('Gypsosphinx',NULL,'5e SRD',4,'Night Flyers. Unlike most of their cousins, gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for the beasts.',1),('Harefolk',NULL,'5e SRD',4,'Pranksters. Harefolk enjoy pulling harmless tricks on each other, and stories of memorable pranks are passed down through generations. When dealing with their enemies, harefolk pranks turn injurious if not lethal. One of their favorite tricks is to seed areas beneath the snow with snares and bear traps. As they lead pursuers through these areas, they bound safely over the snow while the creatures pursuing them sink below the surface and set off the traps.',1),('Hoarfrost Drake',NULL,'5e SRD',4,'Creator of Slippery Surfaces. A hoarfrost drake\'s cold breath creates a glaze of frost and ice. The cruel dragons enjoy using this aspect of their breath to slick the ground and render objects slippery. They taunt those who fall on the ice or lose their grip on weapons and shields. Their hides are also slippery, allowing them to escape the grasp of foes trying to hold them. They are particularly adept at twisting their bodies to make would-be captors regret the decision.',1),('Hodag',NULL,'5e SRD',4,'Solo Hunters until Mating. Hodags are generally solitary creatures with large territories. Babies are abandoned by their mothers after birth. There is an exception for one week each year in spring just after the end of winter. Hodags within several hundred miles instinctually gather in a prey-filled area, which never seems to be the same place twice. The hodags gorge on as much food as possible and engage in mating rituals. When the week is over, the hodags disperse, returning to their territories.',1),('Honey Badger',NULL,'5e SRD',4,'A honey badger\'s cubs are born in late winter, and after 6-8 weeks with the female honey badger, the cubs are left to fend for themselves.',1),('Horakh',NULL,'5e SRD',4,'Leaping Screech. When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position.',1),('Horned Serpent',NULL,'5e SRD',4,'Grisly Signs. The presence of a horned serpent is most often detected by an area of dead creatures, poisoned but otherwise untouched.',1),('Huecambra',NULL,'5e SRD',4,'Gems with Teeth. The huecambra is often hunted for its gem-like growths, which are useful in constructing magic items that protect their wearers from petrification and poison. The luster of the gems also inspires humanoids to hunt them, and brooches and necklaces of huecambra gems are popular items among the social elite of certain countries and city-states.',1),('Ice Bogie',NULL,'5e SRD',4,'Vicious Reprisals. While ice bogies are known to occasionally help lost travelers or return stolen prizes the next day, they have a dangerous side. When provoked, they swarm their opponents in a series of darting attacks from all sides and are known to pelt their enemies with shards of ice plucked from their own bodies in a flurry of hail.',1),('Ice Troll',NULL,'5e SRD',4,'Unlike their trollish cousins, ice trolls do not rush headlong into battle.',1),('Ichneumon',NULL,'5e SRD',4,'Hunted and Hated. The ichneumon\'s very existence is a source of humiliation and outrage for dragonkind. The mention of a dragon\'s name who was killed by an ichneumon is considered distasteful among dragons once they have hunted for the killer and settled the matter. Different standards of decency apply for other beings, however, and any non-dragon foolish enough to mention an ichneumon within hearing of a dragon might never be heard from again.',1),('Ijiraq',NULL,'5e SRD',4,'While their true forms are invisible to most, ijiraq are often seen wandering the wilds in the form of beasts or terrible caribouhuman hybrids. If seen in their true forms, they resemble short humans with horrifying features.',1),('Imperial Dragon',NULL,'5e SRD',4,'Masters of Wind and Rain. Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the sahuagin and evil water-dwelling monsters like krakens and sea dragons (Tome of Beasts, p. 135).',1),('Inkling',NULL,'5e SRD',4,'Clever Pets. Some inklings have been caught by the wizards they tried to plague. Those not destroyed are kept by such wizards and can be trained to search out a rival\'s books and bring back knowledge. While not forced by any binding or magical curse, the inklings still follow those they consider their masters, as they crave the acquisition of the arcane their masters provide. As long as the \"master\" keeps the inkling well-supplied with scrolls and other magical writings, it remains a loyal companion.',1),('Isonade',NULL,'5e SRD',4,'Ocean Sacrifices. When coastal villagers suffered from a hurricane or tsunami, they fell back on folklore and blamed the stirrings of the dreaded isonade. To some, appeasing a leviathan such as this makes sense. Some say that a degenerate group seeks to draw the beast forth by sailing from sight of land and dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea.',1),('Jabberwock',NULL,'5e SRD',4,'Burble and Flame. Jabberwocks can blast flames from their eyes and confuse opponents with its strange sounds.',1),('Jackalope',NULL,'5e SRD',4,'A sudden flash of movement draws your attention to a clump of tall grass. Poking over the blades of grass are a pair of ivory antlers, but as you look closer, they are not attached to a stag but a four-foot long jackrabbit!',1),('Jaguar',NULL,'5e SRD',4,'Puma. Pumas are ambush hunters and stalkers. They wait in dense vegetation or underbrush, or rocky outcroppings for potential prey to wander by. When in range, the puma springs to the attack and bites and rakes its foe. Pumas are excellent hunters and often stalk potential prey for several miles before attacking. Pumas stand about two feet tall and are about 4-5 feet long with a tail 2-3 feet long. A typical puma weighs around 125 pounds. It has short, coarse, fur with a white underbelly and a black-tipped tail. Its fur color (except its underbelly) is typically brown, black, rust, or gray. Its eyes are golden.',1),('Jolnoch',NULL,'5e SRD',4,'Reckless Attacker. The jolnoch stalks its prey; once located, it breaks into a charge, slamming the victim with its massive head and then rending it with fangs.',1),('Kalidah',NULL,'5e SRD',4,'Kalidahs have a mysterious, magical king who oversees their hidden domain. This is a necessity, because kalidahs are no friend to man or beast.',1),('Kalke',NULL,'5e SRD',4,'Sometimes children, animals, or other small humanoids are taken to be used as sacrifices, if they can be easily carried away.',1),('Kamaitachi',NULL,'5e SRD',4,'Summer Migrations. Kamaitachis thrive for most of the year in arctic forests. Prior to summer, they migrate closer to the pole to stay in contact with frozen water, most of which disappears in their forests during the warmer weeks. Once snows begin to fall again, they return to their forests and relentlessly drive out creatures that moved in during their absence.',1),('Kapi',NULL,'5e SRD',4,'Jungle Homeland. Kapi are a race of simian humanoids originally from tropical jungles, where they make their homes in treetop villages. Although most kapi still live in their homeland, their restless tendencies have led many of them to venture forth and explore distant lands. Kapi can be found living alongside humans and other races in villages, towns, and cities throughout the world.',1),('Karina',NULL,'5e SRD',4,'While they are chaotic and thoroughly wicked, karina are not unwilling to deal with mortals. If a karina is unable or unwilling to come to an agreement with fellow fey in exchange for prisoners or plunder, she may turn to mortal clients, offering stolen lives and property in exchange for wealth or other services. Services may include acting on the karina\'s behalf in kidnappings, theft, burglary or even murder. Those who owe favors to a karina invariably regret their decision, for a karina\'s whims often end in disaster. Mortals who especially tickle a karina\'s fancy may find themselves as her lover, a position even more precarious than normal, but many greedy and lustful humans cannot resist a karina\'s otherworldly appeal.',1),('Karkadann',NULL,'5e SRD',4,'Musical Solace. Despite its aggression, not every encounter with a karkadann ends in violence. The great beast finds the cooing of ring doves very soothing, and it will lie peacefully under trees where they are nesting. Those suffering illness and seeking assistance from the karkadann