGiant','Frost Giant','Multiattack','The giant makes two greataxe attacks.','5e SRD','Action','D&D 5e',1),('frostGiant','Frost Giant','Rock','Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('frostGiant','Frost Giant','|Rock Catching|Rock Throwing|Vulnerability to|Fire','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),('frostGiant','Frost Giant','|Rock Catching|Rock Throwing|Vulnerability to|Fire','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),('frostGiant','Frost Giant','|Rock Catching|Rock Throwing|Vulnerability to|Fire','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),('frostSalamander','Frost Salamander','bite','2 * claw (1d4), 1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',2),('frostSalamander','Frost Salamander','bite','4 * claw (1d6), 1 * bite (2d6), 1 * cold aura (1d8)','OSE','Action','OSR',5),('frostSalamander','Frost Salamander','claw','2 * claw (1d4), 1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',1),('frostSalamander','Frost Salamander','claw','4 * claw (1d6), 1 * bite (2d6), 1 * cold aura (1d8)','OSE','Action','OSR',4),('frostSalamander','Frost Salamander','Cold aura','All creatures within 20\' suffer 1d8 damage per round.','OSE','Special','OSR',5),('frostSalamander','Frost Salamander','cold aura','4 * claw (1d6), 1 * bite (2d6), 1 * cold aura (1d8)','OSE','Action','OSR',6),('frostSalamander','Frost Salamander','Cold immunity','Unharmed by cold-based attacks.','OSE','Special','OSR',7),('frostSalamander','Frost Salamander','Fire immunity','Unharmed by fire.','OSE','Special','OSR',3),('frostSalamander','Frost Salamander','Hate flame salamanders','Will attack on sight.','OSE','Special','OSR',8),('frostSalamander','Frost Salamander','Hate frost salamanders','Will attack on sight.','OSE','Special','OSR',4),('frostSalamander','Frost Salamander','Heat aura','All creatures within 20\' suffer 1d8 damage per round.','OSE','Special','OSR',1),('frostSalamander','Frost Salamander','heat aura','2 * claw (1d4), 1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',3),('frostSalamander','Frost Salamander','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',2),('frostSalamander','Frost Salamander','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',6),('frostTroll','Frost Troll','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('frostTroll','Frost Troll','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('frostTroll','Frost Troll','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('frostWorm','Frost Worm','<a href=\"../bestiary/creatureTypes.html#cold-subtype\" >Cold</a> (Su)','A frost worm\'s body generates intense cold, allowing it to deal an additional 4d6 cold damage with its bite attack. Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes 1d6 points of cold damage per successful hit. A creature that grapples or is grappled by a frost worm takes 4d6 points of cold damage per round the grapple is maintained.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('frostWorm','Frost Worm','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('frostWorm','Frost Worm','bite','25 (4d10+15 plus 4d6 cold)','d20web','Action','d20',1),('frostWorm','Frost Worm','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('frostWorm','Frost Worm','Cold (Su)','','d20web','Special (Su)','d20',1),('frostWorm','Frost Worm','Death Throes (Su)','When killed, a frost worm explodes in a 100-foot-radius burst that deals 12d6 cold damage and 8d6 piercing damage (DC 23 Reflex half). The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('frostWorm','Frost Worm','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('frostWorm','Frost Worm','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('frostWorm','Frost Worm','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('frostWorm','Frost Worm','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('frostWorm','Frost Worm','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('frostWorm','Frost Worm','Feat 6',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('frostWorm','Frost Worm','Feat 7',' Stand Still','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('frostWorm','Frost Worm','Feat 8',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('frostWorm','Frost Worm','Melee 1','bite +25 (4d10+15 plus 4d6 cold)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('frostWorm','Frost Worm','Trill (Su)','As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a DC 18 Will save or be fascinated for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm\'s trill for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('frostWorm','Frost Worm','Trill (Su)','','d20web','Special (Su)','d20',1),('frostWorm','Frost Worm','|Breath Weapon|Cold|Death Throes|Trill|Vulnerability to|Fire','Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes takes 2d8 cold damage per round the grapple is maintained. A frost worm\'s body generates intense cold, allowing it to deal an additional 1d6 cold damage with its bite attack.','aquilae','Special','OSR',1),('frostWorm','Frost Worm','|Breath Weapon|Cold|Death Throes|Trill|Vulnerability to|Fire','When killed, a frost worm explodes in a 100-foot-radius burst that deals 3d8 cold damage and piercing damage (Breath save halves both types of damage).','aquilae','Special','OSR',2),('frostWorm','Frost Worm','|Breath Weapon|Cold|Death Throes|Trill|Vulnerability to|Fire','As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a Spell save or be fascinated for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm\'s trill for 24 hours. This is a sonic mind-affecting effect.','aquilae','Special','OSR',3),('fuath',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),('fuath',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('fuath',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('fulminar','Fulminar','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage.','5e SRD','Reaction','D&D 5e',1),('fulminar','Fulminar','Essence of Lightning','Bolts of lightning course around the fulminar\'s body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The fulminar can alter the radius as a bonus action.','5e SRD','Special','D&D 5e',1),('fulminar','Fulminar','Flyby','The fulminar doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('fulminar','Fulminar','Lightning Form','The fulminar can enter a hostile creature\'s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fulminar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.','5e SRD','Special','D&D 5e',1),('fulminar','Fulminar','Lightning Shackles (Recharge 5-6)','The fulminar magically creates three sets of shackles of lightning, each of which can strike a creature the fulminar can see within 60 feet of it. A target must make a DC 16 Dexterity saving throw. On a failure, the target takes 18 (4d8) lightning damage and is restrained for 1 minute. On a success, the target takes half the damage but isn\'t restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Reaction','D&D 5e',1),('fulminar','Fulminar','Multiattack','The fulminar makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('fumingSludge',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),('fumingSludge',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),('fungalCrawler','Fungal Crawler','<a href=\"../bestiary/creatureTypes.html#plant\" >Plant</a> Defenses (Ex)','A fungal crawler is part plant and shares many of the immunities that plant creatures possess. A fungal crawler is immune to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('fungalCrawler','Fungal Crawler','<a href=\"../bestiary/universalMonsterRules.html#poison-(ex-or-su)\" >Poison</a> (Ex)','Bite-injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str and 1d2 Con; cure 1 save. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('fungalCrawler','Fungal Crawler','bite','6 (1d6+2 plus','d20web','Action','d20',1),('fungalCrawler','Fungal Crawler','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('fungalCrawler','Fungal Crawler','Feat 2',' Step Up','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('fungalCrawler','Fungal Crawler','Leap (Ex)','A fungal crawler can perform a special kind of pounce attack by jumping into combat. When a fungal crawler charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but it cannot make a bite attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('fungalCrawler','Fungal Crawler','Melee 1','bite +6 (1d6+2 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('fungalCrawler','Fungal Crawler','Melee 2',' 2 claws +6 (1d4+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('fungusLeshy',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('fungusLeshy',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('furcifer','Furcifer','2 claws','22 (1d8+6)','d20web','Action','d20',1),('furcifer','Furcifer','bite','22 (2d6+6)','d20web','Action','d20',1),('furcifer','Furcifer','Deleriant Aura','','d20web','Special (Ex)','d20',1),('furcifer','Furcifer','Displacement (Su)','','d20web','Special (Su)','d20',1),('furcifer','Furcifer','tail slap','17 (2d6+3) or tongue +22','d20web','Action','d20',1),('furcifer','Furcifer','Tongue','','d20web','Special (Ex)','d20',1),('furcifer','Furcifer','Utopia (Sp)','','d20web','Special (Sp)','d20',1),('gaetane',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),('gaetane',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),('gaetane',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),('gaetane',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),('gahlepod',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),('gahlepod',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('galazon','Galazon','Attack','Galazon makes one Claw attack or Bite attack.','5e SRD','Legendary Action','D&D 5e',1),('galazon','Galazon','Bite','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('galazon','Galazon','Claw','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('galazon','Galazon','Frightful Presence','Each creature of Galazon\'s choosing within 120 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Galazon is within line of sight, 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 Galazon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('galazon','Galazon','Hover','Galazon can remain stationary in the air at an altitude of up to 100 feet. Any creatures directly underneath Galazon in a 20-foot-by-20-foot area must make DC 20 Dexterity saves or be knocked prone.','5e SRD','Action','D&D 5e',1),('galazon','Galazon','Legendary Resistance (3/day)','If Galazon fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('galazon','Galazon','Magic Resistance','Galazon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('galazon','Galazon','Move','Galazon moves up to its full speed.','5e SRD','Legendary Action','D&D 5e',1),('galazon','Galazon','Multiattack','Galazon uses its Frightful Presence and make one Bite and two Claw attacks.','5e SRD','Action','D&D 5e',1),('galazon','Galazon','Multiattack (costs 3 actions)','Galazon can make one Bite and two Claw attacks.','5e SRD','Legendary Action','D&D 5e',1),('galazon','Galazon','Siege Monster','Galazon deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('galazon','Galazon','Sonic Attack (recharge 5-6)','Galazon unleashes focused sound waves in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Constitution saving throw, taking 88 (16d10) thunder damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('galazon','Galazon','Windstorm (recharge 6)','If Galazon is not using its hover action, it can direct a massive rush of wind with its titanic wings. This attack takes the form of a 120-foot cone. All creatures within this space must make a DC 22 Dexterity save or be thrown backward 10d10 feet and take 1d6 bludgeoning damage for each 10 feet traveled and be knocked prone. If the thrown creature hits a building, cliff, or other solid object, it stops its movement, but takes an additional 14 (4d6) points of bludgeoning damage. If the save is successful, the creature is still thrown and knocked prone, but takes half damage.','5e SRD','Action','D&D 5e',1),('gallowdead',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),('galluvix','Galluvix','bite','3 (1d6-2)','d20web','Action','d20',1),('galluvix','Galluvix','Drift','','d20web','Special (Ex)','d20',1),('galluvix','Galluvix','Trickster\'s Egg (Su)','','d20web','Special (Su)','d20',1),('galluvix','Galluvix','Unlikely Form','','d20web','Special (Ex)','d20',1),('galvo',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('galvo',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),('gambado','Gambado','2 claws','5 (1d4+2)','d20web','Action','d20',1),('gambado','Gambado','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),('gambado','Gambado','bite','5 (1d8+2)','d20web','Action','d20',1),('gambado','Gambado','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('gambado','Gambado','False Appearance','While motionless, the gambado is indistinguishable from a mundane skull.','5e SRD','Special','D&D 5e',1),('gambado','Gambado','Multiattack','The gambado makes three attacks: two with its claws and one bite.','5e SRD','Action','D&D 5e',1),('gambulami',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('gancanagh',NULL,'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),('gancanagh',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),('ganziMartialArtist',NULL,'Ganzi','A planar scion descended from a chaotic being of the Maelstrom, such as a protean','fan json','Trait','Pathfinder 2e',1),('ganziMartialArtist',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),('ganziMartialArtist',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),('gar','Gar','Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 30 (6d6 + 9) piercing damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the gar can\'t bite another target.','5e SRD','Action','D&D 5e',1),('gar','Gar','Swallow','The gar makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gar, and it takes 21 (6d6) acid damage at the start of each of the gar\'s turns. The gar can have only one target swallowed at a time. If the gar dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('gar','Gar','Water Breathing','The giant gar can only breathe underwater.','5e SRD','Special','D&D 5e',1),('gargoctopus','Gargoctopus','Amphibious','The gargoctopus can breathe air and water.','5e SRD','Special','D&D 5e',1),('gargoctopus','Gargoctopus','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('gargoctopus','Gargoctopus','Fling','One Medium or smaller creature grappled by the gargoctopus is thrown up to 20 feet in a random direction and is knocked prone. If the target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.','5e SRD','Action','D&D 5e',1),('gargoctopus','Gargoctopus','Ink Cloud (Recharge 6)','A 20-foot-radius cloud of darkness extends around the gargoctopus. The area is heavily obscured until the start of the gargoctopus\' next turn. If underwater, the gargoctopus can use the Dash action as a bonus action after releasing the cloud.','5e SRD','Action','D&D 5e',1),('gargoctopus','Gargoctopus','Multiattack','The gargoctopus makes four tentacle attacks or one bite attack and three tentacle attacks.','5e SRD','Action','D&D 5e',1),('gargoctopus','Gargoctopus','Shifting Camouflage','The gargoctopus has advantage on Dexterity (Stealth) checks made to hide.','5e SRD','Special','D&D 5e',1),('gargoctopus','Gargoctopus','Spider Climb','The gargoctopus can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('gargoctopus','Gargoctopus','Tentacle','Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, the gargoctopus can automatically hit the target with its tentacle, and it can\'t use the same tentacle on another target. The gargoctopus can grapple up to four creatures at one time.','5e SRD','Action','D&D 5e',1),('gargoctopus','Gargoctopus','Tentacle Slam (Recharge 5-6)','The gargoctopus slams the creatures grappled by it into a solid surface. Each grappled creature must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is stunned until the end of the gargoctopus\' next turn. On a success, a target takes half the damage and isn\'t stunned.','5e SRD','Action','D&D 5e',1),('gargoyle','Gargoyle','2 claws','7 (1d6+2)','d20web','Action','d20',1),('gargoyle','Gargoyle','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),('gargoyle','Gargoyle','bite','7 (1d4+2)','d20web','Action','d20',1),('gargoyle','Gargoyle','bite','1 * bite (1d6)','OSE','Action','OSR',2),('gargoyle','Gargoyle','Blend in with stone','May be overlooked or mistaken for inanimate statues.','OSE','Special','OSR',1),('gargoyle','Gargoyle','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('gargoyle','Gargoyle','claw','2 * claw (1d3)','OSE','Action','OSR',1),('gargoyle','Gargoyle','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),('gargoyle','Gargoyle','Feat 1','Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gargoyle','Gargoyle','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gargoyle','Gargoyle','Feat 3',' Skill Focus (Fly)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gargoyle','Gargoyle','Freeze','','d20web','Special (Ex)','d20',1),('gargoyle','Gargoyle','Freeze (Ex)','A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('gargoyle','Gargoyle','gore','7 (1d4+2)','d20web','Action','d20',1),('gargoyle','Gargoyle','Guardians','Almost always attack when approached.','OSE','Special','OSR',2),('gargoyle','Gargoyle','horn','1 * horn (1d4)','OSE','Action','OSR',3),('gargoyle','Gargoyle','Melee 1','2 claws +7 (1d6+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gargoyle','Gargoyle','Melee 2',' bite +7 (1d4+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gargoyle','Gargoyle','Melee 3',' gore +7 (1d4+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gargoyle','Gargoyle','Multiattack','The gargoyle makes three attacks: one with its Talons and two with its Claw.','5e SRD','Action','D&D 5e',1),('gargoyle','Gargoyle','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',3),('gargoyle','Gargoyle','Regeneration','The gargoyle regains 5 hit points at the start of each of its turns. If the gargoyle is reduced to 0 hit points, it turns to stone, becoming petrified, but it continues to regenerate hit points. It remains petrified until it regains all of its hit points, at which time it enters a neutral state with a new riddle inscribed on it. The gargoyle can be destroyed permanently by a disintegrate spell or if it is fully immersed in lava, acid, or another damaging substance.','5e SRD','Special','D&D 5e',1),('gargoyle','Gargoyle','Shackled Construct','The ancient gargoyle has a riddle inscribed on its chest; whoever solves that riddle and speaks the answer aloud gains control of the gargoyle. When this happens, the inscription magically shifts into a new riddle. The gargoyle has no loyalty to former masters and unwavering obedience to its current owner.','5e SRD','Special','D&D 5e',1),('gargoyle','Gargoyle','Spell immunity','Unaffected by sleep or charm spells.','OSE','Special','OSR',4),('gargoyle','Gargoyle','Stone Form','When there are no more tasks to be accomplished, the gargoyle returns to its stone form, becoming a solid block of stone, 5 feet on each side. It becomes petrified and remains that way until its current master commands it to awaken. If it has no master, a riddle appears on the stone cube and it remains inactive until the riddle is solved.','5e SRD','Action','D&D 5e',1),('gargoyle','Gargoyle','Talons','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is knocked prone.','5e SRD','Action','D&D 5e',1),('gargoyle','Gargoyle','|Freeze','The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature gains +20 on all checks to hide in plain sight as this kind of inanimate object.','aquilae','Special','OSR',1),('garuda','Garuda','alter self, see invisibility','Innate, at will','5e SRD','Special','D&D 5e',1),('garuda','Garuda','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('garuda','Garuda','blink, haste','Innate, at will','5e SRD','Special','D&D 5e',1),('garuda','Garuda','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),('garuda','Garuda','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('garuda','Garuda','detect magic, light','Innate, at will','5e SRD','Special','D&D 5e',1),('garuda','Garuda','Feat 1','Deadly Aim','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Feat 2',' Manyshot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Feat 3',' Point-Blank Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Feat 4',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Feat 5',' Precise Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Feat 6',' Rapid Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Feat 7',' Weapon FinesseB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Hatred (Ex)','Garudas receive a +1 racial bonus on attack and damage rolls against nagas and other serpentine monsters of the aberration type.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('garuda','Garuda','Innate Spellcasting','The garuda\'s spell casting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('garuda','Garuda','Melee 1','bite +16 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Melee 2',' 2 claws +16 (1d4+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Melee 3',' 2 talons +16 (1d4+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Melee 4',' 2 wings +11 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Multiattack','The garuda makes one bite attack, two claw attacks, two talon attacks, and two wing attacks, or two shocking arrow attacks.','5e SRD','Action','D&D 5e',1),('garuda','Garuda','Naga Bane','The garuda has advantage on all attack rolls against nagas as well as saving throws against their spells and abilities.','5e SRD','Special','D&D 5e',1),('garuda','Garuda','Powerful Gale (Reset 5-6)','The garuda beats its wings and summons powerful winds. Each creature within 20 feet of the garuda must succeed a DC 17 Dexterity saving throw or take 21 (3d10 + 5) bludgeoning damage and be forced&nbsp;prone.','5e SRD','Action','D&D 5e',1),('garuda','Garuda','Ranged 1','+1 shock longbow +17/+12/+7 (1d8+4/&times;3 plus 1d6 electricity)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('garuda','Garuda','Sacred Nectar (3/Day)','The garuda can create an ounce of amrita. Drinking the amrita heals 17 (3d8 + 4) damage. The amrita lasts 24 hours, after which it becomes sweet, nonmagical nectar.','5e SRD','Action','D&D 5e',1),('garuda','Garuda','Shocking Arrow','Ranged Weapon Attack: +9 to hit, 100/400 ft. range, one target. Hit: 18 (3d8 + 5) piercing damage plus 16 (3d10) lightning damage.','5e SRD','Action','D&D 5e',1),('garuda','Garuda','Spells','Garudas cast spells as 7th-level sorcerers.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('garuda','Garuda','Swooping <a href=\"../bestiary/universalMonsterRules.html#pounce\" >Pounce</a> (Ex)','When a garuda makes a diving aerial charge, it can make a full attack with its natural weapons.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('garuda','Garuda','Talon','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('garuda','Garuda','Talon or Wing','','d20web','Special (Ex)','d20',1),('garuda','Garuda','Talon or Wing (Ex)','A garuda cannot use its wing attacks while flying, and cannot use its talon attacks while not flying.