sometimes wait beneath such trees, hoping to be healed by the karkadann\'s magic horn while it listens to the cooing doves.',1),('Karkinoi',NULL,'5e SRD',4,'Shore Raiders. Large hordes of karkinoi come together to hunt inhabitants of coastal settlements. Striking at night, they do as much damage as possible before dragging their meals into the sea.',1),('Ketta',NULL,'5e SRD',4,'Vengeful Souls. Ketta are escaped souls from Helheim; they inhabit a cat which turns monstrous, transforming into something feral and vile that soon seeks solace in grave mounds. Ketta see haugbui they create as their children, and will not hesitate to enact revenge on those who slay their creations.',1),('Kitsune',NULL,'5e SRD',4,'Faithful Tricksters. While kitsune are mischievous and enjoy playing pranks, they are loyal friends and guardians to loved ones.',1),('Kobold War Machine',NULL,'5e SRD',4,'Construct Nature. The kobold war machine doesn\'t require air, food, drink, or sleep.',1),('Korrigan',NULL,'5e SRD',4,'Fey Soothsayers. Korrigan are said to be able to predict the future, and sometimes a mortal will brave the perils of the forest - and potential humiliation at the korrigan\'s hands - to seek its advice before making an important decision.',1),('Kryt',NULL,'5e SRD',4,'Secret Society. Solitary kryts regard strangers with callous practicality, viewing them as mere pieces of flesh to be beaten and subjugated until they are prepared for a divining sacrifice. Kryts are reluctant to share any of their prophetic visions with others-even members of their own tribe.',1),('Kting Voar',NULL,'5e SRD',4,'Cultivated Resources. The meat of a kting voar is considered a delicacy in some regions, though their increased muscle mass makes the snake eating cow particularly unsavory to most living creatures. Those hunting the kting voar also tend to find the bovines a difficult prey. The kting voar\'s iconic horns easily skewer or knock aside most average sized humanoids, and should the beast become enraged, it is equally as willing to use its horns while tramping down threats. Still, the horns of a kting voar are prized in the crafting of weapons, and while they have the consistency of adamantine, the horns are still natural bone-a material making them especially prized by those that eschew metals, such as druids.',1),('Kuunganisha',NULL,'5e SRD',4,'The kuunganisha can serve another creature as a familiar, forming a telepathic bond with its willing master. While bonded, the kuunganisha and its master can each sense what the other senses as long as they are within 1 mile of each other. While the kuunganisha is within 10 feet of its master, the master shares the kuunganisha\'s Magic Resistance trait.',1),('Lake Troll',NULL,'5e SRD',4,'Violently Territorial. A lake troll is savage in the defense of its claimed expanse of territory; any encroachment into the creature\'s water is met with sudden violence from the depths.',1),('Lantern Dragonette',NULL,'5e SRD',4,'Telepathic Chatterbox. This gregarious drake prefers to speak with its companions but uses telepathy if necessary, and the creature hisses when surprised or displeased.',1),('Leonino',NULL,'5e SRD',4,'Listen and Rarely Speak. The leonino who live in elvish or halfling settlements invariably learn the language around them and are capable of speaking it. However, their innate hauteur and sense of superiority means that they rarely comment or converse; when they do, they are known for their wit and often quite deadpan humor.',1),('Leshy',NULL,'5e SRD',4,'Accept Bribes. With careful courting and appropriate gifts, it is possible to gain a leshy\'s capricious assistance. This can be risky, because leshy love mischief. Still, at times a leshy\'s help is essential to a group traversing ancient woodlands.',1),('Lich',NULL,'5e SRD',4,'Pure Evil Bones. The bones of a hierophant lich are said to contain deep, unholy power that serves to produce unholy scrolls, wardings, or wands.',1),('Light Dragon',NULL,'5e SRD',4,'Reclusive and Remote. When birthing and rearing their young, who lack their elders\' ethereal bodies, light dragons seek out remote terrestrial places, often known only to others of their kind. Aware of the ruinous effects of their presence over the long term, light dragons avoid making their lairs near farmlands and places of sensitive vegetation. Deserts and inhospitable, rocky coastlines serve as their earthly homes.',1),('Light Drake',NULL,'5e SRD',4,'Undead Slayers. Light drakes despise undead and creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for will-o\'-wisps. When a will-o\'-wisp has been spotted in a light drake colony\'s territory, packs of the drakes tirelessly hunt for the creature until it is slain.',1),('Magui',NULL,'5e SRD',4,'While the legend of the magüi comes from Cuba, tales of the madre de aguas also exist in countries like Colombia, Venezuela, and Brazil, where she takes the form of a beautiful woman with loose hair that lives on the banks of rivers and springs. Such creatures might be an entirely separate creature perhaps a fey, while a hybrid creature that combined the two versions of the legend might have the following ability:',1),('Mastodon',NULL,'5e SRD',4,'Young are born with short, thick fur and weigh around 240 pounds.',1),('Mei Jiao Shou',NULL,'5e SRD',4,'Docile Livestock. Due to their docile nature, mei jiao shou are often kept as semi-wild livestock by giants and some humanoid tribes. Their self-sufficiency and resistance to predation make them great choices for those living in areas plagued by large predators.',1),('Mogaru',NULL,'5e SRD',4,'Unrivaled. King Mogaru dwells in the depths of a tropical jungle, sleeping silently at the bottom of an unusually deep lake until roused. Legends hold that Mogaru was born of the world itself, either formed from the spirits of countless plants and animals resulting from ages of hunting and predation by humanoids for food or sport or formed from the souls of the countless slain in an ancient apocalypse or war that devastated one of the first of the world\'s empires. Regardless of the actual cause, the birth of Mogaru in these legends seems to be the same-soon after another kaiju that emerged from an erupting volcano, Mogaru rose to oppose the so-called Thrice-Headed Fiend in a vast battle that nearly slew that enemy while devastating an entire nation in the process. Mogaru is also rumored to have slain no fewer than a dozen other kaiju, including one who may have returned from the grave as the only undead kaiju in existence.',1),('Monkey King',NULL,'5e SRD',4,'Wise Teacher. The Monkey King is sought by students hoping to learn the ways of his kind. The mix of wisdom and action, of great physical ability and great peace, is passed from the Monkey King to those worthy of his teachings.',1),('Moon Nymph',NULL,'5e SRD',4,'Waxing and Waning',1),('Moose',NULL,'5e SRD',4,'At these times, the moose will more often than not charge, as canine creatures are one of the moose\'s natural predators.',1),('Myconid',NULL,'5e SRD',4,'Clones. Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings.',1),('Nagaji',NULL,'5e SRD',4,'Most nagaji have scaly reptilian flesh-these scales are typically green, gray, or brown in hue, with colorful ridges of red, blue, or orange on their skulls or backs. Their ears and noses are flat, almost to the point of being nonexistent, while their eyes are those of serpents, ranging widely in color but tending toward golds, reds, yellows, and other warm hues. There are some nagaji who look much more human, with fine scales and even able to grow hair, usually braided to appear more human.',1),('Nalusa Falaya',NULL,'5e SRD',4,'Portal Wardens. The nalusa falaya are often drawn to portals leading to or from planes of shadow, death, and darkness. These portals may resemble dark ponds, shadowy wells full of peculiar echoes, or even dark caverns covered in spiraling runes. When losing a battle, they sometimes disappear into shadow and never return.',1),('Neak Ta',NULL,'5e SRD',4,'Communal Guardians. The presence of notable oni or other evil creatures is enough to keep a neak ta guarding its ward indefinitely. The tiny creature\'s love of the people it protects ensure that it will not leave them if such evils are nearby. Conversely, oni see the ward of neak ta\'s as sites of powerful significance, to be defiled as a means of proving their superiority. Yeren oni are the natural enemies of small community (village-sized or smaller) dwelling neak ta.',1),('Ngobou',NULL,'5e SRD',4,'Trample Crops. Ngobou herds can smash entire crops flat in minutes-and their horns can tear through a herd of goats or cattle in little time as well.',1),('Nichny',NULL,'5e SRD',4,'Answer Three Questions. One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered.',1),('Nkosi',NULL,'5e SRD',4,'Pridelords. Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race.',1),('Nuckelavee',NULL,'5e SRD',4,'Despoiler of Waters. An incarnation of rot, ruin, despair, and waste, the nuckelavee wallows in the waters of lands its legions have despoiled, tainting them with fiendish diseases, hazards, and poisons (see Ravaged Lands on page 122).',1),('Ophinix',NULL,'5e SRD',4,'Wings in the Darkness. Though most subterranean races see ophinixes as nothing more than nuisances, they are sometimes tamed and used as guard beasts or mounts by smaller humanoids like derro and deep gnomes. Those riding an ophinix must use a specialized saddle and wear thick clothing to prevent themselves from being shocked by the creature\'s electrically-charged fur, but many are willing to risk the potential danger if it means securing such a formidable ally.',1),('Orcus',NULL,'5e SRD',4,'Most of the time though, he is content to let his generals and commanders lead the battles.',1),('Peri',NULL,'5e SRD',4,'Useful to Genies. Occasionally, a djinn or other powerful genie may send a peri to deliver a message on their behalf. The peri treats such tasks as an opportunity to have some fun, often materialising in mid-air and bellowing the message at the top of its voice. Evil genies have been known to capture peris and keep them locked up in iron cages like little birds for mysterious purposes. Peris sometimes enlist the help of mortal adventurers in rescuing their captured compatriots.',1),('Phooka',NULL,'5e SRD',4,'Phooka are deeply attuned to nature and animals and have a bond with their natural surroundings. If slain, all plant matter within one square mile of the phooka withers and dies.',1),('Piasa',NULL,'5e SRD',4,'Hunters of Snakes. People that live near piasa quickly learn to carry poisoned spears and arrows for protection as the beasts are particularly susceptible to it. These villages often harvest poison from local snakes, driving many piasa to ruthlessly slaughter such creatures on sight. An area clear of snakes is often a sign of a piasa\'s presence.',1),('Psoglav',NULL,'5e SRD',4,'Helmet Totems. Speculation about what a psoglav keeps under its helmet is rampant. Some believe they keep stolen shadows and souls there, others that their helmets are part of a leash held by their breeders-and if the helmet were ever removed, one would not only see the demon\'s brains, but also release it from servitude to its demonic lord or summoner. Psoglav demons without a helmet are rare but extremely dangerous.',1),('Purple Worm',NULL,'5e SRD',4,'Deep-dwellers try to get close to them, but not too close&#8230; They set up many glyphs at the borders of their territories to keep purple worms away. The passing of these creatures, especially adults, can generate earthquakes and cave-ins.&nbsp;Purple worms gather in large sand deserts to lay their eggs. This way, their offspring begin life in a soft ground, before tackling harder and harder terrain.',1),('Pyrausta',NULL,'5e SRD',4,'Elder Pyraustas. Pyraustas who outlive the short life spans their frailty often imposes on them can grow to become far larger and more dangerous than their younger kin. Elder pyraustas don\'t usually grow arrogant as their might increases; they instead either offer wisdom to other pyraustas, settling disputes and acting as guardians and mentors to their younger kin, or else travel far and wide, bridging the gaps between disparate pyrausta communities.',1),('Queen Of Cats',NULL,'5e SRD',4,'Diplomat and Spy. The Queen of Cats saunters through the world slipping from one stratum of society to another with grace and ease. Either as an unassuming black cat in back alleys or a woman of bearing regal enough to blend seamlessly in imperial courts, she finds forces of corruption and darkness wherever they lurk. Befitting her fluid mobility through nearly any population, she often carries word from deities or powerful beings tied to the moon. Rumor holds that she is a confidant, or possibly a lover, of the the Moonlit King. The Queen of Cats is one of the few creatures who can slip through the twisted mazes surrounding his home. If his worsening madness is any concern to her, she doesn\'t show it.',1),('Queen Of Scorpions',NULL,'5e SRD',4,'Murderer of Monarchs. The long exile imposed on the Queen of Scorpions turned her lust for murder into a dangerous addiction. She delights in seducing nobles, kings, and queens with promises of power or magic and slowly poisoning them to watch her prey wither to death. Her delight often gets the better of her as she lingers over a dying person just a little too long, leaving her dangerously close to being caught. The other animal lords believe it is only a matter of time before her luck runs out.',1),('Quil',NULL,'5e SRD',4,'Persistent predators. The quil\'s spikes protect it from most predators, designed to hold off an attacker while the quil devours its meal. They are very agile though, and if persistently attacked, or even one of their pack is persistently attacked, they become very aggressive, attacking with their vicious bite.',1),('Rakshasa',NULL,'5e SRD',4,'Immortal beings with a ceaseless appetite for evil, the rakshasas have changed their tactics from overt destruction to covert corruption. They only reveal their true nature if they are in their homelands or want to gloat over certain victory.',1),('Ratfolk',NULL,'5e SRD',4,'Overbold and Full of Themselves. Ratfolk warlocks tend to serve dark powers of shadow or diabolism, though sometimes they simply find the first power willing to make a pact for power (fey or genie-infused ratfolk warlocks are not unknown). The influx of power generally makes ratfolk warlocks insufferably bold, snide, and arrogant-they are convinced that their arcane power makes them the smartest, strongest, and handsomest ratfolk ever to slink through a darkened alley.',1),('Ravenfolk',NULL,'5e SRD',4,'Feather Speech. The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.',1),('Riptide Horror',NULL,'5e SRD',4,'Riptide horrors mate once a year, usually in flooded sea caves. The female crawls into the male\'s lair and deposits a sticky, greenish-tan mass of eggs on the wall of the cave. The male fertilizes the eggs, and in 4 months, the eggs begin to hatch. Juveniles are excellent swimmers and leave the cave as soon as they hatch. As a riptide horror ages, its body secretes a substance that forms a shell-like carapace on its dorsal side.',1),('Rusalka',NULL,'5e SRD',4,'Songs and Poetry. Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown.',1),('Sabretooth Jaguar',NULL,'5e SRD',4,'The sabertooth jaguar\'s fur is covered in rosettes, small dark spots that function as camouflage in the dappled light of its forest habitat. The jaguar\'s existence in the forest means that it is an apex predator and is not preyed on in the wild. The feline is a strict carnivore, and often aims for the head of its prey, biting into the skull to deliver a fatal blow to the brain.',1),('Sailback Behemoth',NULL,'5e SRD',4,'Friend to Lizardfolk. The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care.',1),('Sand Kraken',NULL,'5e SRD',4,'Sand krakens are omnivores but prefer meat to any other food. Once it captures and kills its prey, it pulls the carcass down into its sandy lair and devours it with its great central maw. For this reason, a number of scholars speculate a biological relationship between sand krakens and dustdiggers.',1),('Sandwyrm',NULL,'5e SRD',4,'Peculiar Drakes. Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal\'s body. The bones on their backs may have once been wings, so that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts.',1),('Sarsaok',NULL,'5e SRD',4,'Peaceful Horror. Though of great size and strength, sarsaoks are peaceful herbivores similar in demeanor to wild oxen. When threatened, an entire herd attacks until the threat has ended.',1),('Sathaq Worm',NULL,'5e SRD',4,'Guts Filled with Larvae. Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms\' gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae.',1),('Savager',NULL,'5e SRD',4,'Gnaws Itself. When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords.',1),('Scarlet Ibis',NULL,'5e SRD',4,'Egret Harpy Friends. Scarlet ibises congregate with egret harpies (see page 195) and enjoy mutual protection. Uninformed observers believe the ibises are the harpies\' pets, at least until they witness conversations between the two. Egret harpies never ask the ibises to curse enemies regardless of circumstances, but ibises who witness or know of attacks on egret harpy companions take it upon themselves to inflict bad luck in revenge.',1),('Scitalis',NULL,'5e SRD',4,'Warm-bodied Wyrms. Due to the strange quality of its iridescent skin, the scitalis is actually a warm-blooded reptile. This torpid supernatural monstrosity is cold-resistant and can be seen wandering as far as the frigid climes of the arctic. The snakeskin of the scitalis maintains some of its enchanted properties once shed and can often fetch handsome rewards from purveyors of the arcane.',1),('Scylla',NULL,'5e SRD',4,'However, they much prefer to keep their hands free to utilize magic items like wands, staves, and other powerful devices.',1),('Seahorse',NULL,'5e SRD',4,'Giant seahorses reproduce through internal fertilization and do so four times each year (once per season). During reproduction, the female giant seahorse lays between 300 and 700 eggs in the male\'s incubation pouch (which resembles the pouch of a kangaroo). After 20 days, the eggs hatch, and the young remain in the pouch until they are capable of swimming on their own (about ten days). Newborn giant seahorses are about one foot long and reach maturity in eight months. About 30% of all young seahorses die before birth (either the eggs don\'t hatch or the young die before emerging from the pouch). Giant seahorses are monogamous and mate for life.',1),('Serpentfolk',NULL,'5e SRD',4,'Serpentfolk favor the use of carefully crafted magic items and have almost limitless access to magic. They can naturally create an illusion to resemble a particular human and often live within human society unnoticed. Serpentfolk alchemists are renowned in secret circles, particularly for their skill at producing poisons and drugs, including metamorphic venom.',1),('Serpopard',NULL,'5e SRD',4,'Musk Glands. In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in southern tomb iconography and temple decoration.',1),('Shellycoat',NULL,'5e SRD',4,'A shellycoat\'s favored tactic is to lie in wait under the water or ice (or bridge) and surprise its prey. It strikes outward or upward from its hiding place to snatch children, livestock (preferably goats), and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured.',1),('Shriekbat',NULL,'5e SRD',4,'Long-Lived Omnivores. Shriekbats live for nearly 50 years. They are social and promiscuous creatures that live in small groups in large caverns. They are omnivorous but prefer fresh meat to other food with lizards taking up the majority of their diet. Shriekbats can survive on rotten flesh, which allows them to eat ghouls and other undead populating the Underworld, but they find it less palatable.',1),('Sloth Viper',NULL,'5e SRD',4,'The sloth viper is a solitary predator; rarely is more than one encountered. If such an encounter takes place, they are often a mated pair, with a nest of eggs nearby. A sloth viper\'s lair is a dense thicket of natural underbrush and trees. A typical nest contains 1d4 emerald colored eggs.',1),('Smaragdine Golem',NULL,'5e SRD',4,'Emerald Body. Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem\'s body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers.',1),('Snallygaster',NULL,'5e SRD',4,'Polymorphic. Snallygasters vary widely in appearance, often looking vastly different from their parents. Some have horns or spikes of varying length and number, while others have a single eye centered on their heads. The colors and the ratio of feathers to scales on each snallygaster\'s body ranges widely as well.',1),('Snow Cat',NULL,'5e SRD',4,'Camouflage and Patience. A snow cat\'s coat changes with the seasons and ranges from stark white to muddy brown. They are patient hunters, preferring to ambush prey from high places.&nbsp;Their typical prey includes everything from mice and rabbits to goats, sheep, and small pigs.',1),('Spell Parrot',NULL,'5e SRD',4,'Like mundane parrots, spell parrots often live a little longer than humans, and while they cannot become fluent in humanoid languages, they can memorize small vocabularies and engage in rudimentary verbal communication. Talking to a well-trained spell parrot is similar in clarity, depth, grammar, and logic to communication with a small toddler.',1),('Ssadar',NULL,'5e SRD',4,'They prefer the heat, the moisture, and the cover provided by the jungle foliage, though they are capable of surviving in the desert. They live in small cities, usually at the base of mountains near abundant water sources, and they closely monitor the surrounding regions to make sure that non-ssadar are not attempting to approach. Those who make their way toward-or, more rarely, into-their cities are attacked. If captured, intruders are usually sacrificed to their evil lizard gods.',1),('Stormboar',NULL,'5e SRD',4,'Metal Devourers. Stormboars crave metal. Prospectors track the boars to find areas rich with precious minerals and ore, and treasure hunters use the creatures to sniff out hidden vaults of wealth. Anyone relying on a stormboar must be careful, however. The boars see any creature wearing or carrying metal as the deliverer of an easy meal. The aggressive creatures won\'t stop attacking until they\'ve consumed every bit of metal an unfortunate traveler is carrying. Starving stormboars have been known to venture into civilized areas for a meal.',1),('Subek',NULL,'5e SRD',4,'Flood Fever. Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery.',1),('Succubus',NULL,'5e SRD',4,'Patient Temptress. The succubus always attempts to charm its victim through its fair form. Casting herself as a beautiful maiden she calls the unfortunate for aid or succor. They travel with the victim if necessary, luring it into a sense of safety before they strike. They attempt to kiss the victim if they can, casting their sleep upon it. In any case, they feed on it, slowly if they can, draining its life force. But if pushed into open combat, the succubus uses her spells to drive off or kill a foe. When pressed, she reveals her true form, dropping the glamour, shifting into that horrible, stench-laden shape.',1),('Swamp Naga',NULL,'5e SRD',4,'Insect and Serpent Friend. The swamp naga\'s link to the swamp extends to many creatures within it. Humanoids and mammalian animals that share the swamp with the naga recognize it as a protector and rarely trouble it, though the naga exerts no control over them. A cloud of poisonous biting and stinging insects accompanies the naga, endangering those who draw close to it.',1),('Sylph',NULL,'5e SRD',4,'Flighty Fey. These fey can walk but prefer to remain airborne. Sylphs are closely allied with air elementals and can call on their aid.',1),('Tanuki',NULL,'5e SRD',4,'Some tanukis even deal well with spirits, often helping them pass from this world.',1),('Timingila',NULL,'5e SRD',4,'Master of the Seas. The timingila is an apex predator of the oceans. It hunts whales primarily but eats anything it can catch. The timingila is fiercely territorial and considers all of the ocean its personal domain.',1),('Tricenatorus',NULL,'5e SRD',4,'Always Angry. From the moment they hatch, tricenatoruses are angry. This rage makes them reckless and difficult to harm.&nbsp;Most of these monstrous dinosaurs stay deep within the jungle, but tricenatoruses are relentless when they find prey, leading them to sometimes chase explorers into civilized settlements.',1),('Trogodon',NULL,'5e SRD',4,'Tribal Raiders. In a few reported cases, intelligent trogodons, rare among their kind, have lead entire tribes, independent of asaatthi intervention. These \"greater\" trogodons make formidable foes, since they can add reasoning and cunning to their physical power and durability. They enjoy leading raids against non-trogodon tribes and settlements, sometimes even training and commanding normal alligators in attacks.',1),('Tsathogga',NULL,'5e SRD',4,'Tsathogga is 60 feet long and 40 feet tall. He weighs about 200 tons.',1),('Tunnel Worm',NULL,'5e SRD',4,'A typical tunnel worm is 30 feet long but can grow to a length of 60 feet.',1),('Ulnorya',NULL,'5e SRD',4,'Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya\'s poison. Within five days, the egg hatches into a new ulnorya.',1),('Uraeus',NULL,'5e SRD',4,'Divine Protectors. Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward.',1),('Ursa Polaris',NULL,'5e SRD',4,'Hypnotically Deadly. The ursa polaris uses the mesmerizing play of light on the ice covering its body to hypnotize its prey for an easy kill.',1),('Vanara',NULL,'5e SRD',4,'Efficient and Supportive. Vanaras are a contemplative race that dwells in forests or along coastlines. They live in tribes or clans, which are self-sufficient and have little need for trade with cities. They are quite helpful to outsiders that seek assistance, however, for they believe that good deeds towards others will be returned.',1),('Vexxeh',NULL,'5e SRD',4,'Fiendishly Polite. Despite their love of violence, vexxeh are unfailingly polite. They mimic the etiquette and social norms of the culture their current master belongs to, going so far as to affect mannerisms of nobility. Even when rending a creature into bloody chunks, a vexxeh seems regretful and apologetic.',1),('Viiret',NULL,'5e SRD',4,'Desperate Cure. Marshland societies aware of the viirets\' ability to remove disease often view the plants as agents of harsh deities that demand a price for divine gifts. These societies send plague victims on dangerous pilgrimages to find the plants. The plants devour these pilgrims and remove diseased flesh. This process is dangerous, as many who enter the plant hopeful of eliminating the disease die as a result of the injuries they suffer.',1),('Viper',NULL,'5e SRD',4,'A full-grown black viper is up to 30 feet long and weighs up to 400 pounds.',1),('Voonith',NULL,'5e SRD',4,'Disease Carriers. Some vooniths carry sewer plague or more unusual diseases. If one does, a creature hit by the voonith\'s bite must succeed on a DC 12 Constitution saving throw or contract the disease. Being a carrier doesn\'t change a voonith\'s challenge rating.',1),('Water Elemental Dragon',NULL,'5e SRD',4,'Particularly evil water dragons may accept a sacrifice and then sink the ship of those that crossed its path anyway. On occasion, a group of skum or other evil aquatic creatures can be found allied with an elemental water dragon, but this alliance is usually short-lived and often shaky. It generally ends with the elemental water dragon feeding on its former allies.',1),('Water Leaper',NULL,'5e SRD',4,'Scourge of Waterways. Water leapers plague fresh lakes and rivers. The creatures prey on animals that come to the water\'s edge to drink, as well as on fishermen that ply their trade in the water leaper\'s territory. Stories circulate among fishermen of fishing grounds notorious for broken lines and missing bait, and fishermen give these areas a wide berth for fear of water leapers. Desperate or unwary fishermen who ignore the warnings are never seen again; drifting, empty boats are the only sign of their passing.',1),('Werecrocodile',NULL,'5e SRD',4,'Mistaken for Merchants. Werecrocodiles are often confused for subek, which can lead to nasty surprises for those seeking knowledge or goods. The indifference that subek feel toward werecrocodiles doesn\'t help the situation, leaving those who bargain with them always on edge, never knowing if they\'re dealing with a subek merchant or a duplicitous werecrocodile.',1),('Wereshark',NULL,'5e SRD',4,'The other members of a wereshark\'s crew learn quickly that the boss is bound to skip out without much notice once a bigger fish comes along.',1),('Whale',NULL,'5e SRD',4,'Battling Gargantuan Aquatic Monsters',1),('White Stag',NULL,'5e SRD',4,'Dying Curse. A white stag always runs when attacked. If cornered, it defends itself to the best of its ability. Killing a white stag angers the gods who created it. When the stag dies, its body vanishes in a puff of white smoke, and the person who slew the creature is subject to a curse that can only be removed with magic or by performing a quest on behalf of the gods- sometimes both.',1),('Wirbeln Fungi',NULL,'5e SRD',4,'Cunning Controllers. Wirbeln fungi employ diversionary tactics, using their numbers and the natural terrain to their advantage to shirk capture and harass enemies. The wirbeln fungi continually fly out of reach, landing on high ledges or branches. They attack by shooting poisonous darts and dropping on enemies from above. They utilize body- and mind-altering spores with overwhelming effects.',1),('Xorn',NULL,'5e SRD',4,'All the components mixed in minerals are sorted and compacted during their transit through the xorn\'s digestive tract. A true living ingot-casting machine! Such an anatomical peculiarity is a boon for miners, since it requires no fuel or chemicals. Provided one is willing to give up gemstones of any kind, one can get a lot out of a xorn. Thus, certain communities enslave xorns to exploit them. One must be careful, however, as the elemental can react violently when it panics or feels in danger.',1),('Yakirian',NULL,'5e SRD',4,'Nemesis of Leng. While most of their population is nomadic, the heart of yakirian society lies on the remote plateau of Leng. Yakirians are a bulwark against the twisted creatures of Leng, and believe their primary purpose is to prevent the spread of that dark influence.',1),('Ychen Bannog',NULL,'5e SRD',4,'Ychen Warships. Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations.',1),('Yedae',NULL,'5e SRD',4,'Merciless stalkers. The yedae are fearsome in combat. They stalk their prey from the ground, but when they spy prey, they take wing. Once airborne, they summon a storm and follow it into the attack. Rising into the air, they fall upon their victims from above. They prefer to rend and tear their victims, lifting them off the ground and dropping them; falling upon the broken forms to slay them. Only when hard-pressed, or faced with multiple foes do they use the roar of utriel.',1),('Yowler',NULL,'5e SRD',4,'Illusionary Mask. Unless a yowler has recently acted violently, illusionary magic makes it appear to look as it did in life. Once the yowler attacks, its true form is revealed: that of a rotting corpse with green eyes, long claws, and envenomed fangs.',1),('Yuki-Onna',NULL,'5e SRD',4,'The transition from life to undeath corrupts a yuki-onna\'s soul, and even a well-intentioned, good-hearted individual who freezes in the snow may become a treacherous yuki-onna. Most yukionnas immediately seek out those who wronged them in life, after which they reside in an area near what was their home, haunting and killing anyone who dares to come near. Yuki-onnas hardly ever make their presences known in rural areas with larger populations, and they prefer inhabiting the countryside and wilderness. When a yuki-onna is destroyed, her body melts as though ice, leaving only a small pool of water in its stead.',1),('Zimwi',NULL,'5e SRD',4,'Stomachs of Holding. The mage-crafters discovered the secret to turning zimwi stomachs into extradimensional containers similar to bags of holding. Using a zimwi stomach in the creation of such items reduces the cost of materials by half.',1),('Zouyu',NULL,'5e SRD',4,'Herbivores. Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.',1),('Aaleear',NULL,'5e SRD',5,'For every four HD thus gained, the Aaleear\'s challenge increases by one level, and it may increase any two ability scores by +1 each.',1),('Aatxe',NULL,'5e SRD',5,'Aatxes prefer to make their homes in caverns or other secluded locations, though they will forgo that preference in favor of ruins or shelters which provide a view of the regions they protect.',1),('Aboleth',NULL,'5e SRD',5,'On the surface, aboleths are all but unknown, while they are as mysterious as they are feared in the Netherworld. It\'s difficult to gather and analyze information concerning them. The texts they leave behind are written in Deep Speech, a language that has nothing in common with other tongues on Eana, neither in its structure nor phonemes.',1),('Addanc',NULL,'5e SRD',5,'A typical addanc is 7 feet long and weighs 250 pounds.',1),('Ahuizotl',NULL,'5e SRD',5,'Ahuizotls are exceptionally long-lived, and a single individual might live and feed in a particular area for several human generations. An ahuizotl is 9 feet long and weighs 1,200 pounds.',1),('Alpha Fish',NULL,'5e SRD',5,'Aggressive. If intimidation doesn\'t work, alpha fish defend their chosen homes by viciously attacking. They have been known to attack creatures much larger than themselves and, occasionally, objects they don\'t recognize.',1),('Aniwye',NULL,'5e SRD',5,'Rarely, a group of aniwye will band together to take over an area, decimating the region of life and covering everything in their fetid stench.',1),('Ankheg',NULL,'5e SRD',5,'In combat, an ankheg prefers to attack with its bite. Against multiple foes, an ankheg often grabs one of the available targets and then attempts to retreat to safety, burrowing into the ground. A creature carried underground can still breathe with difficulty (the ankheg needs to breathe as well, so its tunnels are relatively porous), but is often eaten alive before its allies can rescue it.',1),('Anubian',NULL,'5e SRD',5,'Sandstorm Tag Teams. Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets.',1),('Aranea',NULL,'5e SRD',5,'An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea\'s brain. All araneas have a single alternate form as well-this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms-this additional shape is locked into one unique appearance. Araneas typically gather in small colonies of two to six individuals, making webbed nests high in trees.',1),('Astri',NULL,'5e SRD',5,'Enemies of Greed. Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won\'t make the promise, the astri still assists, but the creature must contend with the geas that may be attached to the helping hand.',1),('Attercroppe',NULL,'5e SRD',5,'Egg-Laying Fey. Attercroppes are hermaphrodites and reproduce by laying eggs. They typically lay hundreds of eggs at a time, the eggs hatching after a few days, when the young attercroppes are abandoned by their parents. Young attercroppes resemble tiny green worms for their first year of life, until they develop their poisonous aura and magical abilities. Few attercroppes survive to adulthood, but those that do become a blight on the natural world.',1),('Bagiennik',NULL,'5e SRD',5,'Unpredictable Moods. One never knows what to expect with a bagiennik. The same creature might aid an injured traveler one day, smear that person with corrosive, acidic oil the next day, and then extend tender care to the burned victim of its own psychotic behavior. If the creature feels beneficent, it heals injured animals or even diseased or injured villagers. If a bagiennik visits a settlement, the ill and infirm approach it cautiously while everyone else hides to avoid provoking its wrath. When a bagiennik leaves its bath in an angry mood, it raves and seeks out animals or humanoids to spray its oil onto. If a victim drops to 0 hit points, the foul-tempered bagiennik applies healing oil to stabilize them, grumbling all the while.',1),('Bakeneko',NULL,'5e SRD',5,'Jealous Narcissists. The ?mark of envy\' is the name of the invisible brand a bakeneko places on those who steal its rightfully deserved tribute. This invisible brand is typically a single symbol, often bearing the meaning of some derogatory term the bakeneko has for its target. Such brands last for a day, during which, they fuel the bakeneko\'s rage at the target, granting them strength and accuracy far beyond what their small feline frame should be able to accomplish. If its fiendish nature is revealed, a bakeneko wastes no time in retreating, marking its target before fleeing. In the next few hours, it returns, this time using its Change Shape ability to appear as an inconspicuous child. If all goes well, the bakeneko closes in on its target and reverts back to its true form, shredding its enemy with vicious claw strikes.',1),('Balbal',NULL,'5e SRD',5,'Balbals are search villagers for the freshly dead, tearing through roofs and windows and using their tongue to dissect and devour the corpse before replacing it with a magical duplicate. Their predations on the recently dead often lead to their disturbed spirits rising from the grave, but the balbal cares little for any collateral damage it leaves behind. The balbal is nearly as tall as an average human with a wingspan of 10 feet and weighs 100 pounds.',1),('Balban',NULL,'5e SRD',5,'Balbans attack any creature they encounter on sight, except those they know are more powerful than themselves. Though lacking in the intelligence department, they do not attack any demonic officer in the service of a demon lord (unless they know the officer is weaker and they can kill him or her and make it look like something else was responsible).',1),('Barbegazi',NULL,'5e SRD',5,'Barbegazi stand about 3 and a half feet tall and weigh 45 pounds on average.',1),('Bearmit Crab',NULL,'5e SRD',5,'Crafted Homes. Driven by the scarcity of shells large enough to accommodate their size, bearmit crabs have adapted by crafting their own shells, using rocks glued together with sticky propolis. More commonly known as bee glue, propolis is harvested by bearmit crabs from the hives they find near the coastline.',1),('Behtu',NULL,'5e SRD',5,'Scaly Mounts. The behtus breed demonic iguanas as war mounts (treat as giant lizards). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.',1),('Beli',NULL,'5e SRD',5,'Fear of Druids. They have an irrational fear of northern druids and their snow bear companions.',1),('Bhole',NULL,'5e SRD',5,'Alternatively, you can treat the bhole\'s head as its only actively dangerous portion. In this case, attacks directed at its immense body are irrelevant, with only those directed at its head (which consists of a 30-foot space) actually reducing its hit points. You might even run an encounter with a bhole using a truly enormous space on a battlematï¿1/2a space of 100 feet or more, perhaps. This solution presents its own challenges, obviously, particularly if your gaming area lacks for space. Of course, if these options for handling immense monsters don\'t sit well with you, the best solution is to simply downsize bholes in your game; assume they coil up on themselves and fit entirely into their 30-foot space, with their length accounting for their unusually enormous reach.',1),('Bog Beast',NULL,'5e SRD',5,'Bog beasts attack with their claws and always fight to the death. A creature killed by a bog beast is dragged back to its lair, where it is devoured.',1),('Bugbear',NULL,'5e SRD',5,'Now, those of the wolf outsmart him, those of the deer outrun him, and those of the cat he does not see at all.',1),('Bulette',NULL,'5e SRD',5,'The bulette is a cunning fighter, surprising foes with its impressive agility. One of its favorite tactics is to charge forward and launch itself into the air in order to drop on its prey with all four razor-sharp claws extended. Folklore claims that the flesh behind the beast\'s dorsal crest is particularly tender, and that those willing and able to wait until the fin is raised in the excitement of combat or mating can target it for a killing blow-yet most who have faced the landshark agree that the best way to win a fight with a bulette is to avoid it entirely.',1),('Bunyip',NULL,'5e SRD',5,'While bunyips can survive equally well in fresh or saltwater, those dwelling in the ocean have developed somewhat differently from their cousins that live close to land.',1),('Burrowling',NULL,'5e SRD',5,'Burrowlings live up to 15 years. Twice a year, a burrowling female bears a litter of up to three pups, but in especially dangerous regions, the creatures breed prodigiously to keep their population ahead of massive attrition. In cases like this, a female has a litter of five pups every other month. A burrowling pup reaches adulthood in a year.',1),('Camazotz',NULL,'5e SRD',5,'The first camazotz was created by the god of death to lead the souls of the dead to the underworld. The experiment failed when the camazotz refused to turn the gathered souls over, instead hoarding them for itself. As the creature\'s collection of stolen souls grew, it split into two identical creatures. The second camazotz immediately departed for its own territory, not wanting to vie with its progenitor for sustenance. Since their origin, each camazotz periodically multiplies in this fashion, and the newly spawned creature finds its own hunting grounds.',1),('Carbuncle',NULL,'5e SRD',5,'Carbuncle\'s Garnet',1),('Cave Drake',NULL,'5e