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('garuda','Garuda','unknown','unknown','d20web','Action','d20',1),('garuda','Garuda','Wing','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('gashadokuro',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),('gathlainWanderer',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('gathlainWanderer',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),('gbahali','Gbahali','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),('gbahali','Gbahali','Bite','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can\'t bite another target.','5e SRD','Action','D&D 5e',1),('gbahali','Gbahali','Chameleon Hide','The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali\'s next turn have disadvantage.','5e SRD','Special','D&D 5e',1),('gbahali','Gbahali','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('gbahali','Gbahali','Multiattack','The gbahali makes one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('gedovius',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),('gedovius',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),('geist',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),('geist',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),('gelatinousCube','Gelatinous Cube','Embedded items','Indigestible items (e.g. gems, coins) are carried around inside the cube.','OSE','Special','OSR',4),('gelatinousCube','Gelatinous Cube','Energy immunity','Unharmed by cold or lightning.','OSE','Special','OSR',3),('gelatinousCube','Gelatinous Cube','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),('gelatinousCube','Gelatinous Cube','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),('gelatinousCube','Gelatinous Cube','Paralysis','For 2d4 turns (save versus paralysis).','OSE','Special','OSR',2),('gelatinousCube','Gelatinous Cube','Surprise','On a roll of 1-4, due to near-invisibility.','OSE','Special','OSR',1),('gelatinousCube','Gelatinous Cube','touch','1 * touch (2d4 + paralysis)','OSE','Action','OSR',1),('gelugon','Gelugon','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),('gelugon','Gelugon','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),('generalAvinashJurrg',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('generalAvinashJurrg',NULL,'Oni','Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes.','fan json','Trait','Pathfinder 2e',1),('generalAvinashJurrg',NULL,'Shapechanger','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('gerbie','Gerbie','bite','7 (1d4-2) or','d20web','Action','d20',1),('ghaddar','Ghaddar','3/day','fireball, lightning bolt','5e SRD','Special','D&D 5e',1),('ghaddar','Ghaddar','At will','detect magic, wall of fire','5e SRD','Special','D&D 5e',1),('ghaddar','Ghaddar','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('ghaddar','Ghaddar','Claw','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('ghaddar','Ghaddar','Devil\'s Sight','Magical darkness doesn\'t impede the ghaddar\'s darkvision.','5e SRD','Special','D&D 5e',1),('ghaddar','Ghaddar','Feed','The ghaddar feeds on the corpse of a slain foe and regains 23 (2d12 + 10) hit points.','5e SRD','Action','D&D 5e',1),('ghaddar','Ghaddar','Innate Spellcasting','The ghaddar\'s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('ghaddar','Ghaddar','Magic Resistance','The ghaddar devil has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('ghaddar','Ghaddar','Magic Weapons','The ghaddar\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('ghaddar','Ghaddar','Multiattack','The ghaddar makes two Claw attacks and one Bite attack.','5e SRD','Action','D&D 5e',1),('ghaele',NULL,'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),('ghaele',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),('ghast',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('ghast',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),('ghastlyBear',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('ghastlyBear',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),('ghastOutlaw',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('ghastOutlaw',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),('ghawwasDiv',NULL,'2 claws','20 (1d6+7)','d20web','Action','d20',1),('ghawwasDiv',NULL,'bite','22 (1d8+7/19-20)','d20web','Action','d20',1),('ghawwasDiv',NULL,'Poison','','d20web','Special (Ex)','d20',1),('ghawwasDiv',NULL,'Rough Hide','','d20web','Special (Ex)','d20',1),('ghawwasDiv',NULL,'sting','20 (1d6+7 plus','d20web','Action','d20',1),('ghawwasDiv',NULL,'|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','The creature can breathe air and/or water.','aquilae','Special','OSR',1),('ghawwasDiv',NULL,'|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','A ghawwas can cause the waters around it to boil. Any creature within 50 feet of the ghawwas, within the same body of water, and at least half submerged takes 2d6 fire/heat damage (Breath save halves this damage).','aquilae','Special','OSR',2),('ghawwasDiv',NULL,'|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','Sting- injury; save Death; frequency 1/round for 6 rounds; effect 1d6 Strength damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('ghawwasDiv',NULL,'|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','Ghawwas have rough hides studded with jagged barbs and spiny protrusions. Any creature striking a ghawwas with a natural weapon or an unarmed strike takes 1d6 points of slashing and piercing damage.','aquilae','Special','OSR',4),('ghawwasDiv',NULL,'|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',5),('ghawwasDiv',NULL,'|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('ghiasiTheUnraveler',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),('ghiono',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),('gholdako',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),('ghole','Ghole','<a href=\"https://www.5esrd.com/gamemastering/combat#TOC-Hide\">Hide</a> from Undead (3/Day)','Undead treat the ghole as heavily obscured for 1 hour. If a ghole attacks or interacts with an undead, the effect ends for that undead. Prepare Corpse. The ghole can make halt decomposition, as the spell gentle repose, or the ghole can restore flesh to a skeleton. The restoration is sufficient to make a skeletal corpse eligible to be transformed into a zombie rather than a skeleton. The new flesh is rotten and not fit for eating for creatures other than by gholes. Shapechanger. The ghole can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and 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','Action','D&D 5e',1),('ghole','Ghole','bite','23 (2d6+10/17-20 plus','d20web','Action','d20',1),('ghole','Ghole','Bite(Ghole Form Only)','. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage, plus the target must make a DC 16 Constitution saving throw. On a failed save, the creature has contracted Flesh Rot. Claws (ghole form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, plus the target must make a DC 16 Constitution saving throw. On a failed save, the creature has contracted Flesh Rot. Befouling Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: The target must make a DC 16 Constitution saving throw. On a failed saving throw, the target is paralyzed for 1 minute. The target may make a new saving throw at the end of each of its turns, ending the effect on a success. As long as the target is paralyzed, any creatures other than a ghole that starts its turn must make a DC 16 Constitution saving throw; on a failure, that creaure is poisoned until the beginning of its next turn.','5e SRD','Action','D&D 5e',1),('ghole','Ghole','Bolster Disease','Any creature that contracts Flesh Rot from a ghole is cursed. The creature has disadvantage on saving throws against Flesh Rot and any diseases the creature had when the curse was contracted. Flesh Rot. A ghole\'s natural attacks transmit flesh rot. A creature afflicted with this disease has disadvantage on Charisma checks and vulnerability to all damage. At the end of each of the target\'s turns, it must make a DC 16 Constitution saving throw. After failing three of these saving throws, the disease\'s effects last for 1 week, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the disease ends. Constructs and undead are immune to Flesh Rot.','5e SRD','Special','D&D 5e',1),('ghole','Ghole','Bolster Disease (Su)','','d20web','Special (Su)','d20',1),('ghole','Ghole','Disease','','d20web','Special (Ex)','d20',1),('ghole','Ghole','Immunity to Disease','Gholes are immune to all forms of disease. Inured to Undeath. Gholes have resistance to necrotic damage caused by undead and are immune to having their maximum hit points reduced by an undead. Savage the Sick. A ghole has advantage on attacks against a creature that is diseased. Scent Sickness. The ghole senses any diseased creature within 30 feet, with the benefits of blindsense.','5e SRD','Special','D&D 5e',1),('ghole','Ghole','Multiattack','The ghole attacks twice: once with its bite, and once with its claws.','5e SRD','Action','D&D 5e',1),('ghole','Ghole','Powerful Bite','','d20web','Special (Ex)','d20',1),('ghole','Ghole','Savage the Sick','','d20web','Special (Ex)','d20',1),('ghole','Ghole','Scent Sickness','','d20web','Special (Ex)','d20',1),('ghole','Ghole','Sneak Attack','The ghole deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ghole that isn\'t incapacitated and the ghole doesn\'t have disadvantage on the attack roll.','5e SRD','Special','D&D 5e',1),('ghole','Ghole','Swift','A ghole can use a bonus action to Attack (one weapon attack only), Dash, Dodge, or Hide.','5e SRD','Special','D&D 5e',1),('ghonhatine',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('ghoranManipulator',NULL,'Ghoran','Ghorans are sapient plants grown in the shape of humanoids with floral faces.','fan json','Trait','Pathfinder 2e',1),('ghoranManipulator',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),('ghoranManipulator',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),('ghostCommoner',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('ghostCommoner',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),('ghostCommoner',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('ghostCommoner',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),('ghostlyGuard',NULL,'Auditory','Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can\'t hear it (such as deaf targets) as long as the effect itself makes sound.','fan json','Trait','Pathfinder 2e',1),('ghostlyGuard',NULL,'Concentrate','An action with this trait requires a degree of mental concentration and discipline.','fan json','Trait','Pathfinder 2e',1),('ghostlyGuard',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('ghostlyGuard',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),('ghostlyGuard',NULL,'Linguistic','An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.','fan json','Trait','Pathfinder 2e',1),('ghostlyGuard',NULL,'Mental','A mental effect can alter the target\'s mind. It has no effect on an object or a mindless creature.','fan json','Trait','Pathfinder 2e',1),('ghostlyGuard',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('ghostlyGuard',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),('ghostlyMob',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('ghostlyMob',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),('ghostlyMob',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),('ghostlyMob',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),('ghostMage',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('ghostMage',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),('ghostMage',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('ghostMage',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),('ghostMonk',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('ghostMonk',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),('ghostMonk',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('ghostMonk',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),('ghostPirateCaptain',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('ghostPirateCaptain',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),('ghostPirateCaptain',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('ghostPirateCaptain',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),('ghoul','Ghoul','Bite','+2 to hit, reach 5 ft., one creatureHit: 9 (2d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('ghoul','Ghoul','bite','3 (1d6+1 plus','d20web','Action','d20',1),('ghoul','Ghoul','bite','1 * bite (1d3 + paralysis)','OSE','Action','OSR',2),('ghoul','Ghoul','claw','2 * claw (1d3 + paralysis)','OSE','Action','OSR',1),('ghoul','Ghoul','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 undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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),('ghoul','Ghoul','Disease (Su)','Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ghoul','Ghoul','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ghoul','Ghoul','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('ghoul','Ghoul','Melee 1','bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ghoul','Ghoul','Paralysis','For 2d4 turns (save versus paralysis). Elves and creatures larger than ogres are unaffected. After paralysing a target, ghouls will attack others.','OSE','Special','OSR',1),('ghoul','Ghoul','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),('ghoul','Ghoul','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',2),('ghoul','Ghoul','|Channel|Resistance|Disease|Paralysis','You are less easily affected by clerics or paladins. You gain a +r bonus on saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',1),('ghoul','Ghoul','|Channel|Resistance|Disease|Paralysis','Ghoul Fever: Bite-injury; save Death; onset 1 day; frequency 1 day; effect 1d3 Constitution damage and 1d3 Dexterity damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.','aquilae','Special','OSR',2),('ghoul','Ghoul','|Channel|Resistance|Disease|Paralysis','This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can resist it with a Paralysis saving throw. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round.','aquilae','Special','OSR',3),('ghoulAntipaladin',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('ghoulAntipaladin',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),('ghoulCrocodile',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),('ghoulCrocodile',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('ghoulCrocodile',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),('ghoulGnawer',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('ghoulGnawer',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),('ghoulRazorclaw',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('ghoulRazorclaw',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),('ghul',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),('ghul',NULL,'Ghul','Greedy and gluttonous undead originally formed from genie.','fan json','Trait','Pathfinder 2e',1),('ghul',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),('giantAmoeba',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),('giantAmoeba',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),('giantAmoeba',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),('giantAnaconda',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),('giantAnimatedStatue',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),('giantAnimatedStatue',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),('giantAnimatedStatue',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),('giantAnt','Giant Ant','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),('giantAukashungi',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('giantAukashungi',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),('giantBadger',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),('giantBass','Giant Bass','bite','1 * bite (1d6)','OSE','Action','OSR',1),('giantBat','Giant Bat','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),('giantBat','Giant Bat','bite','1 * bite (1d4)','OSE','Action','OSR',1),('giantBat','Giant Bat','Echolocation','Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.','OSE','Special','OSR',1),('giantBat','Giant Bat','Echolocation','See main entry.','OSE','Special','OSR',2),('giantBee','Giant Bee','sting','2 (1d4 plus poison)','d20web','Action','d20',1),('giantBee','Giant Bee','|Poison|Vulnerable to|Smoke','Sting - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage and 1d8 Poison damage; cure 1 save.','aquilae','Special','OSR',1),('giantBee','Giant Bee','|Poison|Vulnerable to|Smoke','Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes a giant bee to become nauseated if it fails a Paralysissave.','aquilae','Special','OSR',2),('giantBee','Giant Bee','|Poison|Vulnerable to|Smoke','This condition persists as long as the giant bee remains in the smoke, plus 1d4 rounds.','aquilae','Special','OSR',3),('giantBeetle','Giant Beetle',' Oil spray','Use when attacked. Targets one opponent within 5\'. A hit causes painful blistering: -2 to attack rolls for 24 hours. Cure light wounds can be used to cure this, instead of restoring hit points.','OSE','Special','OSR',2),('giantBeetle','Giant Beetle','bite','1 * bite (2d4)','OSE','Action','OSR',1),('giantBeetle','Giant Beetle','bite','1 * bite (1d6), 1 * oil spray (blistering)','OSE','Action','OSR',2),('giantBeetle','Giant Beetle','bite','1 * bite (2d6)','OSE','Action','OSR',4),('giantBeetle','Giant Beetle','Glowing nodules','Three glowing glands (two above the eyes, one on the abdomen) cast light in a 10\' radius. If removed, keep glowing for 1d6 days.','OSE','Special','OSR',1),('giantBeetle','Giant Beetle','oil spray','1 * bite (1d6), 1 * oil spray (blistering)','OSE','Action','OSR',3),('giantBlackWidow','Giant Black Widow','bite','1 * bite (2d6 + poison)','OSE','Action','OSR',1),('giantBlackWidow','Giant Black Widow','Poison','Causes death in 1 turn (save versus poison).','OSE','Special','OSR',1),('giantBlackWidow','Giant Black Widow','Webs','Creatures caught in webs become entangled and unable to move. Breaking free depends on Strength: 2d4 turns for strength in the normal human range; 4 rounds for strength above 18; 2 rounds for creatures with giant strength. The webs can be destroyed by fire in two rounds. All creatures in a flaming web suffer 1d6 points of damage.','OSE','Special','OSR',2),('giantBoneSkipper',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),('giantBumblebee','Giant Bumblebee','Poison','','d20web','Special (Ex)','d20',1),('giantBumblebee','Giant Bumblebee','sting','4 (1d4+3 plus','d20web','Action','d20',1),('giantBumblebee','Giant Bumblebee','Vulnerable to Smoke','','d20web','Special (Ex)','d20',1),('giantBumblebee','Giant Bumblebee','|Poison|Vulnerable to|Smoke','Sting - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Constitution damage and 1d8 Poison damage; cure 1 save.','aquilae','Special','OSR',1),('giantBumblebee','Giant Bumblebee','|Poison|Vulnerable to|Smoke','Smoke from particularly smoky fires or effects causes a giant bee to become nauseated if it fails a Death save. This condition persists as long as the giant bee remains in the smoke, plus 1d4 rounds.','aquilae','Special','OSR',2),('giantCatfish','Giant Catfish','bite','1 * bite (2d8)','OSE','Action','OSR',1),('giantCatfish','Giant Catfish','feeler','4 * feeler (1d4)','OSE','Action','OSR',2),('giantCentipede','Giant Centipede','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),('giantCentipede','Giant Centipede','bite','2 (1d6-1 plus','d20web','Action','d20',1),('giantCentipede','Giant Centipede','bite','1 * bite (poison)','OSE','Action','OSR',1),('giantCentipede','Giant Centipede','Poison','Causes victims to become horribly sick for ten days (save versus poison): no physical activity possible except half speed movement.','OSE','Special','OSR',1),('giantCentipede','Giant Centipede','|Poison','Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and 1d8 poison damage; cure 1 save.','aquilae','Special','OSR',1),('giantChameleon',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),('giantCockroach',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),('giantCrab','Giant Crab','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),('giantCrab','Giant Crab','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),('giantCrab','Giant Crab','pincer','2 * pincer (2d6)','OSE','Action','OSR',1),('giantCrab','Giant Crab','Ravenous','Attack any moving creature.','OSE','Special','OSR',1),('giantCrawlingHand',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),('giantDragonfly',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),('giantDragonflyNymph',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),('giantDragonflyNymph',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),('giantEagle','Giant Eagle','2 claws','7 (1d8+4)','d20web','Action','d20',1),('giantEagle','Giant Eagle','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),('giantEagle','Giant Eagle','bite','7 (1d6+4)','d20web','Action','d20',1),('giantEagle','Giant Eagle','|Evasion','You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',1),('giantFalcon',NULL,'2 talons','4 (1d6+3)','d20web','Action','d20',1),('giantFalcon',NULL,'bite','4 (1d8+3)','d20web','Action','d20',1),('giantFerret','Giant Ferret','bite','1 * bite (1d8)','OSE','Action','OSR',1),('giantFerret','Giant Ferret','Volatile','Unpredictable temper; may turn on trainers or other people.','OSE','Special','OSR',1),('giantFlea',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),('giantFly',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),('giantFlyingSquirrel',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),('giantFlytrap',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),('giantFlytrap',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),('giantFrilledLizard','Giant Frilled Lizard','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('giantFrog',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),('giantGecko','Giant Gecko','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),('giantGecko','Giant Gecko','bite','1 * bite (1d8)','OSE','Action','OSR',1),('giantGecko','Giant Gecko','Cling','Climb walls, trees, etc. and drop on victims.','OSE','Special','OSR',1),('giantHermitCrab',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),('giantHermitCrab',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),('giantHippocampus',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),('giantHippocampus',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),('giantHornedChameleon','Giant Horned Chameleon','horn','1 * tongue/bite (2d4), 1 * horn (1d6), 1 * tail (knock down)','OSE','Action','OSR',2),('giantHornedChameleon','Giant Horned Chameleon','Sticky tongue','Can attack targets up to 5\' away. If the attack succeeds, the victim is dragged to the mouth and bitten (2d4 damage).','OSE','Special','OSR',2),('giantHornedChameleon','Giant Horned Chameleon','Surprise','On a 1-5, due to camouflage.','OSE','Special','OSR',1),('giantHornedChameleon','Giant Horned Chameleon','tail','1 * tongue/bite (2d4), 1 * horn (1d6), 1 * tail (knock down)','OSE','Action','OSR',3),('giantHornedChameleon','Giant Horned Chameleon','tongue/bite','1 * tongue/bite (2d4), 1 * horn (1d6), 1 * tail (knock down)','OSE','Action','OSR',1),('giantJellyfish','Giant Jellyfish','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),('giantJellyfish','Giant Jellyfish','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),('giantJellyfish','Giant Jellyfish','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),('giantLeech','Giant Leech','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),('giantLeech','Giant Leech','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),('giantLeech','Giant Leech','bite','1 * bite (1d6 + blood drain)','OSE','Action','OSR',1),('giantLeech','Giant Leech','Blood drain','Attaches to victim on a successful hit, doing 1d6 automatic damage per round.','OSE','Special','OSR',1),('giantLeech','Giant Leech','Detaching','Must be killed.','OSE','Special','OSR',2),('giantLeech','Giant Leech','If victim dies','Leech detaches and finds a hidden place to digest.','OSE','Special','OSR',3),('giantMaggot',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),('giantMantis','Giant Mantis','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),('giantMantis','Giant Mantis','Melee 2 claws','5 (1d6+3 plus','d20web','Action','d20',1),('giantMiningBee',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),('giantMonitorLizard','Giant Monitor Lizard','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('giantMorayEel',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),('giantMorayEel',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),('giantMosquito',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),('giantMoth','Giant Moth','Antennae','The giant moth has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('giantMoth','Giant Moth','Powdery Wings (1/day)','A 10-foot radius cloud of fine powder disperses from the giant moth. Each creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn.','5e SRD','Action','D&D 5e',1),('giantMoth','Giant Moth','Proboscis','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('giantOctopus','Giant Octopus','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),('giantOctopus','Giant Octopus','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),('giantOctopus','Giant Octopus','bite','8 * tentacle (1d3 + constriction), 1 * bite (1d6)','OSE','Action','OSR',2),('giantOctopus','Giant Octopus','Constriction','Tentacles grab and constrict after a hit. Each constricting tentacle inflicts: 1d3 automatic damage per round, plus a -1 penalty to attacks.','OSE','Special','OSR',1),('giantOctopus','Giant Octopus','Ink cloud','When escaping, can emit a cloud of black ink (80\' diameter) and jet away at 3 times normal speed.','OSE','Special','OSR',3),('giantOctopus','Giant Octopus','Severing tentacles','Requires a hit with a cutting weapon inflicting 6 or more damage.','OSE','Special','OSR',2),('giantOctopus','Giant Octopus','tentacle','8 * tentacle (1d3 + constriction), 1 * bite (1d6)','OSE','Action','OSR',1),('giantOpossum',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),('giantOwl','Giant Owl','2 claws','9 (2d6+5)','d20web','Action','d20',1),('giantOwl','Giant Owl','|Animal|Telepathy|Piercing Stare','A giant owl can telepathically communicate with other animals as if under the effects of speak with animals.','aquilae','Special','OSR',1),('giantOwl','Giant Owl','|Animal|Telepathy|Piercing Stare','Up to three times per day as a swift action, a giant owl can gain the effects of true seeing (as the spell) for 1 round.','aquilae','Special','OSR',2),('giantPangolin',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),('giantPiranha','Giant Piranha','bite','1 * bite (1d8)','OSE','Action','OSR',1),('giantPiranha','Giant Piranha','Morale','When blood is in the water, do not check morale.','OSE','Special','OSR',2),('giantPiranha','Giant Piranha','Surround opponents','A target can be attacked by up to 8 giant piranhas.','OSE','Special','OSR',1),('giantPorcupine',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),('giantRat','Giant Rat','Afraid of fire','Will flee fire, unless forced to fight by summoner.','OSE','Special','OSR',2),('giantRat','Giant Rat','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),('giantRat','Giant Rat','Attacking in water','May attack without penalty; excellent swimmers.','OSE','Special','OSR',3),('giantRat','Giant Rat','bite','1 * bite (1d3 + disease)','OSE','Action','OSR',1),('giantRat','Giant Rat','Disease','Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.','OSE','Special','OSR',1),('giantRat','Giant Rat','Disease; Afraid of fire; Attacking in water','See main entry.','OSE','Special','OSR',4),('giantRattler','Giant Rattler','bite','2 * bite (1d4 + poison)','OSE','Action','OSR',1),('giantRattler','Giant Rattler','Poison','Causes death in 1d6 turns (save versus poison).','OSE','Special','OSR',2),('giantRattler','Giant Rattler','Rattle','Shaken to warn off creatures the snake does not wish to attack.','OSE','Special','OSR',1),('giantRattler','Giant Rattler','Speed','Attack twice per round. Second attack at the end of each round.','OSE','Special','OSR',3),('giantRaven','Giant Raven','bite','3 (1d6+3)','d20web','Action','d20',1),('giantRockfish','Giant Rockfish','Camouflage','70% chance of being mistaken for a rock or coral formation.','OSE','Special','OSR',1),('giantRockfish','Giant Rockfish','Grasping','If mistaken for a rock and grasped, all 4 spines automatically hit.','OSE','Special','OSR',2),('giantRockfish','Giant Rockfish','Poison','Causes death (save vs poison).','OSE','Special','OSR',3),('giantRockfish','Giant Rockfish','spine','4 * spine (1d4 + poison)','OSE','Action','OSR',1),('giantScorpion','Giant Scorpion','2 claws','6 (1d6+4 plus','d20web','Action','d20',1),('giantScorpion','Giant Scorpion','Aggressive','Normally attack on sight.','OSE','Special','OSR',1),('giantScorpion','Giant Scorpion','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),('giantScorpion','Giant Scorpion','claw','2 * claw (1d10), 1 * sting (1d4 + poison)','OSE','Action','OSR',1),('giantScorpion','Giant Scorpion','Grab and sting','+2 bonus to sting attack, if a claw hits.','OSE','Special','OSR',3),('giantScorpion','Giant Scorpion','Poison','Causes death (save vs poison).','OSE','Special','OSR',2),('giantScorpion','Giant Scorpion','sting','2 * claw (1d10), 1 * sting (1d4 + poison)','OSE','Action','OSR',2),('giantScorpion','Giant Scorpion','|Poison','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('giantScorpion','Giant Scorpion','|Poison','Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.','aquilae','Special','OSR',2),('giantSeahorse','Giant Seahorse','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),('giantSeahorse','Giant Seahorse','Charge','If the sea horse 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) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('giantSeahorse','Giant Seahorse','Ram','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('giantSeahorse','Giant Seahorse','slam','6 (1d6+6)','d20web','Action','d20',1),('giantSeahorse','Giant Seahorse','Water Breathing','The sea horse can breathe only underwater.','5e SRD','Special','D&D 5e',1),('giantShrew','Giant Shrew','bite','2 * bite (1d6)','OSE','Action','OSR',1),('giantShrew','Giant Shrew','Climbing','Skilled climbers; can jump up to 5\'.','OSE','Special','OSR',3),('giantShrew','Giant Shrew','Echolocation','Perceive their surroundings up to 60\'. Unaffected by lack of light. If unable to hear (e.g. silence, 15\' radius): AC reduced to 8 [11], -4 penalty to attacks.','OSE','Special','OSR',5),('giantShrew','Giant Shrew','Ferocity','Attack targets\' heads. Targets with 3 HD or less must save versus death or flee.','OSE','Special','OSR',2),('giantShrew','Giant Shrew','Initiative','Always win initiative in the round of their first attack. +1 to initiative in the round of their second attack.','OSE','Special','OSR',1),('giantShrew','Giant Shrew','Territorial','Ferociously defend their hunting area from all intruders.','OSE','Special','OSR',4),('giantSilverfish',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),('giantSkunk','Giant Skunk','2 claws','5 (1d6+3)','d20web','Action','d20',1),('giantSkunk','Giant Skunk','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('giantSkunk','Giant Skunk','bite','5 (1d8+3)','d20web','Action','d20',1),('giantSkunk','Giant Skunk','|Musk','Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet. With a successful ranged touch attack, the creature struck by this spray must make a Death save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only affected by this musk.','aquilae','Special','OSR',1),('giantSnappingTurtle','Giant Snapping Turtle','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),('giantSolifugid',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),('giantSquid','Giant Squid','2 arms','14 (1d6+7)','d20web','Action','d20',1),('giantSquid','Giant Squid','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),('giantSquid','Giant Squid','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),('giantSquid','Giant Squid','beak','8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)','OSE','Action','OSR',3),('giantSquid','Giant Squid','bite','14 (2d6+7)','d20web','Action','d20',1),('giantSquid','Giant Squid','Constriction','Tentacles grab and constrict after a hit. 1d4 automatic damage per round.','OSE','Special','OSR',3),('giantSquid','Giant Squid','Crush boats','25% likely to wrap the 2 large tentacles around a boat, doing 1d10 hull damage per tentacle. When the large tentacles are grappling a boat, in subsequent rounds, the beak inflicts 2 points of hull damage automatically.','OSE','Special','OSR',1),('giantSquid','Giant Squid','Gargantuan specimens','Two or three times larger can be encountered.','OSE','Special','OSR',6),('giantSquid','Giant Squid','Grab crew','75% likely to grab crew from the deck and drag them underwater to be eaten.','OSE','Special','OSR',2),('giantSquid','Giant Squid','Ink cloud','When escaping, can emit a cloud of black ink (60\' diameter) and jet away at 3 times normal speed. Maximum twice a day.','OSE','Special','OSR',5),('giantSquid','Giant Squid','large tentacle','8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)','OSE','Action','OSR',2),('giantSquid','Giant Squid','Severing tentacles','Requires a hit that inflicts 6 or more damage (8 small tentacles) or 10 or more damage (2 large tentacles).','OSE','Special','OSR',4),('giantSquid','Giant Squid','small tentacle','8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)','OSE','Action','OSR',1),('giantSquid','Giant Squid','tentacles','12 (4d6+3/19-20 plus','d20web','Action','d20',1),('giantStagBeetle',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),('giantSturgeon','Giant Sturgeon','bite','1 * bite (2d10)','OSE','Action','OSR',1),('giantSturgeon','Giant Sturgeon','Swallow whole','On a natural 18, 19, or 20 attack roll. Inside the fish\'s belly: suffer 2d6 damage per round (until the fish dies); save versus death or be paralysed; may attack with sharp weapons at -4 to hit (inside belly has AC 7 [12]); body digested in 6 turns after death.','OSE','Special','OSR',1),('giantTapir',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),('giantTarantula',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),('giantTick',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),('giantToad','Giant Toad','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),('giantToad','Giant Toad','bite','1 * bite (1d4+1)','OSE','Action','OSR',1),('giantToad','Giant Toad','Sticky tongue','Attack up to 15\' away. On a hit, prey (up to dwarf size) is dragged to the mouth and bitten.','OSE','Special','OSR',2),('giantToad','Giant Toad','Surprise','On a 1-3, in forests or dark dungeons, due to the ability to change colour to match their surrounding.','OSE','Special','OSR',1),('giantToad','Giant Toad','Swallow whole','A natural 20 attack roll indicates a small victim is swallowed. Inside the toad\'s belly: suffer 1d6 damage per round (until the toad dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',3),('giantTrapdoorSpider',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),('giantTsetseFly',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),('giantVampireBat','Giant Vampire Bat','bite','1 * bite (1d4 + unconsciousness)','OSE','Action','OSR',1),('giantVampireBat','Giant Vampire Bat','Blood drain','A vampire bat may drain blood from an unconscious victim: 1d4 hit points automatic damage per round. A victim killed by blood drain becomes undead (possibly a vampire) after 24 hours (save versus spells).','OSE','Special','OSR',4),('giantVampireBat','Giant Vampire Bat','Echolocation','Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.','OSE','Special','OSR',1),('giantVampireBat','Giant Vampire Bat','Echolocation','See main entry.','OSE','Special','OSR',2),('giantVampireBat','Giant Vampire Bat','Unconsciousness','For 1d10 rounds (save versus paralysis).','OSE','Special','OSR',3),('giantViper',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),('giantVulture',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),('giantVulture','Giant Vulture','bite','9 (2d6+9 plus','d20web','Action','d20',1),('giantVulture','Giant Vulture','|Diseased','Due to their filthy eating habits and constant exposure to decaying flesh, giant vultures are harbingers of disease-much more so than the standard vulture. Any creature bitten by a giant vulture has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, a victim can no longer be infected by this particular giant vulture, though attacks by different giant vultures are resolved normally and may result in multiple illnesses. While vultures aren\'t immune to all diseases, they do gain a +4 bonus on all saving throws against such ailments.','aquilae','Special','OSR',1),('giantWasp','Giant Wasp','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),('giantWasp','Giant Wasp','sting','6 (1d8+6 plus poison)','d20web','Action','d20',1),('giantWasp','Giant Wasp','|Poison','Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.','aquilae','Special','OSR',1),('giantWeasel','Giant Weasel','bite','1 * bite (2d4 + blood sucking)','OSE','Action','OSR',1),('giantWeasel','Giant Weasel','Blood sucking','Upon a successful attack, locks onto the victim and drains its blood: 2d4 automatic damage per round.','OSE','Special','OSR',2),('giantWeasel','Giant Weasel','Detaching','If weasel or victim dies.','OSE','Special','OSR',3),('giantWeasel','Giant Weasel','Infravision','30\'.','OSE','Special','OSR',1),('giantWeasel','Giant Weasel','Tracking','By scent, favouring wounded prey.','OSE','Special','OSR',4),('giantWeasel','Giant Weasel','Treasure','Found in lair on bodies of victims.','OSE','Special','OSR',5),('giantWhiptailCentipede',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),('giantWolverine',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),('giantWorkerBee',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),('gibberingMouther','Gibbering Mouther','6 bites','7 (1d4 plus','d20web','Action','d20',1),('gibberingMouther','Gibbering Mouther','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('gibberingMouther','Gibbering Mouther','All-Around Vision','','d20web','Special (Ex)','d20',1),('gibberingMouther','Gibbering Mouther','All-Around Vision (Ex)','A gibbering mouther sees in all directions at once. It cannot be flanked.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','Amorphous','','d20web','Special (Ex)','d20',1),('gibberingMouther','Gibbering Mouther','Amorphous (Ex)','A gibbering mouther\'s body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','Blood Drain','','d20web','Special (Ex)','d20',1),('gibberingMouther','Gibbering Mouther','Blood Drain (Ex)','On a successful grapple check after grabbing, several of the creature\'s mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim\'s blood.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','Engulf','','d20web','Special (Ex)','d20',1),('gibberingMouther','Gibbering Mouther','Engulf (Ex)','This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther\'s body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther\'s damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','Feat 2',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','Gibbering (Su)','As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther\'s gibbering for 24 hours. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','Ground Manipulation (Su)','At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','Melee 1','6 bites +7 (1d4 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','Spittle','','d20web','Special (Ex)','d20',1),('gibberingMouther','Gibbering Mouther','Spittle (Ex)','Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('gibberingMouther','Gibbering Mouther','|Amorphous','Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.','aquilae','Special','OSR',1),('gibberingMouther','Gibbering Mouther','|Amorphous','Blood Drain The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid damage.','aquilae','Special','OSR',2),('gibberingMouther','Gibbering Mouther','|Amorphous','Engulf The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover.','aquilae','Special','OSR',3),('gibberingMouther','Gibbering Mouther','|Amorphous','Each victim may attempt a Breath save to avoid being engulfed - on a success, they are pushed back or aside are trapped within the creature\'s body until they are no longer pinned, and may be subject to other special attacks from the creature.','aquilae','Special','OSR',4),('gibberingMouther','Gibbering Mouther','|Amorphous','Gibbering As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a Spell save or be confused for 1 round. This is a mind affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther\'s gibbering for 24 hours.','aquilae','Special','OSR',5),('gibberingMouther','Gibbering Mouther','|Amorphous','Ground Manipulation At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.','aquilae','Special','OSR',6),('gibberingMouther','Gibbering Mouther','|Amorphous','A gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a Death save.','aquilae','Special','OSR',7),('gibtanius',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('gibtasBounder',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('gibtasSpawnSwarm',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('gibtasSpawnSwarm',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),('gimmerling',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('ginjanaMindkeeper',NULL,'Dero','This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.','fan json','Trait','Pathfinder 2e',1),('ginjanaMindkeeper',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),('giraffe',NULL,'Kick','Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 9 (2d6+2) bludgeoning damage','5e SRD','Action','D&D 5e',1),('girallon','Girallon','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('girallon','Girallon','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('girallon','Girallon','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('girallon','Girallon','Feat 4',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('girallon','Girallon','Melee 1','bite +10 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('girallon','Girallon','Melee 2',' 4 claws +10 (1d4+4 plus rend)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('girallon','Girallon','|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),('girtabliluSeer',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),('girtabliluSentry',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),('glabrezu','Glabrezu','1/day','power word stun, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('glabrezu','Glabrezu','1/day each','confusion, fly, power word stun','5e SRD','Special','D&D 5e',1),('glabrezu','Glabrezu','1/month','wish (granted to a mortal humanoid only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('glabrezu','Glabrezu','At will','darkness, detect magic, dispel magic','5e SRD','Special','D&D 5e',1),('glabrezu','Glabrezu','At will','chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 lbs. of objects only), veil (self only), unholy blight','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('glabrezu','Glabrezu','Constant','true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('glabrezu','Glabrezu','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),('glabrezu','Glabrezu','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('glabrezu','Glabrezu','Feat 2',' Great Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('glabrezu','Glabrezu','Feat 3',' Improved Critical (pincer)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('glabrezu','Glabrezu','Feat 4',' Persuasive','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('glabrezu','Glabrezu','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('glabrezu','Glabrezu','Feat 6',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('glabrezu','Glabrezu','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),('glabrezu','Glabrezu','Fist','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('glabrezu','Glabrezu','Innate Spellcasting','The glabrezu\'s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('glabrezu','Glabrezu','Magic Resistance','The glabrezu has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('glabrezu','Glabrezu','Melee 1','2 pincers +20 (2d8+10/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('glabrezu','Glabrezu','Melee 2',' 2 claws +20 (1d6+10)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('glabrezu','Glabrezu','Melee 3',' bite +20 (1d8+10)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('glabrezu','Glabrezu','Multiattack','The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.','5e SRD','Action','D&D 5e',1),('glabrezu','Glabrezu','Pincer','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('glabrezu','Glabrezu','|Telepathy|True Seeing','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),('glabrezu','Glabrezu','|Telepathy|True Seeing','You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',2),('glacierBehemoth','Glacier Behemoth','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 33 (4d12 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('glacierBehemoth','Glacier Behemoth','Ground Disruptor','When the glacier behemoth moves, it can choose to make the area it moves through difficult terrain. When it uses Inexorable Charge, it automatically makes the ground difficult terrain.','5e SRD','Special','D&D 5e',1),('glacierBehemoth','Glacier Behemoth','Inexorable Charge','If the glacier behemoth moves at least 10 feet, it can then use this action to continue moving in a 40-foot line that is 15 feet wide. Each creature in this line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn\'t knocked prone. The glacier behemoth\'s movement along this line doesn\'t provoke opportunity attacks.','5e SRD','Action','D&D 5e',1),('glacierBehemoth','Glacier Behemoth','Multiattack','The glacier behemoth makes two bite attacks.','5e SRD','Action','D&D 5e',1),('glacierBehemoth','Glacier Behemoth','Unstoppable','Difficult terrain composed of ice, rocks, sand, or natural vegetation, living or dead, doesn\'t cost the glacier behemoth extra movement. Its speed can\'t be reduced by any effect.','5e SRD','Special','D&D 5e',1),('glassElephant',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('glassElephant',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),('glassElephant',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),('glassGator','Glass Gator','Amphibious','The glass gator can breathe air and water.','5e SRD','Special','D&D 5e',1),('glassGator','Glass Gator','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can\'t attack a different target.','5e SRD','Action','D&D 5e',1),('glassGator','Glass Gator','Constrict','One creature that\'s already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw.','5e SRD','Action','D&D 5e',1),('glassGator','Glass Gator','Lunge','When the glass gator leaps at least 10 feet toward a creature and hits that creature with a claws attack on the same turn, it can immediately constrict the target as a bonus action.','5e SRD','Special','D&D 5e',1),('glassGator','Glass Gator','Silt Cloud (Recharges after a Short or Long Rest)','After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed.','5e SRD','Reaction','D&D 5e',1),('glassGator','Glass Gator','Standing Leap','The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start.','5e SRD','Special','D&D 5e',1),('glassGator','Glass Gator','Transparency','The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light.','5e SRD','Special','D&D 5e',1),('glassGolem',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),('glassGolem',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),('glassGolem',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),('gliminal',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),('gliminal',NULL,'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),('gliminal',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('globster',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),('globster',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),('gluttondarkBabau',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),('gluttondarkBabau',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),('gluttonworm',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),('glyptodon','Glyptodon','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),('gnagrif',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('gnagrif',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('gnasherLizard',NULL,'Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage and the target is grappled (escape DC 16), and the gnasher lizard can only grapple one creature at a time.','5e SRD','Action','D&D 5e',1),('gnasherLizard',NULL,'bite','17 (2d10+10 plus','d20web','Action','d20',1),('gnasherLizard',NULL,'Surprise Attack','If the cavern lizard surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.','5e SRD','Special','D&D 5e',1),('gnasherLizard',NULL,'Thrash','The gnasher lizard rapidly shakes its head, and any grappled target takes 39 (6d10 + 6) slashing damage. If this damage is enough to drop the target to 0 hit points, the target is dismembered and portions of it are swallowed. A creature who suffers this cannot be brought back to life with anything less than true resurrection.','5e SRD','Action','D&D 5e',1),('gnoll','Gnoll','As shown at left','As shown at left','d20web','Action','d20',1),('gnoll','Gnoll','battleaxe','3 (1d8+2/x3)','d20web','Action','d20',1),('gnoll','Gnoll','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.','5e SRD','Action','D&D 5e',1),('gnoll','Gnoll','Feat 1','Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gnoll','Gnoll','Leader','Groups of 20+ are led by a gnoll with 3HD (16hp).','OSE','Special','OSR',1),('gnoll','Gnoll','Melee 1','spear +3 (1d8+3/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gnoll','Gnoll','Multiattack','The warrior makes three melee attacks or two ranged attacks.','5e SRD','Action','D&D 5e',1),('gnoll','Gnoll','Rampage','When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.','5e SRD','Special','D&D 5e',1),('gnoll','Gnoll','Ranged 1','spear +1 (1d8+2/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gnoll','Gnoll','Spear (3)','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 wielded in two hands.','5e SRD','Action','D&D 5e',1),('gnoll','Gnoll','Sure-Footed','The warrior has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.','5e SRD','Special','D&D 5e',1),('gnoll','Gnoll','weapon','1 * weapon (2d4 or by weapon + 1)','OSE','Action','OSR',1),('gnollCultist',NULL,'Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('gnollCultist',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),('gnollHunter',NULL,'Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('gnollHunter',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),('gnollSergeant',NULL,'Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('gnollSergeant',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),('gnome','Gnome','Clan chieftain and bodyguards','A 4HD (18hp) chieftain and 1d6 3HD (1d4 + 9hp) bodyguards live in the gnome lair. The chieftain gains a +1 bonus to damage.','OSE','Special','OSR',4),('gnome','Gnome','Hate kobolds','Normally attack on sight.','OSE','Special','OSR',5),('gnome','Gnome','Infravision','90\'.','OSE','Special','OSR',2),('gnome','Gnome','Leader','A 2HD (11hp) leader is present for every 20 gnomes.','OSE','Special','OSR',3),('gnome','Gnome','Mines and machines','Love machinery, mining, gold, and gems. May make foolish decisions to obtain precious items. War with goblins and kobolds over precious metals.','OSE','Special','OSR',6),('gnome','Gnome','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('gnome','Gnome','Weapons','Typically use war hammers and crossbows.','OSE','Special','OSR',1),('go-zu','Go-zu','Change Shape','The go-zu oni magically polymorphs into a Small or Medium humanoid or beast, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its greataxe, which shrinks so that it can be wielded in humanoid form. If the oni magus dies, it reverts to its true form, and its greatsword reverts to its normal size.','5e SRD','Action','D&D 5e',1),('go-zu','Go-zu','chromatic orb, invisibility','Innate, at will','5e SRD','Special','D&D 5e',1),('go-zu','Go-zu','Constant','see invisibility','5e SRD','Special','D&D 5e',1),('go-zu','Go-zu','contact other plane, plane shift','Innate, at will','5e SRD','Special','D&D 5e',1),('go-zu','Go-zu','fear, gaseous form','Innate, at will','5e SRD','Special','D&D 5e',1),('go-zu','Go-zu','Gore','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('go-zu','Go-zu','Greataxe','Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 28 (7d6 + 4) slashing damage, or 18 (4d6 + 4) slashing damage in Small or Medium form.','5e SRD','Action','D&D 5e',1),('go-zu','Go-zu','Innate Spellcasting','The go-zu oni&#8216;s spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('go-zu','Go-zu','Magic Weapons','The go-zu oni&#8216;s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('go-zu','Go-zu','Multiattack','The go-zu oni makes one attack with its gore and one attack with its greataxe.','5e SRD','Action','D&D 5e',1),('go-zu','Go-zu','Regeneration','The go-zu oni 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),('go-zu','Go-zu','Spit Copper (Recharges after Long Rest)','Ranged Spell Attack. +7 to hit, range 10/20 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and 7 (2d6) fire damage. The target must make a DC 16 Dexterity saving throw or be restrained by the molten copper as it begins to harden. The target takes 1d6 fire damage at the beginning of each of its turns until it breaks free (escape DC 16).','5e SRD','Action','D&D 5e',1),('goat','Goat','butt','1 * butt (1d4)','OSE','Action','OSR',1),('goat','Goat','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('goat','Goat','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),('goat','Goat','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),('goat','Goat','Stampede','See main entry.','OSE','Special','OSR',4),('goblin','Goblin','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('goblin','Goblin','Goblin king and bodyguards','A 3HD (15hp) king and 2d6 2HD (2d6hp) bodyguards live in the goblin lair. They do not suffer attack penalties in daylight. The king gains a +1 bonus to damage.','OSE','Special','OSR',5),('goblin','Goblin','Hate dwarves','Attack on sight.','OSE','Special','OSR',4),('goblin','Goblin','Hate the sun','-1 to-hit in full daylight.','OSE','Special','OSR',2),('goblin','Goblin','Hoard','Only have treasure type C when encountered in the wilderness or in their lair.','OSE','Special','OSR',6),('goblin','Goblin','Infravision','90\'.','OSE','Special','OSR',1),('goblin','Goblin','Melee 1','short sword +2 (1d4/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('goblin','Goblin','Minion','The goblin has 1 hit point, deals a fixed amount of damage when it hits with an attack, and whenever it would take half damage from an attack or spell, it instead takes no damage. All goblin minions act on initiative count 20 during each round.','5e SRD','Special','D&D 5e',1),('goblin','Goblin','Ranged 1','short bow +4 (1d4/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('goblin','Goblin','Scimitar','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 slashing damage.','5e SRD','Action','D&D 5e',1),('goblin','Goblin','short sword','2 (1d4/19-20)','d20web','Action','d20',1),('goblin','Goblin','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('goblin','Goblin','Wolf riders','20% of goblin groups encountered have wolf riders: &#188; of the group mounted on dire wolves.','OSE','Special','OSR',3),('goblinBat-Dog',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),('goblinBat-Dog',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('goblinCommando',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),('goblinCommando',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),('goblinDog',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),('goblinPyro',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),('goblinPyro',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),('goblinWarChanter',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),('goblinWarChanter',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),('goblinWarrior',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),('goblinWarrior',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),('gogiteth','Gogiteth','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('goldDefender',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),('goldDefender',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),('goldDefender',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),('goldDragon','Gold Dragon','Age','The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and &#188; or &#189; as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.','OSE','Special','OSR',12),('goldDragon','Gold Dragon','Amphibious','The dragon can breathe air and water.','5e SRD','Special','D&D 5e',1),('goldDragon','Gold Dragon','Attack pattern','A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).','OSE','Special','OSR',3),('goldDragon','Gold Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('goldDragon','Gold Dragon','Bite','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('goldDragon','Gold Dragon','bite','[2 * claw (2d4), 1 * bite (6d6)] or breath','OSE','Action','OSR',2),('goldDragon','Gold Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('goldDragon','Gold Dragon','Breath weapon','90\' long cone of fire or cloud of chlorine gas.','OSE','Special','OSR',14),('goldDragon','Gold Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('goldDragon','Gold Dragon','Change Shape (Su)','','d20web','Special (Su)','d20',1),('goldDragon','Gold Dragon','Claw','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('goldDragon','Gold Dragon','claw','[2 * claw (2d4), 1 * bite (6d6)] or breath','OSE','Action','OSR',1),('goldDragon','Gold Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('goldDragon','Gold Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('goldDragon','Gold Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('goldDragon','Gold Dragon','Detect Gems (Sp)','','d20web','Special (Sp)','d20',1),('goldDragon','Gold Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('goldDragon','Gold Dragon','Fast Flight','','d20web','Special (Ex)','d20',1),('goldDragon','Gold Dragon','Fire Breath','The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('goldDragon','Gold 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 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('goldDragon','Gold Dragon','Lairs','A dragon\'s treasure is always kept in its well-hidden lair and is seldom unguarded.','OSE','Special','OSR',13),('goldDragon','Gold Dragon','Language and spells','Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).','OSE','Special','OSR',9),('goldDragon','Gold Dragon','Language and spells','100%; 4 * 1st level, 4 * 2nd level, 4 * 3rd level.','OSE','Special','OSR',15),('goldDragon','Gold 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),('goldDragon','Gold Dragon','Line','5\' wide along whole length.','OSE','Special','OSR',7),('goldDragon','Gold Dragon','Luck (Sp)','','d20web','Special (Sp)','d20',1),('goldDragon','Gold 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),('goldDragon','Gold Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('goldDragon','Gold Dragon','Shape changing','May take on the form of a person or animal.','OSE','Special','OSR',17),('goldDragon','Gold Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('goldDragon','Gold Dragon','Sleeping','5%.','OSE','Special','OSR',16),('goldDragon','Gold Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('goldDragon','Gold Dragon','Tail','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('goldDragon','Gold Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('goldDragon','Gold Dragon','unknown','unknown','d20web','Action','d20',1),('goldDragon','Gold Dragon','Weakening Breath','The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('goldDragon','Gold Dragon','Weakening Breath (Su)','','d20web','Special (Su)','d20',1),('goldDragon','Gold Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('golgopo',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),('goliathSpider',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),('gorgon','Gorgon','2 hooves','9 (1d6+3)','d20web','Action','d20',1),('gorgon','Gorgon','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),('gorgon','Gorgon','breath','1 * gore (2d6) or 1 * breath (petrify)','OSE','Action','OSR',1),('gorgon','Gorgon','Breath Weapon','A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary-each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon\'s breath weapon a second time while petrified. A creature exposed to the gorgon\'s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('gorgon','Gorgon','Charge','When not in melee. Requires a clear run of at least 20 yards. Gore inflicts double damage.','OSE','Special','OSR',1),('gorgon','Gorgon','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gorgon','Gorgon','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gorgon','Gorgon','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gorgon','Gorgon','Feat 4',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gorgon','Gorgon','Gore','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('gorgon','Gorgon','gore','14 (2d8+7)','d20web','Action','d20',1),('gorgon','Gorgon','Hooves','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('gorgon','Gorgon','Melee 1','gore +14 (2d8+7)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gorgon','Gorgon','Melee 2',' 2 hooves +9 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gorgon','Gorgon','Petrifying breath','Cloud 60\' long, 10\' wide. All in the cloud are turned to stone (save versus petrify to avoid). Unharmed by own breath.','OSE','Special','OSR',2),('gorgon','Gorgon','Petrifying Breath (Recharge 5-6)','The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.','5e SRD','Action','D&D 5e',1),('gorgon','Gorgon','Trampling Charge','If the gorgon 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 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.','5e SRD','Special','D&D 5e',1),('gorgon','Gorgon','|BReath Weapon|Trample','A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a Death save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary-each round, a petrified creature can attempt a new Death save to recover from the petrification as long as it is not caught within the area of effect of the gorgon\'s breath weapon a second time while petrified. A creature exposed to the gorgon\'s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Death saves to recover naturally.','aquilae','Special','OSR',1),('gorgon','Gorgon','|BReath Weapon|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',2),('gorgon','Gorgon','|BReath Weapon|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',3),('gorilla','Gorilla','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),('gorilla','Gorilla','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gorilla','Gorilla','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gorilla','Gorilla','Melee 1','2 slams +3 (1d6+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('gosreg',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('gourdLeshy',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('gourdLeshy',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),('grabbles',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('grabbles',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('graknork','Graknork','Bite','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('graknork','Graknork','Claw','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('graknork','Graknork','Eye Ray','Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.','5e SRD','Action','D&D 5e',1),('graknork','Graknork','Freezing Eye (Recharge 5-6)','The graknork\'s blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn\'t restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage.','5e SRD','Action','D&D 5e',1),('graknork','Graknork','Keen Sight','The graknork has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('graknork','Graknork','Multiattack','The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone.','5e SRD','Action','D&D 5e',1),('grandfatherMantis',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),('grandfatherMantis',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),('grandfatherMantis',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('graniteGlyptodont',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),('graniteGlyptodont',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),('graniteVulture',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),('grapplingSpirit',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),('grapplingSpirit',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('grapplingSpirit',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),('grauladon',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),('graveHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('graveHag',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),('graveKarina',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),('graveKarina',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),('graveknight',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),('graveknightCaptain',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),('graveknightChampion',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),('graveknightWarmaster',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),('graveshell',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),('graveSpinosaurus',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),('graveSpinosaurus',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('grayDeath',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),('grayDeath',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('grayDeath',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),('graylokAmbusher',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),('graylokAmbusher',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('graylokAmbusher',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),('graylokArtillerist',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),('graylokArtillerist',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('graylokArtillerist',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),('graylokGatebreaker',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),('graylokGatebreaker',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('graylokGatebreaker',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),('grayNisp','Gray Nisp','2 claws','10 (1d6+6)','d20web','Action','d20',1),('grayNisp','Gray Nisp','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d12 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('grayNisp','Gray Nisp','bite','9 (1d8+6)','d20web','Action','d20',1),('grayNisp','Gray Nisp','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) slashing damage. If both claws hit the same target, it takes an additional 8 (1d10 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('grayNisp','Gray Nisp','Innate Spellcasting','A gray nisp can use the following spell-like abilities, using Wisdom as its casting ability (spell save DC 12, +4 to hit with spell attacks). The gray nisp doesn\'t need material components to use these abilities: At will: confusion, detect thoughts, minor illusion (auditory only), hold monster, slow','5e SRD','Special','D&D 5e',1),('grayNisp','Gray Nisp','Keen Scent','A gray nisp can taste blood in the surrounding water from a distance of up to one mile.','5e SRD','Special','D&D 5e',1),('grayNisp','Gray Nisp','Keen Scent','','d20web','Special (Ex)','d20',1),('grayNisp','Gray Nisp','Multiattack','A gray nisp makes one Bite attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('grayNisp','Gray Nisp','Water Dependent','A gray nisp can survive out of water only for 10 minutes. After that, it begins to suffocate.','5e SRD','Special','D&D 5e',1),('grayNisp','Gray Nisp','Water Dependent','','d20web','Special (Ex)','d20',1),('grayOoze',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),('grayOoze',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),('grayRender','Gray Render','2 claws','15 (1d8+7 plus','d20web','Action','d20',1),('grayRender','Gray Render','bite','14 (2d6+7)','d20web','Action','d20',1),('grayRender','Gray Render','Double Damage Against Objects (Ex)','A gray render that makes a full attack against an object or structure deals double damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grayRender','Gray Render','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grayRender','Gray Render','Feat 2',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grayRender','Gray Render','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grayRender','Gray Render','Feat 4',' Weapon Focus (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grayRender','Gray Render','Melee 1','bite +14 (2d6+7)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grayRender','Gray Render','Melee 2',' 2 claws +15 (1d8+7 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('greatCyclops',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('greatCyclops',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),('greatCyclops',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('greaterBarghest',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),('greaterBarghest',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('greaterNightmare',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),('greaterNightmare',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),('greaterShadow',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),('greaterShadow',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),('greatGrodair',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),('greatGrodair',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),('greatGrodair',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('greatGrodair',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),('greatWhiteShark','Great White Shark','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),('greatWhiteShark','Great White Shark','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),('greatWhiteShark','Great White Shark','bite','1 * bite (2d10)','OSE','Action','OSR',1),('greatWhiteShark','Great White Shark','Blood scent','Can detect blood in water up to 300\' away.','OSE','Special','OSR',1),('greatWhiteShark','Great White Shark','Blood scent; Feeding frenzy','See main entry.','OSE','Special','OSR',3),('greatWhiteShark','Great White Shark','Feeding frenzy','Triggered by the scent of blood: always attack; no morale checks.','OSE','Special','OSR',2),('greenDragon','Green Dragon','Age','The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and &#188; or &#189; as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.','OSE','Special','OSR',12),('greenDragon','Green Dragon','Amphibious','The dragon can breathe air and water.','5e SRD','Special','D&D 5e',1),('greenDragon','Green Dragon','Attack pattern','A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).','OSE','Special','OSR',3),('greenDragon','Green Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('greenDragon','Green Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.','5e SRD','Action','D&D 5e',1),('greenDragon','Green Dragon','bite','[2 * claw (1d6), 1 * bite (3d8)] or breath','OSE','Action','OSR',2),('greenDragon','Green Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('greenDragon','Green Dragon','Breath weapon','Cloud of chlorine gas.','OSE','Special','OSR',14),('greenDragon','Green 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),('greenDragon','Green Dragon','claw','[2 * claw (1d6), 1 * bite (3d8)] or breath','OSE','Action','OSR',1),('greenDragon','Green Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('greenDragon','Green Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('greenDragon','Green Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('greenDragon','Green Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('greenDragon','Green 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 16 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),('greenDragon','Green Dragon','Lairs','A dragon\'s treasure is always kept in its well-hidden lair and is seldom unguarded.','OSE','Special','OSR',13),('greenDragon','Green Dragon','Language and spells','Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).','OSE','Special','OSR',9),('greenDragon','Green Dragon','Language and spells','30%; 3 * 1st level, 3 * 2nd level.','OSE','Special','OSR',15),('greenDragon','Green 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),('greenDragon','Green Dragon','Line','5\' wide along whole length.','OSE','Special','OSR',7),('greenDragon','Green 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),('greenDragon','Green Dragon','Poison Breath (Recharge 5-6)','The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('greenDragon','Green Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('greenDragon','Green Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('greenDragon','Green Dragon','Sleeping','30%.','OSE','Special','OSR',16),('greenDragon','Green Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('greenDragon','Green 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),('greenDragon','Green Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('greenDragon','Green Dragon','Trackless Step','','d20web','Special (Ex)','d20',1),('greenDragon','Green Dragon','unknown','unknown','d20web','Action','d20',1),('greenDragon','Green Dragon','Water Breathing','','d20web','Special (Ex)','d20',1),('greenDragon','Green 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),('greenDragon','Green Dragon','Woodland Stride','','d20web','Special (Ex)','d20',1),('greenHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('greenHag',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),('greenMan',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('greenMan',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),('greenSlime','Green Slime','Acid','When in contact with a victim, sticks on and exudes acid. The acid destroys wood or metal (including armour) in 6 rounds, but cannot affect stone.','OSE','Special','OSR',2),('greenSlime','Green Slime','Consume flesh','Once in contact with flesh for 6 rounds, the victim is turned into green slime in a further 1d4 rounds.','OSE','Special','OSR',3),('greenSlime','Green Slime','Immunity','Unharmed by all attacks except cold or fire.','OSE','Special','OSR',5),('greenSlime','Green Slime','Removing','Once stuck on a victim, can only be removed by fire. This inflicts half damage to the victim and half to the slime.','OSE','Special','OSR',4),('greenSlime','Green Slime','Surprise','Drops down on surprised characters from above.','OSE','Special','OSR',1),('greenSlime','Green Slime','touch','1 * touch (consume flesh)','OSE','Action','OSR',1),('gremlin','Gremlin','1/day','passwall','5e SRD','Special','D&D 5e',1),('gremlin','Gremlin','3/day','find traps','5e SRD','Special','D&D 5e',1),('gremlin','Gremlin','At will','arcane lock, knock','5e SRD','Special','D&D 5e',1),('gremlin','Gremlin','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('gremlin','Gremlin','Innate Spellcasting','The gremlin\'s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells without requiring material components.','5e SRD','Special','D&D 5e',1),('gremlin','Gremlin','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),('grendel','Grendel','2 claws','32 (3d10+13/19-20 plus','d20web','Action','d20',1),('grendel','Grendel','Ambusher','In the first round of a combat, the grendel has advantage on attack rolls against any creature it surprised.','5e SRD','Special','D&D 5e',1),('grendel','Grendel','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('grendel','Grendel','Bloodthirsty Frenzy','The grendel has advantage on attack rolls against frightened creatures.','5e SRD','Special','D&D 5e',1),('grendel','Grendel','Bloody Rampage','When the grendel takes damage, it makes one attack with its claws against a random creature within its reach.','5e SRD','Reaction','D&D 5e',1),('grendel','Grendel','Brutal Surge (Su)','When Grendel expends mythic power to add a surge die to an attack roll, he also adds a surge die to that attack\'s damage roll. This is not an action and does not require him to expend any additional uses of mythic power to use this ability.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grendel','Grendel','Claws','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature, the target is grappled (escape DC 17). The grendel has two claws. While a claw grapples a target, the claw can attack only that target. When the grendel moves, any Medium or smaller target it is grappling moves with it.','5e SRD','Action','D&D 5e',1),('grendel','Grendel','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Feat 10',' Tiring Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Feat 3',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Feat 4',' Exhausting Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Feat 5',' Great FortitudeM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Feat 6',' Improved Critical (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Feat 7',' Iron WillM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Feat 8',' Power AttackM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Feat 9',' Skill FocusM (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Gruesome Dismemberment (Ex)','When Grendel successfully holds a creature he has grappled, he may expend one use of mythic power to attempt to dismember that creature. He attempts a grapple check; if successful, his target takes double his normal claw damage and the attack pulls off one of the target\'s legs or arms. The target is sickened until it receives magical healing (or until it recovers to full hit points by natural means), and takes 2d6 points of bleed damage each round. A creature with only one an arm cannot perform actions requiring two arms or two hands. A bipedal creature with one leg missing cannot walk or run; it can crawl or hop, but is denied its Dexterity bonus against all opponents. A quadrupedal creature with one leg missing is reduced to half normal speed. At the GM\'s discretion, creatures with more than four legs affected by this attack may be able to move at normal speed.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grendel','Grendel','Horrific Appearance','Any humanoid that starts its turn within 30 feet of the grendel and can see it form must make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the grendel is within line of sight, 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 grendel\'s Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the grendel.','5e SRD','Special','D&D 5e',1),('grendel','Grendel','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),('grendel','Grendel','Melee 1','2 claws +32 (3d10+13/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Melee 2',' bite +27 (4d8+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grendel','Grendel','Multiattack','The grendel makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('grendel','Grendel','Shadow Stealth','While in dim light or darkness, the grendel can take the Hide action as a bonus action.','5e SRD','Special','D&D 5e',1),('grendel','Grendel','Swallow','The grendel makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the grendel, and it takes 10 (3d6) acid damage at the start of each of the grendel\'s turns. The grendel can have only one target swallowed at a time. If the grendel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('greyOoze','Grey Ooze','Acid','After a successful attack, sticks to the victim and exudes acid. The acid destroys normal armour immediately and inflicts 2d8 damage per round. (Magic armour is dissolved in one turn.)','OSE','Special','OSR',2),('greyOoze','Grey Ooze','Blend in with stone','Difficult to tell apart from wet stone.','OSE','Special','OSR',1),('greyOoze','Grey Ooze','Energy immunity','Unharmed by cold or fire.','OSE','Special','OSR',3),('greyOoze','Grey Ooze','touch','1 * touch (2d8)','OSE','Action','OSR',1),('grick','Grick','4 tentacles -1 (1d4)','4 tentacles -1 (1d4)','d20web','Action','d20',1),('grick','Grick','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('grick','Grick','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('grick','Grick','bite','4 (1d4+1)','d20web','Action','d20',1),('grick','Grick','Multiattack','The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.','5e SRD','Action','D&D 5e',1),('grick','Grick','Stone Camouflage','The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('grick','Grick','Tentacles','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('griffon','Griffon','2 talons','7 (1d6+3)','d20web','Action','d20',1),('griffon','Griffon','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),('griffon','Griffon','Attack horses','Within 120\', unless a morale check is passed.','OSE','Special','OSR',1),('griffon','Griffon','Beak','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('griffon','Griffon','bite','8 (1d6+3)','d20web','Action','d20',1),('griffon','Griffon','bite','2 * claw (1d4), 1 * bite (2d8)','OSE','Action','OSR',2),('griffon','Griffon','claw','2 * claw (1d4), 1 * bite (2d8)','OSE','Action','OSR',1),('griffon','Griffon','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('griffon','Griffon','Defend nest','Attack if it is approached.','OSE','Special','OSR',2),('griffon','Griffon','Feat 1','Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('griffon','Griffon','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('griffon','Griffon','Feat 3',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('griffon','Griffon','Keen Sight','The griffon has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('griffon','Griffon','Melee 1','bite +8 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('griffon','Griffon','Melee 2',' 2 talons +7 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('griffon','Griffon','Multiattack','The griffon makes two attacks: one with its beak and one with its claws.','5e SRD','Action','D&D 5e',1),('griffon','Griffon','Taming','Captured young can be trained as loyal mounts. Their fierce nature cannot be trained out: they still instinctively attack horses.','OSE','Special','OSR',3),('griffon','Griffon','|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),('grig',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('grig',NULL,'Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('grikkitog',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('grikkitog',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),('grimbal',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('grimbal',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),('grimbal',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('grimbal',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),('grimJester','Grim Jester','1/day each','delayed blast fireball, finger of death, mislead, seeming','5e SRD','Special','D&D 5e',1),('grimJester','Grim Jester','3/day each','contagion, mirror image','5e SRD','Special','D&D 5e',1),('grimJester','Grim Jester','At will','disguise self, grease, inflict wounds, magic mouth, misty step','5e SRD','Special','D&D 5e',1),('grimJester','Grim Jester','Innate Spellcasting','The jester\'s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:','5e SRD','Special','D&D 5e',1),('grimJester','Grim Jester','Joker\'s Shuffle (recharge 6)','The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17).','5e SRD','Action','D&D 5e',1),('grimJester','Grim Jester','Killing Joke (recharge 6)','The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic.','5e SRD','Action','D&D 5e',1),('grimJester','Grim Jester','Last Laugh','Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god\'s choosing.','5e SRD','Special','D&D 5e',1),('grimJester','Grim Jester','Mock the Dying','Death saving throws made within 60 feet of the jester have disadvantage.','5e SRD','Special','D&D 5e',1),('grimJester','Grim Jester','Ridicule Hope (recharge 4-6)','When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured and is necrotic.','5e SRD','Reaction','D&D 5e',1),('grimJester','Grim Jester','Turn Resistance','The jester has advantage on saving throws against any effect that turns undead.','5e SRD','Special','D&D 5e',1),('grimlock','Grimlock','battleaxe','4 (1d8+3/x3)','d20web','Action','d20',1),('grimlock','Grimlock','Blind Senses','The grimlock can\'t use its blindsight while deafened and unable to smell.','5e SRD','Special','D&D 5e',1),('grimlock','Grimlock','Keen Hearing and Smell','The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('grimlock','Grimlock','Spiked Bone Club','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.','5e SRD','Action','D&D 5e',1),('grimlock','Grimlock','Stone Camouflage','The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('grimple',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('grimple',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('grimReaper',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),('grimslake',NULL,'1/day','slow (DC 13)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grimslake',NULL,'3/day','death knell (DC 12), ray of exhaustion (DC 13)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grimslake',NULL,'bite','12 (2d6+7 plus','d20web','Action','d20',1),('grimslake',NULL,'Marrow Drain (Ex)','A grimslake\'s tail is covered with suckers that extend long, thin, razor-sharp tendrils to drill into its victim\'s bones, draining them of marrow. As a swift action, a grimslake can drain marrow from a creature it is grappling or from a helpless creature. The victim can resist this painful attack with a successful DC 18 Fortitude save; otherwise, the creature becomes staggered from the horrific agony for 1 round and takes 1 point of Constitution drain. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grimslake',NULL,'Penetrating Jaws (Su)','A grimslake\'s bite attack penetrates cold iron and silver damage reduction.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grimslake',NULL,'Slashing Scales (Ex)','The scales running in a line down a grimslake\'s back have razor-sharp ridges and spines, and the creature is adept atlashing at attackers with these scales. Any creature that attacks a grimslake with a natural weapon, unarmed strike, or light weapon must succeed at a DC 15 Reflex save or take 1d4 points of slashing damage. The save DC is Dexterity-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grimstalker',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('grindylow','Grindylow','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('grindylow','Grindylow','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),('grindylow','Grindylow','bite -2 (1d3)','bite -2 (1d3)','d20web','Action','d20',1),('grindylow','Grindylow','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grindylow','Grindylow','Melee 1','spear +2 (1d6+1/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grindylow','Grindylow','Melee 2',' bite -2 (1d3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grindylow','Grindylow','Ranged 1','spear +3 (1d6+1/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grindylow','Grindylow','spear','2 (1d6+1/×3)','d20web','Action','d20',1),('grindylow','Grindylow','Tangling Tentacles (Ex)','Although a grindylow can\'t attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow\'s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can\'t attempt to trip the grindylow in retaliation.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grindylow','Grindylow','|Jet|Tangling|Tentacles','he creature can swim backward as a full-round action at the listed speed. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.','aquilae','Special','OSR',1),('grindylow','Grindylow','|Jet|Tangling|Tentacles','Although a grindylow can\'t attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes.','aquilae','Special','OSR',2),('grindylow','Grindylow','|Jet|Tangling|Tentacles','During the grindylow\'s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains +4 bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can\'t attempt to trip the grindylow in retaliation.','aquilae','Special','OSR',3),('griothCultist',NULL,'Grioth','A grioth is a batlike alien that wields occult powers and can exist in the dark vacuum of space. They have darkvision and echolocation.','fan json','Trait','Pathfinder 2e',1),('griothCultist',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),('griothScout',NULL,'Grioth','A grioth is a batlike alien that wields occult powers and can exist in the dark vacuum of space. They have darkvision and echolocation.','fan json','Trait','Pathfinder 2e',1),('griothScout',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),('grippli','Grippli','Feat 1','Self-Sufficient','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grippli','Grippli','Melee 1','short sword +3 (1d4+1/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grippli','Grippli','Ranged 1','dart +5 (1d3+1) or','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grippli','Grippli','short sword','2 (1d4/19-20)','d20web','Action','d20',1),('grippli','Grippli','Swamp Stride','','d20web','Special (Ex)','d20',1),('grippli','Grippli','Swamp Stride (Ex)','A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grippli','Grippli','|Evasion','You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',1),('grippli','Grippli','|Evasion','Gripplis can move through non-magical difficult terrain at normal speed in swamps.','aquilae','Special','OSR',2),('grippli','Grippli','|Evasion','Swamp Stride Woodland Stride You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.','aquilae','Special','OSR',3),('grippliArcher',NULL,'Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('grippliArcher',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),('grippliGreenspeaker',NULL,'Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('grippliGreenspeaker',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),('grippliJinxer',NULL,'Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('grippliJinxer',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),('grippliScout',NULL,'Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('grippliScout',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),('grippliSkirmisher',NULL,'Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('grippliSkirmisher',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),('grisantianLion',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),('grisantianLion',NULL,'Primal','This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('grizzlyBear','Grizzly Bear','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('grizzlyBear','Grizzly Bear','Bear hug','See main entry.','OSE','Special','OSR',1),('grizzlyBear','Grizzly Bear','bite','2 * claw (1d4), 1 * bite (1d8)','OSE','Action','OSR',2),('grizzlyBear','Grizzly Bear','claw','2 * claw (1d4), 1 * bite (1d8)','OSE','Action','OSR',1),('grodair','Grodair','2 tentacles','6 (1d4+2 plus','d20web','Action','d20',1),('grodair','Grodair','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),('grodair','Grodair','At will','control water','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grodair','Grodair','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),('grodair','Grodair','bite','11 (1d8+4)','d20web','Action','d20',1),('grodair','Grodair','Death Flood (Su)','When a grodair is killed, it immediately explodes in a 15-foot-radius burst of highly pressurized water that deals 5d6 points of bludgeoning damage (DC 17 Reflex for half). After the explosion, a successful DC 25 Survival check allows a creature to recover a cluster of strange organs from the remains. This cluster functions as a decanter of endless water for 2d6 hours, but can only produce a \"stream\" or \"fountain\" effect. Failing this Survival check by 5 or more causes the cluster to burst, dealing an additional 2d6 points of damage to that creature (no save) and destroying the organs entirely. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grodair','Grodair','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grodair','Grodair','Feat 2',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grodair','Grodair','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grodair','Grodair','Feat 4',' Weapon Focus (water blast)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grodair','Grodair','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('grodair','Grodair','Melee 1','bite +11 (1d8+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grodair','Grodair','Melee 2',' 2 tentacles +6 (1d4+2 plus trip)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grodair','Grodair','Muddy Field (Su)','As a standard action when on sand, soil, or other types of loose earth, a grodair can gush standing water into the area surrounding it. Upon doing so, the land within 15 feet of the grodair is treated as a shallow bog. This water remains as long as the grodair is within 15 feet and wishes to maintain the water. The bog instantly disperses as soon as the grodair is killed or moves out of the area.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grodair','Grodair','Ranged 1','water blast +7 touch (1d8 plus push)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grodair','Grodair','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),('grodair','Grodair','Water Blast','','d20web','Special (Ex)','d20',1),('grodair','Grodair','Water Blast (Ex)','The grodair\'s ranged attack is a pressurized blast of water. This attack has a range of 60 feet with no range increment.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grodair','Grodair','|Death Flood|Muddy Field|Water Blast','When a grodair is killed, it immediately explodes in a 15-foot-radius burst of highly pressurized water that deals 2d8 bludgeoning damage (Breath save halves). After the explosion, a creature may attempt to recover a cluster of strange organs from the remains. This cluster functions as a decanter of endless water for 2d6 hours, but can only produce a \"stream\" or \"fountain\" effect.','aquilae','Special','OSR',1),('grodair','Grodair','|Death Flood|Muddy Field|Water Blast','As a standard action when on sand, soil, or other types of loose earth, a grodair can gush standing water into the area surrounding it. Upon doing so, the land within 15 feet of the grodair is treated as a shallow bog. This water remains as long as the grodair is within 15 feet and wishes to maintain the water. The bog instantly disperses as soon as the grodair is killed or moves out of the area.','aquilae','Special','OSR',2),('grogrisant',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),('grogrisant',NULL,'Primal','This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('gromog',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('gromog',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),('gronk','Gronk','2 slams','7 (1d6+4) or','d20web','Action','d20',1),('gronk','Gronk','Gore','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('gronk','Gronk','gore','7 (1d6+4)','d20web','Action','d20',1),('gronk','Gronk','Greatclub','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('gronk','Gronk','Keen Smell','The gronk has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('gronk','Gronk','Multiattack','The gronk makes one Gore attack and one Greatclub attack.','5e SRD','Action','D&D 5e',1),('grootslang','Grootslang','2 stomps','25 (2d6+6)','d20web','Action','d20',1),('grootslang','Grootslang','Aquatic Elusion (Su)','As a standard action, a grootslang that is fully immersed in water can teleport to another body of water without error. This ability functions like tree stride, but the grootslang can exit from any body of water within 1 mile so long as both the entry and exit are wide enough for the creature to enter.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grootslang','Grootslang','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),('grootslang','Grootslang','bite','30 (4d8+13/19-20)','d20web','Action','d20',1),('grootslang','Grootslang','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 10',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 11',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 2',' Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 3',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 4',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 5',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 6',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 7',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 8',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Feat 9',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Impaling Bite (Ex)','A grootslang can make a bite attack against any creature it is grappling. If this attack hits, it is automatically treated as a critical threat.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grootslang','Grootslang','Melee 1','bite +30 (4d8+13/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Melee 2',' 2 stomps +27 (2d6+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','Melee 3',' tail slap +27 (2d6+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('grootslang','Grootslang','tail slap','25 (2d6+6)','d20web','Action','d20',1),('grootslang','Grootslang','Thunderous Stomp','','d20web','Special (Ex)','d20',1),('grootslang','Grootslang','Thunderous Stomp (Ex)','As a full-round action, a grootslang can rear up on its serpentine body to bring its massive forelimbs down with awesome force. The grootslang chooses two adjacent targets to be affected as though trampling them. In addition, each creature within 10 feet must make a DC 28 Reflex save or be knocked prone. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('grootslang','Grootslang','|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample','A grootslang that is fully immersed in water can teleport to another body of water without error. This ability functions like tree stride, but the grootslang can exit from any body of water within 1 mile so long as both the entry and exit are wide enough for the creature to enter.','aquilae','Special','OSR',1),('grootslang','Grootslang','|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample','A grootslang can make a bite attack against any creature it is grappling with its tail. If this attack hits, it is automatically treated as a critical hit.','aquilae','Special','OSR',2),('grootslang','Grootslang','|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample','A grootslang can rear up on its serpentine body to bring its massive forelimbs down with awesome force. The grootslang chooses two adjacent targets to be affected as though trampling them. In addition, each creature within 10 feet must make a Breath save or be knocked prone.','aquilae','Special','OSR',3),('grootslang','Grootslang','|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',4),('groplit',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),('groplit',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),('grothlut',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('grothlut',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),('grouloop',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),('grouloop',NULL,'Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('grouloop',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),('guardDog',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),('guardianNaga',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('guardianNaga','Guardian Naga','bite','13 (2d6+7 plus','d20web','Action','d20',1),('guardianNaga','Guardian Naga','Poison','','d20web','Special (Ex)','d20',1),('guardianNaga','Guardian Naga','Spit','','d20web','Special (Ex)','d20',1),('guecubu','Guecubu','1/day','spike stones (DC 19), transmute mud to rock (DC 20), transmute rock to mud (DC 20)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('guecubu','Guecubu','2 slams','14 (1d6+6 plus misfortune)','d20web','Action','d20',1),('guecubu','Guecubu','3/day','soften earth and stone, spike growth (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('guecubu','Guecubu','At will','stone shape','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('guecubu','Guecubu','bite','14 (1d8+6 plus misfortune)','d20web','Action','d20',1),('guecubu','Guecubu','Broken Ground (Su)','The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty. Consecrated ground cannot be affected by this ability, nor can any area warded by a magic circle against chaos or a magic circle against evil.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('guecubu','Guecubu','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),('guecubu','Guecubu','Feat 1','Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('guecubu','Guecubu','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('guecubu','Guecubu','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('guecubu','Guecubu','Feat 4',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('guecubu','Guecubu','Feat 5',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('guecubu','Guecubu','Feat 6',' Whirlwind Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('guecubu','Guecubu','Melee 1','bite +14 (1d8+6 plus misfortune)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('guecubu','Guecubu','Melee 2',' 2 slams +14 (1d6+6 plus misfortune)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('guecubu','Guecubu','Misfortune (Su)','A creature struck by a guecubu must make a DC 20 Will save or become permanently cursed with misfortune. The victim of this curse takes a -4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. If a guecubu hits a creature already suffering from this curse, the victim must make a DC 20 Will save or be staggered for 1 round. This is a curse effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('guecubu','Guecubu','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),('guecubu','Guecubu','|Broken Ground|Channel|Resistance|Fast Healing|Misfortune','The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty. Consecrated ground cannot be affected by this ability, nor can any area warded by a magic circle against chaos or a magic circle against evil.','aquilae','Special','OSR',1),('guecubu','Guecubu','|Broken Ground|Channel|Resistance|Fast Healing|Misfortune','You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',2),('guecubu','Guecubu','|Broken Ground|Channel|Resistance|Fast Healing|Misfortune','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. 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),('guecubu','Guecubu','|Broken Ground|Channel|Resistance|Fast Healing|Misfortune','A creature struck by a guecubu must make a Wand save or become permanently cursed with misfortune. The victim of this curse suffers a -4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. If a guecubu hits a creature already suffering from this curse, the victim must make a Spell save or be staggered for 1 round. This is a curse effect.','aquilae','Special','OSR',4),('gug',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('gugalanna','Gugalanna','Flyby','A gugalanna doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('gugalanna','Gugalanna','Horns','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage and 14 (4d6) fire damage.','5e SRD','Action','D&D 5e',1),('gugalanna','Gugalanna','Kick','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('gugalanna','Gugalanna','Kick #2','A gugalanna makes a kick attack.','5e SRD','Legendary Action','D&D 5e',1),('gugalanna','Gugalanna','Magic Resistance','A gugalanna has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('gugalanna','Gugalanna','Magic Weapons','A gugalanna\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('gugalanna','Gugalanna','Multiattack','A gugalanna makes two attacks: one with its horns and one with its kick.','5e SRD','Action','D&D 5e',1),('gugalanna','Gugalanna','Rearing Stomp (Costs 2 Actions)','A gugalanna spreads his wings and stomps his hooves, shaking the earth. Each creature within 10 feet of Gugalanna must make a DC 22 Strength saving throw. On a failure, a target takes 18 (2d10 + 7) bludgeoning damage and is pushed 20 feet away from Gugalanna. On a success, a target takes half the damage and isn\'t pushed. A gugalanna can then fly up to half his flying speed.','5e SRD','Legendary Action','D&D 5e',1),('gugalanna','Gugalanna','Trampling Charge','If a gugalanna moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, a gugalanna can make one kick attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('guloval',NULL,'Agathion','This family of animal-featured celestials is native to the plane of Nirvana. Most agathions are neutral good, have darkvision, and have a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('guloval',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),('gumiho',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('gunpowderOoze',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),('gunpowderOoze',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),('gurgistMauler',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),('gurgistMauler',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),('gurgistMauler',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),('gurija',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('gurija',NULL,'Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('guthallath',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),('gylou',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),('gylou',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),('gynosphinx','Gynosphinx','1st level (4 slots)','detect magic, identify, shield','5e SRD','Special','D&D 5e',1),('gynosphinx','Gynosphinx','2nd level (3 slots)','darkness, locate object, suggestion','5e SRD','Special','D&D 5e',1),('gynosphinx','Gynosphinx','3rd level (3 slots):','dispel magic, remove curse, tongues','5e SRD','Special','D&D 5e',1),('gynosphinx','Gynosphinx','4th level (3 slots):','banishment, greater invisibility','5e SRD','Special','D&D 5e',1),('gynosphinx','Gynosphinx','Cantrips (at will)','mage hand, minor illusion, prestidigitation','5e SRD','Special','D&D 5e',1),('gynosphinx','Gynosphinx','Cast a Spell (Costs 3 Actions)','The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('gynosphinx','Gynosphinx','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('gynosphinx','Gynosphinx','Claw Attack','The sphinx makes one claw attack.','5e SRD','Legendary Action','D&D 5e',1),('gynosphinx','Gynosphinx','Inscrutable','The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx\'s intentions or sincerity have disadvantage.','5e SRD','Special','D&D 5e',1),('gynosphinx','Gynosphinx','legend lore','5th level (1 slot)','5e SRD','Special','D&D 5e',1),('gynosphinx','Gynosphinx','Magic Weapons','The sphinx\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('gynosphinx','Gynosphinx','Multiattack','The sphinx makes two claw attacks.','5e SRD','Action','D&D 5e',1),('gynosphinx','Gynosphinx','Spellcasting','The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:','5e SRD','Special','D&D 5e',1),('gynosphinx','Gynosphinx','Teleport (Costs 2 Actions)','The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Legendary Action','D&D 5e',1),('gynosphinx','Gynosphinx','|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),('gypsosphinx','Gypsosphinx','1st level (4 slots)','comprehend languages, detect magic, identify','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','2nd level (3 slots)','blur, darkness, locate object','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','3rd level (3 slots)','dispel magic, glyph of warding, major image','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','4th level (3 slots)','blight, greater invisibility','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('gypsosphinx','Gypsosphinx','Bite Attack','The sphinx makes one bite attack.','5e SRD','Legendary Action','D&D 5e',1),('gypsosphinx','Gypsosphinx','Cantrips(at will)',': mage hand, mending, minor illusion, poison spray','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','Cast a Spell (Costs 3 Actions)','The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('gypsosphinx','Gypsosphinx','Claws','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('gypsosphinx','Gypsosphinx','cloudkill','5th level (1 slot)','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','Inscrutable','The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx\'s intentions or sincerity have disadvantage.','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','Magic Weapons','The sphinx\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','Multiattack','The sphinx makes one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('gypsosphinx','Gypsosphinx','Mystic Sight','A gypsosphinx sees death coming and can foretell the manner of a person\'s death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature\'s death (\"If we fight, I will kill you and eat your heart. I have seen it,\" is a favorite bluff).','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','Rake','If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('gypsosphinx','Gypsosphinx','Spellcasting','The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:','5e SRD','Special','D&D 5e',1),('gypsosphinx','Gypsosphinx','Teleport (Costs 2 Actions)','The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Legendary Action','D&D 5e',1),('hadrinnex',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('hadrosaurid',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),('hadrosaurid',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('halbruxFar-Sight',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('halbruxFar-Sight',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),('haleshi','Haleshi','1/day each','major image, water walk, zone of truth','5e SRD','Action','D&D 5e',1),('haleshi','Haleshi','3/day each','charm person, invisibility (self only)','5e SRD','Action','D&D 5e',1),('haleshi','Haleshi','Amphibious','The haleshi can breathe air and water.','5e SRD','Action','D&D 5e',1),('haleshi','Haleshi','Charming Defense','While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class).','5e SRD','Action','D&D 5e',1),('haleshi','Haleshi','Clam Riders','Haleshi have a mystical connection with ordinary clams and similar mollusks and are able to use mollusks to magically transport themselves from one body of water to another.','5e SRD','Reaction','D&D 5e',1),('haleshi','Haleshi','Clamport (3/Day)','The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam\'s passengers and releases them. After releasing the passengers, the clam returns to normal.','5e SRD','Action','D&D 5e',1),('haleshi','Haleshi','Diplomatic Fey','Haleshi are fey that act as intermediaries between fey who live on the land and those who live in oceans and rivers, settling disputes that arise between the two groups.&nbsp;Haleshi are impartial in their rulings and prefer to make decisions based on evidence rather than rumor and speculation.&nbsp;The job of an haleshi is a difficult one due to the chaotic and unpredictable nature of many fey, but they usually receive the backing of the fey lords, particularly the River King, whose court they frequent, and the Bear King, who admires their stoic adherence to duty in the face of adversity.','5e SRD','Reaction','D&D 5e',1),('haleshi','Haleshi','Food-Lovers','While haleshi have little to do with humanoids in their role as fey diplomats and judges, they have a predilection for human and elven cuisine, particularly desserts such as apple pies and strawberry tartlets. Some fey try to bribe haleshi with human or elven sweets, only to find that the fey are all but incorruptible.','5e SRD','Reaction','D&D 5e',1),('haleshi','Haleshi','Innate Spellcasting','The haleshi\'s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:','5e SRD','Action','D&D 5e',1),('haleshi','Haleshi','Multiattack','The haleshi makes two attacks with its stupefying touch.','5e SRD','Action','D&D 5e',1),('haleshi','Haleshi','Stupefying Touch','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn.','5e SRD','Action','D&D 5e',1),('haleshi','Haleshi','Water Shield (Recharge 5-6)','The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water.','5e SRD','Reaction','D&D 5e',1),('hamatula','Hamatula','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),('hamatula','Hamatula','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),('haniver',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),('haniver',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('haniver',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('hantuBelian',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),('hantuBelian',NULL,'Hantu','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('hantuBelian',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),('hantuBelian',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('hantuDenai',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),('hantuDenai',NULL,'Hantu','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('hantuDenai',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),('hantuDenai',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('harefolk','Harefolk','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('harefolk','Harefolk','Keen Smell','The harefolk has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('harefolk','Harefolk','Ready for Trouble','The harefolk can\'t be surprised, and it has advantage on initiative rolls if it isn\'t incapacitated or unconscious.','5e SRD','Special','D&D 5e',1),('harefolk','Harefolk','Shapechanger Sensitivity','The harefolk has advantage on Intelligence (Investigation) and Wisdom (Insight) checks to determine if a creature is a shapechanger. It automatically succeeds when the shapechanger is a werewolf. In addition, the harefolk has advantage on its first attack roll each turn against a creature with the Shapechanger trait or Change Shape action, regardless of whether the harefolk was previously aware of the shapechanger\'s nature.','5e SRD','Special','D&D 5e',1),('harefolk','Harefolk','Shortsword','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('harefolk','Harefolk','Sling','Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('harefolk','Harefolk','Snow Camouflage','The harefolk has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.','5e SRD','Special','D&D 5e',1),('harefolk','Harefolk','Snow Walker','The harefolk can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\'t cost it extra movement.','5e SRD','Special','D&D 5e',1),('hargulka',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('hargulka',NULL,'Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('harionago','Harionago','1/day','charm monster (DC 19), vampiric touch (DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('harionago','Harionago','2 claws','15 (1d6+4/19-20 plus','d20web','Action','d20',1),('harionago','Harionago','3/day','feather fall, levitate, ray of enfeeblement (DC 17), unnatural lust (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('harionago','Harionago','charm monster, dominate person','Innate, at will','5e SRD','Special','D&D 5e',1),('harionago','Harionago','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('harionago','Harionago','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harionago','Harionago','Feat 2',' Improved Critical (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harionago','Harionago','Feat 3',' Improved Critical (hair barb)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harionago','Harionago','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harionago','Harionago','Feat 5',' Improved Natural Attack (hair barb)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harionago','Harionago','Feat 6',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harionago','Harionago','Feat 7',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harionago','Harionago','feather fall, levitate, ray of enfeeblement','Innate, at will','5e SRD','Special','D&D 5e',1),('harionago','Harionago','Hair Barb','Melee Weapon Attack: +11 to hit, 1reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. The harionago can choose to grapple one creature it hits instead of dealing damage (escape DC 18).','5e SRD','Action','D&D 5e',1),('harionago','Harionago','hideous laughter','Innate, at will','5e SRD','Special','D&D 5e',1),('harionago','Harionago','Infectious Laughter','Whenever a harionago successfully casts hideous laughter on a creature, it can cast hideous laughter on one other creature within 10 feet of it. This ability does not stack with itself, so the harionago can only cast hideous laughter twice in a turn this way. Additionally, damage dealt by the harinago does not cause a creature affected by its hideous laughter to make another saving throw to end the spell.','5e SRD','Special','D&D 5e',1),('harionago','Harionago','Infectious Laughter (Su)','As a full-round action, a harionago can emit a scornful laugh ringing out in a 60-foot burst. A creature that hears the laughter must succeed at a DC 23 Will saving thrown or be affected as the hideous laughter spell (CL 14th), except that a laughing creature is considered helpless to the harionago. A creature that successfully saves against a harionago\'s scornful laughter can\'t be affected by that same harionago\'s laughter for 24 hours. This is a mind-affecting effect that can be countered with the countersong class feature. Its save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('harionago','Harionago','Innate Spellcasting','The harionago\'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),('harionago','Harionago','Melee 1','2 claws +15 (1d6+4/19-20 plus paralysis)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harionago','Harionago','Melee 2',' 4 hair barbs +12 (1d6+2/19-20 plus bleed)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harionago','Harionago','Multiattack','The harionago makes one two claw attacks and four hair barb attack.','5e SRD','Action','D&D 5e',1),('harionago','Harionago','Wrathful Rejection','A harionago does not handle the rejection of its advances very well. Whenever a creature successful saves against one of the harionago\'s spells the harionago reduced its Wisdom by 1 point and gains advantage to its attack rolls and saving throws. This bonus lasts as long as the harionago has any Wisdom reduction. This Wisdom reduction can only be restored when the harionago kills the character that successfully saved against her ability. If that creature gets killed by some means other than the harionago, it must kill a member of their family to remove the Wisdom reduction. In order to remove all of its Wisdom reduction, the harionago must kill everyone (or a family member of everyone) that has successfully saved against its spells.','5e SRD','Special','D&D 5e',1),('harionago','Harionago','|Bleed|Channel|Resistance|Infectious|Laughter','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('harionago','Harionago','|Bleed|Channel|Resistance|Infectious|Laughter','You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',2),('harionago','Harionago','|Bleed|Channel|Resistance|Infectious|Laughter','As a full-round action, a harionago can emit a scornful laugh ringing out in a 60-foot burst. A creature that hears the laughter must succeed at a Spell saving thrown or be affected as the hideous laughter spell (CL 14th), except that a laughing creature is considered helpless to the harionago. A creature that successfully saves against a harionago\'s scornful laughter can\'t be affected by that same harionago\'s laughter for class feature.','aquilae','Special','OSR',3),('harloKrant',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),('harloKrant',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('harmona',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('harpy','Harpy','Captivating Song (Su)','A harpy\'s song has the power to infect the minds of those that hear it, calling them to the harpy\'s side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy\'s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy\'s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('harpy','Harpy','Charm','Anyone who hears the song of a group of harpies must save versus spells or be charmed: move towards the harpies (resisting those who try to prevent it); defend the harpies; obey the harpies\' commands (if understood); unable to cast spells or use magic items; unable to harm the harpies. A character who saves is unaffected for the rest of the encounter. Killing the harpies breaks the charm.','OSE','Special','OSR',1),('harpy','Harpy','claw','2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)','OSE','Action','OSR',1),('harpy','Harpy','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harpy','Harpy','Feat 2',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harpy','Harpy','Feat 3',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harpy','Harpy','Feat 4',' Skill Focus (Bluff)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harpy','Harpy','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),('harpy','Harpy','Magic resistance','+2 bonus to all saves.','OSE','Special','OSR',2),('harpy','Harpy','Melee 1','morningstar +8/+3 (1d8+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harpy','Harpy','Melee 2',' 2 talons +3 (1d6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('harpy','Harpy','song','2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)','OSE','Action','OSR',3),('harpy','Harpy','weapon','2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)','OSE','Action','OSR',2),('harpy','Harpy','|Captivating|Song','A harpy\'s song has the power to infect the minds of those that hear it, calling them to the harpy\'s side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a Spell saving throw or become captivated. A creature that successfully saves is not subject to the same harpy\'s song for 24 hours.','aquilae','Special','OSR',1),('harpy','Harpy','|Captivating|Song','A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy\'s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.','aquilae','Special','OSR',2),('harpySkeleton',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),('harpySkeleton',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('harpySkeleton',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),('harrowDoll',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),('hatredSiktempora',NULL,'Siktempora','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('hatredSiktempora',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),('hawk','Hawk','2 talons','5 (1d4-2)','d20web','Action','d20',1),('hawk','Hawk','beak','beak (1d2)','OSE','Action','OSR',2),('hawk','Hawk','Carry prey','Up to halfling-sized.','OSE','Special','OSR',4),('hawk','Hawk','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hawk','Hawk','Keen Sight','The hawk has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('hawk','Hawk','Melee 1','2 talons +5 (1d4-2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hawk','Hawk','Swoop','Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).','OSE','Special','OSR',1),('hawk','Hawk','Swoop','See main entry.','OSE','Special','OSR',3),('hawk','Hawk','Swoop','See main entry.','OSE','Special','OSR',5),('hawk','Hawk','Talons','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.','5e SRD','Action','D&D 5e',1),('hawk','Hawk','talons','1 * talons','OSE','Action','OSR',1),('hawk','Hawk','Trainable','Can be trained as guards or hunting animals.','OSE','Special','OSR',2),('headlessXulgath',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),('headlessXulgath',NULL,'Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('hegessik',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),('hegessik',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),('hegremon',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),('hegremon',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('hegremon',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),('hekatonkheiresTitan',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('hekatonkheiresTitan',NULL,'Titan','Titans are enormous, primordial creatures of neargodlike power who predate the mortal races.','fan json','Trait','Pathfinder 2e',1),('helgEats-The-Eaters',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('hellboundAttorney',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),('hellboundAttorney',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),('hellboundAttorney',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),('hellboundAttorney',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),('hellcat',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),('hellcat',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),('hellcrown',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),('hellHound','Hellhound','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),('hellhound','Hellhound','breath','1 * bite (1d6) or 1 * breath (1d6 per <b>HD</b>)','OSE','Action','OSR',1),('hellhound','Hellhound','Detect invisible','75% chance per round. 60\' range.','OSE','Special','OSR',3),('hellHound','Hellhound','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),('hellHound','Hellhound','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),('hellhound','Hellhound','Fire breath','2-in-6 chance per round of breathing fire. One target. Save versus breath for half damage.','OSE','Special','OSR',1),('hellhound','Hellhound','Fire immunity','Unharmed by non-magical fire.','OSE','Special','OSR',2),('hellhound','Hellhound','Pets','Sometimes found with other creatures with an affinity for fire.','OSE','Special','OSR',4),('hellknightCavalryBrigade',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),('hellknightCavalryBrigade',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),('hellknightCavalryBrigade',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),('hellknightCavalryBrigade',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),('hellwaspSwarm',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),('hellwaspSwarm',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),('hereciteofZevgavizeb',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),('herexen',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),('hermeanMutant',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('hermeanMutant',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('hermitCrabSwarm',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),('hermitCrabSwarm',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),('hermitCrabSwarm',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),('hesperid',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('hesperid',NULL,'Light','Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.','fan json','Trait','Pathfinder 2e',1),('hesperid',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('hesperidQueen',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('hesperidQueen',NULL,'Light','Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.','fan json','Trait','Pathfinder 2e',1),('hesperidQueen',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('hezrou','Hezrou','1/day','blasphemy (DC 21), summon (level 4, 1 hezrou 35%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hezrou','Hezrou','3/day','gaseous form','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hezrou','Hezrou','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),('hezrou','Hezrou','At will','chaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hezrou','Hezrou','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('hezrou','Hezrou','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('hezrou','Hezrou','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),('hezrou','Hezrou','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hezrou','Hezrou','Feat 2',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hezrou','Hezrou','Feat 3',' Great Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hezrou','Hezrou','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hezrou','Hezrou','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hezrou','Hezrou','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),('hezrou','Hezrou','Magic Resistance','The hezrou has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('hezrou','Hezrou','Melee 1','bite +17 (4d4+8 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hezrou','Hezrou','Melee 2',' 2 claws +17 (1d8+8 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hezrou','Hezrou','Multiattack','The hezrou makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('hezrou','Hezrou','Nausea (Ex)','The noxious vapors and foul fluids that constantly weep and seethe from a hezrou\'s body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hezrou','Hezrou','Stench','Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou\'s stench for 24 hours.','5e SRD','Special','D&D 5e',1),('hezrou','Hezrou','|Nausea|Stench|Telepathy','The noxious vapors and foul fluids that constantly weep and seethe from a hezrou\'s body are particularly heinous to those the creature grapples. Each round a creature is in melee combat with a hezrou, that foe must make a Death save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a save, or until a minute has passed during which he is not in melee range of the hezrou, whichever condition comes first.','aquilae','Special','OSR',1),('hezrou','Hezrou','|Nausea|Stench|Telepathy','You secrete an oily chemical that nearly every other creature finds offensive. All living creatures sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature.','aquilae','Special','OSR',2),('hezrou','Hezrou','|Nausea|Stench|Telepathy','Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.','aquilae','Special','OSR',3),('hezrou','Hezrou','|Nausea|Stench|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('hieracosphinx','Hieracosphinx','1/day','wall of force','5e SRD','Special','D&D 5e',1),('hieracosphinx','Hieracosphinx','3/day each','darkness, mirror image, misty step, silent image','5e SRD','Special','D&D 5e',1),('hieracosphinx','Hieracosphinx','At will','bane, bestow curse','5e SRD','Special','D&D 5e',1),('hieracosphinx','Hieracosphinx','Beak','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) piercing damage.','5e SRD','Action','D&D 5e',1),('hieracosphinx','Hieracosphinx','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),('hieracosphinx','Hieracosphinx','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.','5e SRD','Action','D&D 5e',1),('hieracosphinx','Hieracosphinx','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hieracosphinx','Hieracosphinx','Feat 2',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hieracosphinx','Hieracosphinx','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hieracosphinx','Hieracosphinx','Feat 4',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hieracosphinx','Hieracosphinx','Innate Spellcasting','The hieracosphinx\'s innate spellcasting ability is Wisdom&nbsp;(spell save DC 13)It can innately cast the following spells, requiring no material components.','5e SRD','Special','D&D 5e',1),('hieracosphinx','Hieracosphinx','Inscrutable','The hieracosphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx\'s intentions or sincerity have disadvantage.','5e SRD','Special','D&D 5e',1),('hieracosphinx','Hieracosphinx','Magic Weapons','The hieracosphinx\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('hieracosphinx','Hieracosphinx','Melee 1','bite +11 (1d10+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hieracosphinx','Hieracosphinx','Melee 2',' 2 claws +11 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hieracosphinx','Hieracosphinx','Multiattack','The hieracosphinx makes two attacks: one with its beak and one with its claws.','5e SRD','Action','D&D 5e',1),('hieracosphinx','Hieracosphinx','Shriek (Su)','The shrill shriek of a hieracosphinx deafens non-sphinxes within a 60-foot-radius spread for 2d4 rounds (DC 16 Fortitude negates). Once a creature successfully saves against this effect, it is immune to the hieracosphinx\'s shriek for 24 hours. Using this ability is a standard action. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hillGiant','Hill Giant','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),('hillGiant','Hill Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('hillGiant','Hill Giant','Greatclub','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('hillGiant','Hill 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),('hillGiant','Hill Giant','Multiattack','The giant makes two greatclub attacks.','5e SRD','Action','D&D 5e',1),('hillGiant','Hill Giant','Rock','Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('hillGiant','Hill Giant','weapon','1 * weapon (2d8)','OSE','Action','OSR',1),('hillGiant','Hill Giant','Weapons','Wield giant clubs and spears.','OSE','Special','OSR',1),('hillGiant','Hill 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),('hillGiant','Hill 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),('hillGiant','Hill 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),('hillGiantButcher',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),('hillGiantButcher',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('hillGiantButcher',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),('hillstomper',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),('hippocampus','Hippocampus','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),('hippocampus','Hippocampus','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),('hippocampus','Hippocampus','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('hippocampus','Hippocampus','bite','7 (1d4+4) or tail slap +7 (1d6+4) or butt +7 (1d3+4)','d20web','Action','d20',1),('hippocampus','Hippocampus','Hold Breath','A hippocampus can hold its breath up to 15 minutes before it begins suffocation.','5e SRD','Special','D&D 5e',1),('hippocampus','Hippocampus','Tail Slap','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('hippocampus','Hippocampus','tail slap -1 (1d4+1)','1)','d20web','Action','d20',1),('hippocampus','Hippocampus','Water Breathing','The hippocampus can breathe only underwater.','5e SRD','Special','D&D 5e',1),('hippocampus','Hippocampus','|Water|Dependency','This creature can survive out of the water for only 1 hour per point of Constitution.','aquilae','Special','OSR',1),('hippocampus','Hippocampus','|Water|Dependency','Beyond this limit, this creature runs the risk of suffocation, as if it were drowning.','aquilae','Special','OSR',2),('hippogriff','Hippogriff','2 claws','4 (1d4+2)','d20web','Action','d20',1),('hippogriff','Hippogriff','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),('hippogriff','Hippogriff','Beak','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('hippogriff','Hippogriff','bite','4 (1d6+2)','d20web','Action','d20',1),('hippogriff','Hippogriff','bite','1 * bite (1d10)','OSE','Action','OSR',2),('hippogriff','Hippogriff','claw','2 * claw (1d6)','OSE','Action','OSR',1),('hippogriff','Hippogriff','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('hippogriff','Hippogriff','Hate pegasi','Will usually attack.','OSE','Special','OSR',1),('hippogriff','Hippogriff','Keen Sight','The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('hippogriff','Hippogriff','Mount','Can carry a human-sized rider.','OSE','Special','OSR',2),('hippogriff','Hippogriff','Multiattack','The hippogriff makes two attacks: one with its beak and one with its claws.','5e SRD','Action','D&D 5e',1),('hippogriff','Hippogriff','Taming','Can be trained as mounts.','OSE','Special','OSR',3),('hippopotamus','Hippopotamus','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),('hippopotamus','Hippopotamus','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) crushing damage.','5e SRD','Action','D&D 5e',1),('hippopotamus','Hippopotamus','bite','7 (2d8+6)','d20web','Action','d20',1),('hippopotamus','Hippopotamus','Capsize','','d20web','Special (Ex)','d20',1),('hippopotamus','Hippopotamus','Hold Breath','','d20web','Special (Ex)','d20',1),('hippopotamus','Hippopotamus','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bashing damage.','5e SRD','Action','D&D 5e',1),('hippopotamus','Hippopotamus','Sweat','','d20web','Special (Ex)','d20',1),('hippopotamus','Hippopotamus','Trampling Charge','If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with a slam 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 hippo can make one additional slam attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('hippopotamus','Hippopotamus','|Sweat|Trample','A hippo\'s reddish sweat protects it from nonlethal damage from hit environments, and grants it a +4 bonus on saving throws against nonmagical disease.','aquilae','Special','OSR',1),('hippopotamus','Hippopotamus','|Sweat|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',2),('hiveMother',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),('hoarFox','Hoar Fox','bite','5 (1d6)','d20web','Action','d20',1),('hoarfrostDrake','Hoarfrost Drake','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage.','5e SRD','Action','D&D 5e',1),('hoarfrostDrake','Hoarfrost Drake','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),('hoarfrostDrake','Hoarfrost Drake','Cloud of Riming Ice (Recharge 5-6)','The hoarfrost drake creates a cloud of freezing fog that rimes everything in frost. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, the target takes 14 (4d6) cold damage and must succeed on a DC 12 Dexterity saving throw or drop whatever it\'s holding. On a success, the target takes half the damage and doesn\'t drop what it\'s holding. The area becomes difficult terrain until the end of the hoarfrost drake\'s next turn. A creature that enters the area or ends its turn there must succeed on a DC 14 Dexterity saving throw or fall prone.','5e SRD','Action','D&D 5e',1),('hoarfrostDrake','Hoarfrost Drake','Ice Walk','The hoarfrost drake can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\'t cost it extra movement.','5e SRD','Special','D&D 5e',1),('hoarfrostDrake','Hoarfrost Drake','Icy Scales','The hoarfrost drake has advantage on ability checks and saving throws made to escape a grapple.','5e SRD','Special','D&D 5e',1),('hoarfrostDrake','Hoarfrost Drake','Multiattack','The hoarfrost drake makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('hoarfrostDrake','Hoarfrost Drake','Retaliatory Slip','When a creature grapples the drake, the drake can immediately attempt to escape. If it succeeds, it can make a bite attack against the creature that grappled it.','5e SRD','Reaction','D&D 5e',1),('hobgoblin','Hobgoblin','Coordinated Attack','The hobgoblin soldier can add 1d4 to its attack rolls for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4.','5e SRD','Special','D&D 5e',1),('hobgoblin','Hobgoblin','Counterattack','If the attack roll made against the hobgoblin soldier results in a 10 or lower, the hobgoblin soldier may make an opportunity attack against the attacker.','5e SRD','Reaction','D&D 5e',1),('hobgoblin','Hobgoblin','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),('hobgoblin','Hobgoblin','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hobgoblin','Hobgoblin','Feat 2',' Weapon Focus (longsword)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hobgoblin','Hobgoblin','Hobgoblin king and bodyguards','A 5HD (22hp) king and 1d4 4HD (3d6hp) bodyguards live in the hobgoblin lair. The king gains a +2 bonus to damage rolls. A thoul may sometimes be found among the king\'s bodyguards.','OSE','Special','OSR',1),('hobgoblin','Hobgoblin','longsword','4 (1d8+2/19-20)','d20web','Action','d20',1),('hobgoblin','Hobgoblin','Melee 1','longsword +4 (1d8+2/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hobgoblin','Hobgoblin','Multiattack','The hobgoblin soldier makes two melee attacks.','5e SRD','Action','D&D 5e',1),('hobgoblin','Hobgoblin','Protector','All allies within 5 feet of the hobgoblin soldier add +1 to their AC for a maximum of +1.','5e SRD','Special','D&D 5e',1),('hobgoblin','Hobgoblin','Ranged 1','longbow +3 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hobgoblin','Hobgoblin','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('hobgoblin','Hobgoblin','Spear','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if wielded with two hands.','5e SRD','Action','D&D 5e',1),('hobgoblin','Hobgoblin','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('hobgoblin','Hobgoblin','|Bravery|Sneaky|Temperate Hills|Environment','You gain a +3 bonus to saves against fear effects.','aquilae','Special','OSR',1),('hobgoblin','Hobgoblin','|Bravery|Sneaky|Temperate Hills|Environment','Hobgoblins gain a +4 racial bonus on Stealth checks.','aquilae','Special','OSR',2),('hobgoblinArcher',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),('hobgoblinArcher',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),('hobgoblinGeneral',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),('hobgoblinGeneral',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),('hobgoblinSoldier',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),('hobgoblinSoldier',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),('hobji',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),('hobji',NULL,'Morlock','Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans.','fan json','Trait','Pathfinder 2e',1),('hodag','Hodag','2 claws','11 (1d6+4)','d20web','Action','d20',1),('hodag','Hodag','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),('hodag','Hodag','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),('hodag','Hodag','bite','11 (1d8+4)','d20web','Action','d20',1),('hodag','Hodag','Charge','If the hodag moves at least 10 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('hodag','Hodag','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('hodag','Hodag','Feat 1','Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hodag','Hodag','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hodag','Hodag','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hodag','Hodag','Feat 4',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hodag','Hodag','Horns','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('hodag','Hodag','Improved Critical','The hodag\'s teeth, claws, horns, and tail spikes are extra sharp. These weapon attacks score a critical hit on a roll of 19 or 20.','5e SRD','Special','D&D 5e',1),('hodag','Hodag','Keen Hearing and Smell','The hodag has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('hodag','Hodag','Melee 1','bite +11 (1d8+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hodag','Hodag','Melee 2',' 2 claws +11 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hodag','Hodag','Melee 3',' tail slap +11 (1d4+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hodag','Hodag','Multiattack','The hodag makes three melee attacks, but can use its bite and horn attacks only once each.','5e SRD','Action','D&D 5e',1),('hodag','Hodag','Spiked Tail (Ex)','A hodag\'s tail spikes allow the creature\'s tail slap to deal both bludgeoning and piercing damage. A hodag\'s tail slap is a primary attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hodag','Hodag','Tail','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('hodag','Hodag','tail slap','11 (1d4+4)','d20web','Action','d20',1),('hodag','Hodag','Territorial Display (Recharge 6)','The hodag rears and stomps on the ground then roars a territorial challenge. Each creature within 10 feet of the hodag must make a DC 14 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more is also knocked prone.','5e SRD','Action','D&D 5e',1),('hodag','Hodag','Toss (Ex)','A hodag charging 20 feet or more that damages a foe with an attack can throw its foe with a special combat maneuver check. The opponent must be corporeal and at least one size category smaller than the hodag. If the combat maneuver check succeeds, the hodag\'s opponent is thrown 10 feet through the air in a direction chosen by the hodag and falls prone. The hodag can only toss its opponent in a straight line. If an obstacle prevents the creature\'s movement, both the creature tossed and the object struck take 1d6 points of damage, and the creature falls prone in the space adjacent to the obstacle. A hodag can also toss an opponent 10 feet up into the air. The victim lands in the same square it started in, falls prone, and takes 1d6 points of damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hodag','Hodag','Trackless','','d20web','Special (Ex)','d20',1),('hodag','Hodag','Trackless (Ex)','A hodag sweeps its tail behind itself in a way that obscures its tracks. Attempts to track a hodag have their normal DC increased by +10.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hodag','Hodag','|Toss|Trackless','A hodag charging 20 feet or more that damages a foe with an attack can throw its foe with a special attack. The opponent must be corporeal and smaller than the hodag. If the attack roll succeeds, the hodag\'s opponent is thrown 10 feet through the air in a direction chosen by the hodag and falls prone. The hodag can only toss its opponent in a straight line. If an obstacle prevents the creature\'s movement, both the creature tossed and the object struck take 1d6 points of bludegoning damage, and the creature falls prone in the space adjacent to the obstacle. A hodag can also toss an opponent 10 feet up into the air. The victim lands in the same square it started in, falls prone, and takes 1d6 points of bludgeoning damage.','aquilae','Special','OSR',1),('hodag','Hodag','|Toss|Trackless','A hodag sweeps its tail behind itself in a way that obscures its tracks. Attempts to track a hodag have their normal DC increased by +10.','aquilae','Special','OSR',2),('hollowHush',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('hollowHusks',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),('hollowHusks',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),('hollowHusks',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('hollowSerpent',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),('homunculus','Homunculus','1 bite','3 (1d4-1 plus','d20web','Action','d20',1),('homunculus','Homunculus','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.','5e SRD','Action','D&D 5e',1),('homunculus','Homunculus','CL','7th; Price 2,050 gp','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('homunculus','Homunculus','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),('homunculus','Homunculus','Feat 1','Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('homunculus','Homunculus','Melee 1','1 bite +3 (1d4-1 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('homunculus','Homunculus','Poison','','d20web','Special (Ex)','d20',1),('homunculus','Homunculus','Poison (Ex)','Bite-injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('homunculus','Homunculus','Telepathic Bond','While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.','5e SRD','Special','D&D 5e',1),('homunculus','Homunculus','Telepathic Link (Su)','A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('homunculus','Homunculus','z','Bite-injury; save Death; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.','aquilae','Special','OSR',1),('homunculus','Homunculus','zz','A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.','aquilae','Special','OSR',2),('honeyBadger','Honey Badger','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target must make a DC 15 Strength saving throw or be grappled (escape DC 15).','5e SRD','Action','D&D 5e',1),('honeyBadger','Honey Badger','Crunch','Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled creature. Hit: The target suffers from broken bones and must make a DC 15 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the target cannot take any actions or reactions during that turn. If the target receives magical healing or takes a long rest, the effect ends.','5e SRD','Action','D&D 5e',1),('honeyBadger','Honey Badger','Keen Hearing and Smell','The prehistoric honey badger has advantage on Wisdom (Perception) checks based on hearing or smell.','5e SRD','Special','D&D 5e',1),('honeyBadger','Honey Badger','Multiattack','The prehistoric honey badger makes one bite attack and one crunch attack.','5e SRD','Action','D&D 5e',1),('honeyBadger','Honey Badger','Relentless (Recharges after a Short or Long Rest)','If the badger takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.','5e SRD','Special','D&D 5e',1),('hooklimbXulgath',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),('hooklimbXulgath',NULL,'Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('hooktongue',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),('hooktongue',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),('hooktongueHydra',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),('horagnamon',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),('horagnamon',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),('horakh','Horakh','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that\'s grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.','5e SRD','Action','D&D 5e',1),('horakh','Horakh','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).','5e SRD','Action','D&D 5e',1),('horakh','Horakh','Implant Egg','If a horakh\'s bite attack reduces a grappled creature to 0 hit points, or it bites a target that\'s already at 0 hit points, it implants an egg in the creature\'s eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim\'s head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation.','5e SRD','Action','D&D 5e',1),('horakh','Horakh','Multiattack','The horakh makes two claw attacks and one bite attack.','5e SRD','Action','D&D 5e',1),('horakh','Horakh','Shadow Stealth','A horakh can hide as a bonus action if it\'s in dim light or darkness.','5e SRD','Special','D&D 5e',1),('horakh','Horakh','Standing Leap','As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start.','5e SRD','Special','D&D 5e',1),('hordeLich',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),('hornedArchon',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),('hornedArchon',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),('hornedSerpent','Horned Serpent','Amphibious','The horned serpent can breathe air and water.','5e SRD','Special','D&D 5e',1),('hornedSerpent','Horned Serpent','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).','5e SRD','Action','D&D 5e',1),('hornedSerpent','Horned Serpent','Corpse Cough','Those who fail a saving throw against the horned serpent\'s Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can\'t benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target\'s hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease\'s full effects don\'t manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature\'s lungs become necrotic.','5e SRD','Special','D&D 5e',1),('hornedSerpent','Horned Serpent','Gem Gaze (Recharge 5-6)','The horned serpent\'s gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn\'t infected with the disease. Gem Gaze has no effect on constructs and undead.','5e SRD','Action','D&D 5e',1),('hornedSerpent','Horned Serpent','Gore','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('hornedSerpent','Horned Serpent','Multiattack','The horned serpent makes one gore attack and one bite attack.','5e SRD','Action','D&D 5e',1),('hornedSerpent','Horned Serpent','Poisonous Aura','At the start of each of the horned serpent\'s turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Special','D&D 5e',1),('hornedSerpent','Horned Serpent','Shielded Mind','The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.','5e SRD','Special','D&D 5e',1),('hornfaceBehemoth','Hornface Behemoth','Aggressive','Normally attack on sight.','OSE','Special','OSR',1),('hornfaceBehemoth','Hornface Behemoth','Charge','In first round of combat, when not in melee. Requires a clear run of at least 20 yards. Horns inflict double damage.','OSE','Special','OSR',2),('hornfaceBehemoth','Hornface Behemoth','trample','1 * gore (3d6) or 1 * trample (3d6)','OSE','Action','OSR',1),('hornfaceBehemoth','Hornface Behemoth','Trample','3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.','OSE','Special','OSR',3),('horse','Horse','Carry loads','Up to 4,500 coins unencumbered; up to 9,000 at half speed.','OSE','Special','OSR',3),('horse','Horse','Carry loads','Up to 3,000 coins unencumbered; up to 6,000 at half speed.','OSE','Special','OSR',5),('horse','Horse','Carry loads','Up to 4,000 coins unencumbered; up to 8,000 at half speed.','OSE','Special','OSR',9),('horse','Horse','Charge','When not in melee. Requires a clear run of at least 20 yards. Rider\'s lance inflicts double damage. Horse cannot attack when charging.','OSE','Special','OSR',6),('horse','Horse','Docile (Ex)','Unless specifically trained for combat (see the Handle Animal skill, a horse\'s hooves are treated as secondary attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('horse','Horse','Domestic','Not encountered in the wild.','OSE','Special','OSR',2),('horse','Horse','Domestic','Not encountered in the wild.','OSE','Special','OSR',4),('horse','Horse','Domestic','Not encountered in the wild.','OSE','Special','OSR',8),('horse','Horse','Feat 1','Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('horse','Horse','Feat 2',' RunB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('horse','Horse','hoof','2 * hoof (1d4)','OSE','Action','OSR',2),('horse','Horse','hoof','2 * hoof (1d6)','OSE','Action','OSR',3),('horse','Horse','hoof','2 * hoof (1d4)','OSE','Action','OSR',4),('horse','Horse','Hooves','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('horse','Horse','Melee','When in melee, both rider and horse can attack.','OSE','Special','OSR',7),('horse','Horse','Melee 1','2 hooves -2 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('horse','Horse','Non-combatant','Will flee, if attacked.','OSE','Special','OSR',1),('horse','Horse','None','None','OSE','Action','OSR',1),('horse','Horse','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',10),('horse','Horse','Taming','Wild horses can be trained as mounts (riding horses).','OSE','Special','OSR',11),('houndArchon',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),('houndArchon',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),('houndofTindalos','Hound Of Tindalos','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('houndofTindalos','Hound Of Tindalos','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),('houseDrake',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),('howler','Howler','bite','8 (1d8+4)','d20web','Action','d20',1),('howler','Howler','Pain','','d20web','Special (Ex)','d20',1),('howler','Howler','Quill Defense','','d20web','Special (Ex)','d20',1),('howler','Howler','quills','3 (1d4+2 plus pain)','d20web','Action','d20',1),('howler','Howler','|Aligned|Howl|Pain|Quill Defense','Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving resistance.','aquilae','Special','OSR',1),('howler','Howler','|Aligned|Howl|Pain|Quill Defense','A howler\'s constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a Death save or become cursed by the creature\'s howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers\' howls until the current howler curse is lifted. This is a sonic mindaffecting effect. Howler Howl: Curse; save Death negates; frequency 1/hour; effect Whenever a creature takes damage from a howler\'s quill attack or its quill defense, that creature must make a Breath save or a quill breaks off in its flesh, causing the target to become sickened until the quill is removed.','aquilae','Special','OSR',2),('howler','Howler','|Aligned|Howl|Pain|Quill Defense','Any creature that strikes a howler with a non-reach melee weapon, unarmed strike, or natural weapon takes 2d4 piercing damage from the howler\'s quills and suffers from the howler\'s pain attack.','aquilae','Special','OSR',3),('howlingSpawn',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('huecambra','Huecambra','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become cursed. While cursed, the creature grows gem-like growths across its body. When the cursed creature takes damage that isn\'t poison or psychic, it and each creature within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 7 (2d6) thunder damage. This damage doesn\'t trigger further explosions. The curse lasts until it is lifted by a remove curse spell or similar magic.','5e SRD','Action','D&D 5e',1),('huecambra','Huecambra','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('huecambra','Huecambra','Gem Explosion (Recharge 6)','The huecambra causes some of the gem-like nodules on its body to detonate. Each creature within 20 feet of the huecambra must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\'t stunned. A creature cursed by the huecambra\'s bite has disadvantage on this saving throw.','5e SRD','Action','D&D 5e',1),('huecambra','Huecambra','Multiattack','The huecambra makes three attacks: one with its bite, one with its claw, and one with its tail.','5e SRD','Action','D&D 5e',1),('huecambra','Huecambra','Tail','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('huldra','Huldra','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('huldra','Huldra','slam','7 (1d6+4)','d20web','Action','d20',1),('huldra','Huldra','tail slap','7 (1d6+4 plus 1d4','d20web','Action','d20',1),('huldra','Huldra','|Lashing Tail|Manipulate Luck|Regeneration','A huldra\'s tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she inflicts 1d6 points of Dexterity damage, causing her target to grow progressively more deformed with each strike. A successful Death save negates the ability damage.','aquilae','Special','OSR',1),('huldra','Huldra','|Lashing Tail|Manipulate Luck|Regeneration','Once per day, a huldra can manipulate another creature\'s luck by spending a full-round action, during which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A successful Wand save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect.','aquilae','Special','OSR',2),('huldra','Huldra','|Lashing Tail|Manipulate Luck|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 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',3),('human','Human','Gaining XP','Must select a character class after gaining XP on an adventure.','OSE','Special','OSR',1),('human','Human','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('hungryGhost',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('hungryGhost',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),('hungryGhost',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('hungryGhost',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),('hunterWight',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),('hunterWight',NULL,'Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('huntingSpider',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),('huskZombie',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),('huskZombie',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('hyaenodon',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),('hyaenodon','Hyaenodon','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6+6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('hyaenodon','Hyaenodon','bite','11 (1d8+12 plus','d20web','Action','d20',1),('hyaenodon','Hyaenodon','Bone Breaker','A creature bitten by a hyaenodon must make a DC 16 Constitution saving throw or suffer from disadvantage on Strength and Dexterity checks until they receive healing.','5e SRD','Special','D&D 5e',1),('hyaenodon','Hyaenodon','Camouflage','A hyaenodon has advantage on Dexterity (Stealth) checks made in tall grass.','5e SRD','Special','D&D 5e',1),('hyaenodon','Hyaenodon','Feat 1','Skill Focus (Perception','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hyaenodon','Hyaenodon','Feat 2',' Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hyaenodon','Hyaenodon','Keen Hearing and Smell','The hyaenodon has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('hyaenodon','Hyaenodon','Low-light Vision','A hyaenodon can see twice as far in dim light as a human.','5e SRD','Special','D&D 5e',1),('hyaenodon','Hyaenodon','Melee 1','bite +6 (2d6+6 plus trip)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hyakume',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('hydra','Hydra','5 bites','6 (1d8+3)','d20web','Action','d20',1),('hydra','Hydra','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),('hydra','Hydra','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) poison damage.','5e SRD','Action','D&D 5e',1),('hydra','Hydra','bite','5 to 12 * bite (1d10)','OSE','Action','OSR',1),('hydra','Hydra','Constrict','Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage. The target is grappled (escape DC 19) if the hydra isn\'t already constricting a creature, and the target is restrained until this grapple ends.','5e SRD','Action','D&D 5e',1),('hydra','Hydra','Contamination','The hydra emits an aura of corruption 30 feet in every direction. Plants that aren\'t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 19 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this hydra\'s Contamination for 24 hours.','5e SRD','Special','D&D 5e',1),('hydra','Hydra','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Action','D&D 5e',1),('hydra','Hydra','Disabling heads','For every 8hp damage taken, one head is disabled (cannot attack).','OSE','Special','OSR',2),('hydra','Hydra','Fast Healing','','d20web','Special (Ex)','d20',1),('hydra','Hydra','Fast Healing (Ex)','A hydra\'s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra\'s body.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hydra','Hydra','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hydra','Hydra','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hydra','Hydra','Feat 3',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hydra','Hydra','Heads','1d8+4 heads; 1HD per head.','OSE','Special','OSR',1),('hydra','Hydra','Hold Breath','The hydra can hold its breath for 1 hour.','5e SRD','Special','D&D 5e',1),('hydra','Hydra','Hydra Traits','','d20web','Special (Ex)','d20',1),('hydra','Hydra','Hydra Traits (Ex)','A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra\'s HD. To sever a head, an opponent must inflict enough damage to reduce the head\'s hit points to 0 or less. Severing a head deals damage to the hydra\'s body equal to the hydra\'s current HD. A hydra can\'t attack with a severed head, but takes no other penalties.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hydra','Hydra','Legendary Resistances (3/Day)','If the dragon fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('hydra','Hydra','Melee 1','5 bites +6 (1d8+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hydra','Hydra','Multiattack','The hydra makes as many attacks as it has heads plus one to constrict.','5e SRD','Action','D&D 5e',1),('hydra','Hydra','Multiple Heads','The hydra has nine heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.','5e SRD','Special','D&D 5e',1),('hydra','Hydra','Poison Breath (Recharge 5-6)','The dragon exhales poison in a 60-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('hydra','Hydra','Reactive Heads','For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.','5e SRD','Special','D&D 5e',1),('hydra','Hydra','Regenerate Head','','d20web','Special (Ex)','d20',1),('hydra','Hydra','Regenerate Head (Ex)','When a hydra\'s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn\'t die from losing its heads until all are cut off and the stumps seared by acid or fire.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hydra','Hydra','Summon Crab (Costs 2 Actions)','The hydra summons a karkinos.','5e SRD','Action','D&D 5e',1),('hydra','Hydra','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('hydra','Hydra','Tail Attack','The dragon makes a tail attack.','5e SRD','Action','D&D 5e',1),('hydra','Hydra','Variants','Special hydras sometimes found with venom, fiery breath, etc.','OSE','Special','OSR',3),('hydra','Hydra','Wakeful','While the hydra sleeps, at least one of its heads is awake.','5e SRD','Special','D&D 5e',1),('hydra','Hydra','|Fast Healing|Hydra Traits|Regenerate|Head','A hydra\'s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra\'s body. A hydra regains hit points 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',1),('hydra','Hydra','|Fast Healing|Hydra Traits|Regenerate|Head','A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make an attack with a slashing weapon targeting a head. A head is considered a separate creature with the same AC and hit points equal to the hydra\'s HD. To sever a head, an opponent must inflict enough damage to reduce the head\'s hit points to 0 or less. Severing a head deals damage to the hydra\'s body equal to the hydra\'s current HD. A hydra can\'t attack with a severed head, but takes no other penalties.','aquilae','Special','OSR',2),('hydra','Hydra','|Fast Healing|Hydra Traits|Regenerate|Head','When a hydra\'s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear.','aquilae','Special','OSR',3),('hydra','Hydra','|Fast Healing|Hydra Traits|Regenerate|Head','Acid or fire damage from area attacks can affect stumps and the body simultaneously. A Hydra doesn\'t die from losing its heads until all are cut off and the stumps seared by acid or fire.','aquilae','Special','OSR',4),('hyena','Hyena','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),('hyena','Hyena','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.','5e SRD','Action','D&D 5e',1),('hyena','Hyena','bite','3 (1d6+3 plus','d20web','Action','d20',1),('hyena','Hyena','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hyena','Hyena','Melee 1','bite +3 (1d6+3 plus trip)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hyena','Hyena','Pack Tactics','The hyena has advantage on an attack roll against a creature if at least one of the hyena\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('hymmirUrath',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('hymmirUrath',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),('hypnalis','Hypnalis','bite','13 (1d6+9 plus','d20web','Action','d20',1),('hypnalis','Hypnalis','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hypnalis','Hypnalis','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hypnalis','Hypnalis','Feat 3',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hypnalis','Hypnalis','Feat 4',' Shadow Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hypnalis','Hypnalis','Ghost Touch Fangs (Su)','A hypnalis\'s bite attack is treated as if it has the ghost touch special weapon quality.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hypnalis','Hypnalis','Hypnalis Venom','Bite-injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Con and effects listed above; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hypnalis','Hypnalis','Melee 1','bite +13 (1d6+9 plus grab and poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('hypnalis','Hypnalis','Phasing (Su)','A hypnalis can shift from the Ethereal Plane to the Material Plane as a free action and shift back again as a move action (or part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hypnalis','Hypnalis','Poison (Su)','If a hypnalis poisons an ethereal creature while on the Ethereal Plane (including creatures under the effects of spells or effects that grant etherealness such as ethereal jaunt), the creature is immediately forced onto the Material Plane and takes the specified Constitution damage. Creatures on the Material Plane are affected by this poison as normal.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('hypnalis','Hypnalis','|Constrict|Ghost Touch|Fangs|Phasing|Poison','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('hypnalis','Hypnalis','|Constrict|Ghost Touch|Fangs|Phasing|Poison','A hypnalis\'s bite attack may strike incorporeal creatures as if they were corporeal creatures.','aquilae','Special','OSR',2),('hypnalis','Hypnalis','|Constrict|Ghost Touch|Fangs|Phasing|Poison','A hypnalis can shift from the Ethereal Plane to the Material Plane as a free action and shift back again as a move action (or part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).','aquilae','Special','OSR',3),('hyruneLoxenna',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),('hyruneLoxenna',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('i',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('i\'ikoDragon',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),('i\'ikoDragon',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),('ibrique',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('ibrique',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),('iceBogie','Ice Bogie','Frosty Aid (1/Day)','Whenever an allied ice bogie within 30 feet is reduced to 0 hp, this ice bogie can choose to reduce its hp by 3 (1d6), and the ally regains hp equal to the amount of hp this ice bogie lost.','5e SRD','Reaction','D&D 5e',1),('iceBogie','Ice Bogie','Icicle Fist','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4) cold damage.','5e SRD','Action','D&D 5e',1),('iceBogie','Ice Bogie','Nimble Escape','The bogie can take the Disengage or Hide action as a bonus action on each of its turns.','5e SRD','Special','D&D 5e',1),('iceBogie','Ice Bogie','Pack Tactics','The bogie has advantage on attack rolls against a creature if at least one of the bogie\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('iceBogie','Ice Bogie','Spiteful Hail','Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 2 (1d4) cold damage, and the target\'s speed is reduced by 10 until the end of its next turn.','5e SRD','Action','D&D 5e',1),('iceDrake','Ice Drake','2 claws','5 (1d4+1)','d20web','Action','d20',1),('iceDrake','Ice Drake','bite','6 (1d6+1)','d20web','Action','d20',1),('iceGolem','Ice Golem','2 slams','9 (1d6+4 plus 1d6 cold)','d20web','Action','d20',1),('iceGolem','Ice Golem','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('iceGolem','Ice Golem','Cold','','d20web','Special (Ex)','d20',1),('iceGolem','Ice Golem','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('iceGolem','Ice 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),('iceGolem','Ice 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),('iceGolem','Ice Golem','Icy Destruction','','d20web','Special (Ex)','d20',1),('iceGolem','Ice Golem','Immunity to Magic','','d20web','Special (Ex)','d20',1),('iceGolem','Ice 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),('iceGolem','Ice Golem','|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire','damage. You are immune to your own breath weapon.','aquilae','Special','OSR',1),('iceGolem','Ice Golem','|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire','An ice golem\'s body generates intense cold, dealing 2d4 cold damage with its touch.','aquilae','Special','OSR',2),('iceGolem','Ice Golem','|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire','Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.','aquilae','Special','OSR',3),('iceGolem','Ice Golem','|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire','When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 2d8 slashing damage and cold damage; a Breath save halves the damage.','aquilae','Special','OSR',4),('iceLinnorm','Ice Linnorm','bite','24 (3d8+14/19-20 plus','d20web','Action','d20',1),('iceLinnorm','Ice Linnorm','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('iceLinnorm','Ice Linnorm','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),('iceLinnorm','Ice Linnorm','True Seeing','','d20web','Special (Ex)','d20',1),('iceLinnorm','Ice Linnorm','|Breath Weapon','Once every 1d4 rounds, an ice linnorm can expel a 60-foot cone of freezing, viscous ooze, dealing 4d8 cold damage to all creatures struck (Breath save halves). The freezing ooze clings to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can break free with a Strength check (same DC). Each round a creature remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don\'t have supernatural flight fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.','aquilae','Special','OSR',1),('iceLinnorm','Ice Linnorm','|Breath Weapon','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',2),('iceLinnorm','Ice Linnorm','|Breath Weapon','Death Curse When a creature slays an ice linnorm, the slayer is affected by the curse of frost. Curse of Frost: save Paralysis; effect creature gains vulnerability to cold (2x damage from cold sources).','aquilae','Special','OSR',3),('iceLinnorm','Ice Linnorm','|Breath Weapon','POison Bite-injury; save Death; frequency 1/round for 10 rounds; effect cold damage and 1d6 Constitution damage; cure 3 consecutive saves.','aquilae','Special','OSR',4),('iceLinnorm','Ice Linnorm','|Breath Weapon','Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('iceMephit','Ice Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('iceMephit','Ice Mephit','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),('iceMephit','Ice Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('iceMephit','Ice Mephit','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('iceMummy',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),('iceMummy',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('iceMummy',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),('iceTroll','Ice Troll','2 claws','4 (1d6+4)','d20web','Action','d20',1),('iceTroll','Ice Troll','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('iceTroll','Ice Troll','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('iceTroll','Ice Troll','Multiattack','The cave troll makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('iceTroll','Ice Troll','Regeneration','The ice troll regains 10 hit points at the start of its turn. If the troll is not making physical contact with ice or near-freezing water, this trait doesn\'t function at the start of the troll\'s next turn. The cave dies only if starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('iceTroll','Ice Troll','Slashing Susceptibility','If an attack made with a slashing weapon scores a critical hit on the ice troll, the troll must succeed on a DC 13 Constitution saving throw or lose a limb. Roll a d6. On a roll of 1-3, the troll loses an arm, and on a roll of 4-6 the troll loses a leg. It is GM\'s choice as to whether it was the right or left arm or leg.','5e SRD','Special','D&D 5e',1),('iceTroll','Ice Troll','z','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing.','aquilae','Special','OSR',1),('iceTroll','Ice Troll','zz','Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',2),('iceTroll','Ice Troll','zzz','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',3),('icewyrm',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),('icewyrm',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),('icewyrm',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),('icewyrm',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),('iceYai','Ice Yai','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('iceYai','Ice Yai','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),('iceYai','Ice Yai','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('iceYai','Ice Yai','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),('iceYai','Ice Yai','Oni','Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes.','fan json','Trait','Pathfinder 2e',1),('ichneumon','Ichneumon','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can\'t use its bite on another target.','5e SRD','Action','D&D 5e',1),('ichneumon','Ichneumon','Claws','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('ichneumon','Ichneumon','Draconic Predator','The ichneumon is immune to a dragon\'s Frightful Presence and has advantage on saving throws against the breath weapons of dragons.','5e SRD','Special','D&D 5e',1),('ichneumon','Ichneumon','Evasion','If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon 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),('ichneumon','Ichneumon','Keen Hearing and Smell','The ichneumon has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('ichneumon','Ichneumon','Mud Armor','If the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours.','5e SRD','Special','D&D 5e',1),('ichneumon','Ichneumon','Multiattack','The ichneumon makes three attacks: two with its bite and one with its claws.','5e SRD','Action','D&D 5e',1),('ichorSlinger',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),('icicleSnake',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),('icicleSnake',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),('icicleSnake',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),('idOoze',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),('idOoze',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),('iffdahsil',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('iffdahsil',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),('ifritPyrochemist',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),('ifritPyrochemist',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),('ifritPyrochemist',NULL,'Ifrit','Ifrits are planar scions descended from efreet.','fan json','Trait','Pathfinder 2e',1),('iguanodon','Iguanodon','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),('iguanodon','Iguanodon','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('iguanodon','Iguanodon','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('iguanodon','Iguanodon','Thumb Spike','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage and the target must succeed on a DC 12 Constitution saving throw or lose 4 (1d8) hit points at the start of each of its turns until healed with magic.','5e SRD','Action','D&D 5e',1),('ijiraq','Ijiraq','2 claws','10 (2d4+3)','d20web','Action','d20',1),('ijiraq','Ijiraq','3/day','baleful polymorph (DC 21), control winds, cure critical wounds (DC 20), ice storm (DC 20), sleet storm (DC 19), summon nature\'s ally IV','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ijiraq','Ijiraq','At will','dimension door, fly, hallucinatory terrain (DC 20)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ijiraq','Ijiraq','bite','10 (2d6+3)','d20web','Action','d20',1),('ijiraq','Ijiraq','Claw (Hybrid Form or True Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 13 (3d8) poison damage.','5e SRD','Action','D&D 5e',1),('ijiraq','Ijiraq','Disorienting Gaze (Su)','An ijiraq can level an icy stare at a creature within 30 feet. That creature takes a -20 penalty on Perception checks and Survival checks for 24 hours (Fortitude DC 23 negates). The save DC is Charisma-based. An ijiraq can use this ability while in the shape of an elk.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ijiraq','Ijiraq','Feat 1','Acrobatic Steps','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','Feat 2',' Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','Feat 3',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','Feat 4',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','Feat 5',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','Feat 6',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','Feat 7',' Nimble Moves','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','gore','10 (2d6+3)','d20web','Action','d20',1),('ijiraq','Ijiraq','Gore (Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and 9 (2d8) poison damage.','5e SRD','Action','D&D 5e',1),('ijiraq','Ijiraq','Hide in Plain Sight (Su)','An ijiraq can use the Stealth skill even while being observed. As long as it\'s standing in terrain covered in ice or snow, an ijiraq can hide itself from view in the open without actually hiding behind anything. An ijiraq can\'t use this ability while flying, and the ability has no effect when the ijiraq isn\'t in icy terrain.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ijiraq','Ijiraq','Invisibility (True Form Only)','The ijiraq magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). It may choose whether equipment it wears or carries is invisible with it or not.','5e SRD','Action','D&D 5e',1),('ijiraq','Ijiraq','Magic Weapons','The ijiraq\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('ijiraq','Ijiraq','Melee 1','2 claws +10 (2d4+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','Melee 2',' bite +10 (2d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','Melee 3',' gore +10 (2d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','Memory Loss','After encountering an ijiraq, a creature must succeed on a DC 15 Wisdom saving throw to remember the events. On a failure, the details of the encounter rapidly fade away from the creature\'s mind, including the presence of the ijiraq.','5e SRD','Special','D&D 5e',1),('ijiraq','Ijiraq','Multiattack','In its true form, the ijiraq makes two claw attacks. In its hybrid form, it makes one gore attack and one claw attack.','5e SRD','Action','D&D 5e',1),('ijiraq','Ijiraq','Ranged 1','javelin +9 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ijiraq','Ijiraq','|Change Shape|Disorienting|Gaze|Hide in Plain|Sight','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',1),('ijiraq','Ijiraq','|Change Shape|Disorienting|Gaze|Hide in Plain|Sight','Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',2),('ijiraq','Ijiraq','|Change Shape|Disorienting|Gaze|Hide in Plain|Sight','An ijiraq can level an icy stare at a creature within 30 feet. That creature suffers a -4 penalty on visual checks (Spell save negates). An ijiraq can use this ability while in the shape of an elk.','aquilae','Special','OSR',3),('ijiraq','Ijiraq','|Change Shape|Disorienting|Gaze|Hide in Plain|Sight','An ijiraq can use the Stealth skill even while being observed. As long as it\'s standing in terrain covered in ice or snow, an ijiraq can hide itself from view in the open without actually hiding behind anything. An ijiraq can\'t use this ability while flying, and the ability has no effect when the ijiraq isn\'t in icy terrain.','aquilae','Special','OSR',4),('ikeshtiBrood-Minder',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),('ikeshtiBrood-Minder',NULL,'Ikeshti','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('ikuchi','Ikuchi','Bite','Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('ikuchi','Ikuchi','Constrict','Melee Weapon Attack: +8 to hit, reach 20 ft., one Huge or smaller creature. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 16) if the ikuchi isn\'t already constricting two other creatures. Until this grapple ends, the target is restrained.','5e SRD','Action','D&D 5e',1),('ikuchi','Ikuchi','Crush (Recharge 4-6)','Each creature grappled by the ikuchi must make a DC 16 Strength saving throw, taking 23 (4d8 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('ikuchi','Ikuchi','Ikuchi Oil','The ikuchi constantly emits a thick, nonflammable, yellowish oil. When the ikuchi is underwater, this oil makes the water within 30 feet of the ikuchi difficult terrain. Each time a creature moves more than 10 feet through this area it must succeed on a DC 15 Strength saving throw or be restrained by the thick oil until the end of its next turn. A creature under the effects of a freedom of movement spell or similar magic is immune to the effects of Ikuchi Oil.','5e SRD','Special','D&D 5e',1),('ikuchi','Ikuchi','Multiattack','The ikuchi makes two attacks: one with its bite and one to constrict.','5e SRD','Action','D&D 5e',1),('ikuchi','Ikuchi','Water Breathing','The ikuchi can breathe only underwater.','5e SRD','Special','D&D 5e',1),('ileosa\'sShell',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),('ilthuliak',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),('ilthuliak',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),('ilthuliak',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),('imentesh','Imentesh','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),('imentesh','Imentesh','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),('immenseMandragora',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),('immolis',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),('immortalIchor',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),('imp','Imp','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),('imp','Imp','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),('imp','Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of its own physical qualities. An Imp cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, but it does not adjust its ability scores (although it gains any other abilities of the creature it mimics).','aquilae','Special','OSR',1),('imp','Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',2),('imp','Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('imp','Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',4),('imp','Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('imp','Imp','|Poison|See in Darkness|Telepathy','Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of resolving resistance.','aquilae','Special','OSR',1),('imp','Imp','|Poison|See in Darkness|Telepathy','Sting - injury; save Death; frequency 1/round for 5 minutes; effect 1d2 Dexterity damage; cure 1 save.','aquilae','Special','OSR',2),('imp','Imp','|Poison|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',3),('imp','Imp','|Poison|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('imperfectAutomaton',NULL,'Automaton','Automatons are living constructs sustained by a magical core.','fan json','Trait','Pathfinder 2e',1),('imperfectAutomaton',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),('imperialDragon','Imperial Dragon','1/day each','cloudkill, control weather','5e SRD','Special','D&D 5e',1),('imperialDragon','Imperial Dragon','3/day each','control water, gust of wind, stinking cloud','5e SRD','Special','D&D 5e',1),('imperialDragon','Imperial Dragon','Amphibious','The dragon can breathe air and water.','5e SRD','Special','D&D 5e',1),('imperialDragon','Imperial Dragon','At will','fog cloud','5e SRD','Special','D&D 5e',1),('imperialDragon','Imperial Dragon','Bite','Melee Weapon Attack: +14 to hit, reach 10 ft.. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('imperialDragon','Imperial Dragon','Cast a Spell (Costs 3 Actions)','The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal.','5e SRD','Action','D&D 5e',1),('imperialDragon','Imperial Dragon','Claw','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('imperialDragon','Imperial Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Action','D&D 5e',1),('imperialDragon','Imperial Dragon','Innate Spellcasting','The imperial dragon\'s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('imperialDragon','Imperial 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),