SRD',5,'A cave drake will fight to defend its territory from all other creatures, including other cave drakes, with the exception of mating season when territories fluctuate as female drakes search for mates. A female cave drake will lay two to five eggs, raising the young until they are able to hunt on their own, then driving them out.',1),('Cavern Lizard',NULL,'5e SRD',5,'Cavern lizards are aggressive ambush hunters. They prefer to scale the walls and wait for prey to pass underneath them where they drop down on their unsuspecting meal. In most battles, once a cavern lizard bites, it hangs on until its opponent is dead. If facing more than one foe, it won\'t employ this tactic so as not to leave itself defenseless against other aggressors. If cornered or extremely hungry, a cavern lizard fights to the death; otherwise, it retreats if facing a particularly powerful opponent.',1),('Chaaor',NULL,'5e SRD',5,'A chaaor is a 12-foot-tall, hulking, apelike brute with the head of a bear.',1),('Cherufe',NULL,'5e SRD',5,'Elemental Nature. A cherufe doesn\'t require air, food, drink, or sleep.',1),('Compsognathus',NULL,'5e SRD',5,'Compsognathus Familiars',1),('Crabman',NULL,'5e SRD',5,'Crabmen live in coastal caves, but some communities will excavate more expansive burrows into the cliff face. Within such a warren, each individual has a lair set off from a centralized meeting area. Each crabman tribe is led by an elder that can be of either sex.',1),('Crater Drake',NULL,'5e SRD',5,'Treasure Eaters. Crater drakes keep their treasure hoards in the safest place they know: their gullets. Opening the stomach of a dead crater drake reveals fused piles of metals studded with precious gems and the occasional magical trinket.',1),('Crinaea',NULL,'5e SRD',5,'The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home.',1),('Cthulhu',NULL,'5e SRD',5,'Immortality. Cthulhu does not age, nor does he need to eat or breathe. Only violence can bring about the death of a Great Old One, and even then, only temporarily.',1),('Daeodon',NULL,'5e SRD',5,'This has the added benefit of using the daeodons as deterrents from bandits and dangerous predators, though it means the daeodons adopt the area as their territory.',1),('Dagon',NULL,'5e SRD',5,'Servants of Dagon',1),('Decapus',NULL,'5e SRD',5,'Decapi prefer a solitary life; the only time more than one will ever be encountered together is during mating season (usually the fall). Young decapi are born live, and the female only ever gives birth to a single young during each mating season. If food is extremely scarce, some decapus females have been known to eat their young.',1),('Deep Drake',NULL,'5e SRD',5,'What is Umbral?',1),('Desert Giant',NULL,'5e SRD',5,'Keepers of the Past. Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe. The designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe\'s collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased\'s skin among other tribe members. In the cases of desert giant elders, this hidden writing may be equivalent to spell scrolls.',1),('Devil Shark',NULL,'5e SRD',5,'Alternate Traits and Actions',1),('Dracotaur',NULL,'5e SRD',5,'Eastern Wind (yellow-scaled). The dracotaur\'s damage immunity and type is thunder, and its arrow deals thunder damage. Its breath weapon is a 20-foot-radius sphere centered on itself for 32 (5d12) thunder damage. It has scaled wings and a flying speed of 30 feet.',1),('Drakon',NULL,'5e SRD',5,'Coastal Beasts. Drakons lair along warm, largely uninhabited coasts, where they explore the shores and the coastal shelf, spending as much time above the waves as under them. Fortunately, they rarely travel far inland.',1),('Earth Elemental Dragon',NULL,'5e SRD',5,'Elemental earth dragons prefer to attack from ambush and secret rather than using a direct frontal assault. An elemental earth dragon lies in wait using its freeze ability or meld into stone ability and springs to attack when its prey comes into range. They are also fond of burrowing into the ground and surfacing under their prey, thereby gaining total surprise. Slain opponents are processed and absorbed into the body of the elemental earth dragon.',1),('Fenrir',NULL,'5e SRD',5,'Children of Jotunheim. Only in Jotunheim could creatures like fenrir to flourish; only jotun could decisively deal with them so that they do not grow to monstrous proportions. A fenrir on Midgard can threaten to swallow the sun if given enough corpses to eat.',1),('fixme-akaasit',NULL,'5e SRD',5,'Dispersed Destruction. If an akaasit is destroyed, it falls apart into a pile of gray triangles. These triangles fade out of existence over the next ten minutes, leaving only the akaasit\'s two armblades.',1),('fixme-albinoDeathWeasel',NULL,'5e SRD',5,'The following changes allow GMs to alter an albino death weasel without modifying its challenge rating.',1),('fixme-apaxrusl',NULL,'5e SRD',5,'Construct Nature. The apaxrusl doesn\'t require air, food, drink, or sleep.',1),('fixme-aviere',NULL,'5e SRD',5,'Songbirds. Locations containing avieres are always filled with beautiful music, as they sing the hymns of their deities at all hours of the day. In doing so, they heal and uplift their surroundings, leading to healthier flora and fauna and calmer weather in the area.',1),('fixme-chaceklain',NULL,'5e SRD',5,'If you use this option, the chaceklain\'s Toxic Touch becomes more dangerous.',1),('fixme-chelicerae',NULL,'5e SRD',5,'Cocoon Arcanists. Chelicerae stalk isolated victims, striking them with a poisonous bite and then pinning its prey within its jaws. There, their helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in a thick cocoon in a high treetop until their body and mind recover. A few unlucky victims are slain and animated as walking dead to protect the chelicerae.',1),('fixme-deathVulture',NULL,'5e SRD',5,'Necromancer Neighbors. Death vultures often form kettles near the lairs of necromancers as they feed on their undead creations. While some necromancers find the birds to be a nuisance, many necromancers feed the vultures, encouraging them to stay. Most death vultures are willing to trade service as guardians of the lairs for food.',1),('fixme-dragonet',NULL,'5e SRD',5,'Coyote Hunters. Barnyard dragonettes despise canines, and the chore they most relish is the stalking and killing of wolves, coyotes, and foxes that threaten their farm. A pair of the housecat-sized dragons can make short work of most predatory canines, while larger family units or groups comprised of dragonettes residing at multiple closely located farms will work together to destroy or chase off packs of larger predators such as worgs. The dragonettes are less antagonistic to farmyard dogs and develop a grudging fondness for them over time.',1),('fixme-gnasherLizard',NULL,'5e SRD',5,'Gnasher lizards typically attack from ambush, using their surroundings to conceal themselves and springing out at the last second to catch their opponents by surprise. Gnashers attack any creature that wanders into their territory, including those larger than themselves, relying on their vorpal bite to quickly dispatch such creatures.',1),('fixme-jellyfish',NULL,'5e SRD',5,'Sapphire Stalkers. Sapphire jellyfish are active hunters. They store powerful electrical charges in their domelike bells, which are 16 feet in diameter. Their sensory tentacles can trail for twice that length, but the dangerous toxic tentacles are positioned within about 20 feet of the creature\'s bell.',1),('fixme-jung-mule',NULL,'5e SRD',5,'Sonar. Their ability to detect motion through sound and put shape to it augments their poorly developed eyesight and hearing. Through this sonar, they are able to \"see and hear\" up to 200 feet away. This sonar is magical in nature and is not obstructed by weather patterns or even solid surfaces such as rock. It works in many respects as the spell clairaudience and clairvoyance, without the limitation that the jung-mule has to be familiar with the area he is detecting.',1),('fixme-kotBayun',NULL,'5e SRD',5,'Healing Poetry. If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes and cold predation turns to a lukewarm association.',1),('fixme-kting-Voar',NULL,'5e SRD',5,'Unruly Mounts. Some plains-dwelling tribes of humanoids use kting voar as impromptu heavy mounts. While they provide little in the way of additional mobility, the kting voar make up for it with their strengthened horns. Still, riding a kting voar is a terrifying proposition for some, as the mounts are notoriously difficult to tame, requiring a DC 25 Handle Animal check in order to properly train for any sort of combat purpose. Even after they\'re trained, a kting voar forgets such training if not regularly used in combat situations; combat training wears off after 2 months of inactivity.',1),('fixme-loxoda',NULL,'5e SRD',5,'Often Underestimated. Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the elephant centaurs are quite intelligent. Their simple equipment and straightforward living comes not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body makes it difficult for them to mine metal ore, and they violently reject communications and trade with other people. The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements.',1),('fixme-otterfolk',NULL,'5e SRD',5,'Otter Trainers. Otterfolk often raise river otters as guard animals and pets, which serve the same function in their society as dogs in human societies. Otterfolk regard the animals warmly and become sad when favored pets die. They rarely allow their otters to engage in combat. They regularly hold contests where otter owners show off their training prowess by directing their otters in feats of strength, cunning, and dexterity. These contests never involve pitting the otters against each other in combat. The rare few otterfolk who choose to become wizards take otters as familiars. Otterfolk rangers often raise larger river otter specimens (use the statistics of a giant weasel) and train them as companions.',1),('fixme-raggoth',NULL,'5e SRD',5,'A raggoth is about 8 feet long and weighs about 450 pounds. Its fur is jet black, its nails and teeth are dull white, and its eyes are dull yellow.',1),('fixme-starDrake',NULL,'5e SRD',5,'Glimmering Lights. A star drake differs in appearance from dragons primarily by its mottled metallic scales and the nimbus of tiny stars surrounding its body. A star drake measures 10 feet long and weighs roughly 500 lb.',1),('fixme-stryx',NULL,'5e SRD',5,'A stryx is a normal (if odd) living creature, however, not a magically-summoned celestial, fey, or fiend, so it has significant limitations as a familiar. It can\'t be dismissed to a pocket dimension or magically summoned only when it\'s wanted. The stryx can\'t deliver touch-range spells.',1),('fixme-suturefly',NULL,'5e SRD',5,'Adventurers see a suturefly\'s handiwork more often than they glimpse one of the creatures directly: corpses with mouths and noses stitched shut lie in the underbrush, mysterious children whose mouths are ringed with black puncture marks observe intruders from afar, and dryads step from trees, their eyes sewn shut against the evils of civilization.',1),('fixme-ungern',NULL,'5e SRD',5,'Iron-Fisted Tyrants. The ungern live in any clime, but prefer the colder latitudes to the warmer ones. They possess a natural affinity to the cold and do not suffer, as do other races. They prefer to dwell in large fortified towns, castles, or cities, and only when they are on the march do they live in tents or yurts. They seek the rule of law, particularly that of their master. They do not understand chaos and seek to destroy it in all its guises, good or evil. They take great pleasure in one-on-one combats, following a vague code of ethics and honor in such battles. Though often if an outsider defeats an ungern in single combat, that person is killed by the collective group.',1),('fixme-vila',NULL,'5e SRD',5,'The vila are servants to Baba Yaga, and she does not deny them. She has many such daughters, an entire nation at her command, though she rarely calls on them. When she does, though, her dutiful children answer her call by the hundreds.',1),('fixme-virtuosoLich',NULL,'5e SRD',5,'Undead Nature. The virtuoso lich doesn\'t require air, food, drink, or sleep.',1),('fixme-wako',NULL,'5e SRD',5,'If a wako pup is captured, a successful DC 13 Wisdom (Animal Handling) check allows a creature to calm the pup enough to expel oil from scent glands in its paws, the ridge of its spine, and under its limbs and chin sufficient to rub over one Medium or smaller creature. This oil renders the use invisible to wakos for 1 hour, though attacking breaks the invisibility effect.',1),('fixme-werehyena',NULL,'5e SRD',5,'Finding such a creature can be difficult and often means making deals with dark forces.',1),('fixme-zoog',NULL,'5e SRD',5,'Great Vault of the Zoog. The chittering of demons sometimes claims that the zoog steal with great purpose, taking all their coppers, single earrings, and snapped necklaces to fill a vault deep within the earth with bright metal in service to a Great Zoog. What the Great Zoog might want with this wealth is a matter of some speculation, but the entire tale may be little more than a shabby stack of copper or a treasury that demons plunder with regularity.',1),('Flumph',NULL,'5e SRD',5,'In their own language, flumphs are known as oiv\'hass. While naturally shy and cognizant of their alien appearance, flumphs attempt contact with anyone willing to listen to their stories and heed their apocalyptic warnings. Most adventurers encountering these creatures find them frightening and mark them as enemies, and so flumphs often take great pains to appear unaggressive. Despite their bizarre nature, they only seek audiences with benevolent and intelligent creatures so they might prepare them to respond to the threats from afar.',1),('Flytrap',NULL,'5e SRD',5,'Sundew. Giant sundews use their shallow but sturdy roots to creep through boggy environments, slamming targets with its thick, leaflike fronds, each of which is covered with globules of sticky, acidic goo. The giant sundew exudes an unmistakable scent of honey-an attractive odor that often proves irresistible to nearby creatures until they find themselves stuck fast and slowly dissolved and digested in the sundews deadly fronds. Although the giant sundew is not quite a mindless monstrosity, its intellect is barely more than instinctive, and it has little ability to discern between allies and enemies, though if it encounters creatures immune to acid or adhesive qualities, the sundew is smart enough to choose other targets. A full-grown giant sundew can reach a height of over 20 feet and weighs 4,000 pounds.',1),('Glacier Behemoth',NULL,'5e SRD',5,'Path of Destruction. Weighing at least 15 tons, a glacier behemoth can\'t help but crush everything in its wake. It leaves deep furrows in the ground as wide as its body. A sure sign of a wandering glacier behemoth is a crisscrossing set of ditches.',1),('Go-zu',NULL,'5e SRD',5,'Soul-Stealers. Many among the go-zu oni cleave more closely to their fiendish ancestors in their hellish realms, and they look for opportunities to enslave and kidnap mortals, spiriting them away into torment and judgment in the Lower Planes.',1),('Gremlin',NULL,'5e SRD',5,'A gremlin stands 31/2 feet tall and weighs about 40 pounds.',1),('Gypsosphinx',NULL,'5e SRD',5,'Foretell Doom. Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species.',1),('Hoarfrost Drake',NULL,'5e SRD',5,'Haters of Fire. Hoarfrost drakes despise fire, especially magical fire. If they are targeted by spells or effects that deal fire damage, they focus their attacks on the source. Hoarfrost drakes that attack civilized areas usually extinguish fires with their breath before attacking residents.',1),('Hodag',NULL,'5e SRD',5,'Impossible to Train. Hodags are born with strong predator instincts, which helps the young survive after being left by their mothers. Many believe this same instinct makes hodags impossible to train, but such claims only make them more valuable targets for those who collect exotic pets.',1),('Horakh',NULL,'5e SRD',5,'Herd the Blinded. After blinding their prey, horakh often herd the blind like sheep until they are ready to consume them and even use them as bait to capture other creatures. Many an explorer has been ambushed, blinded, and condemned to death in the bowels of the earth by these predators.',1),('Ice Troll',NULL,'5e SRD',5,'They prefer to attack the weakest opponents first if they can. If combat goes against an ice troll, it does not hesitate to flee.',1),('Ijiraq',NULL,'5e SRD',5,'Hunters of Man. Ijiraq are known to abduct humans to use for sport. Many will carry skulls of their kills as trophies, and they have a fondness for the taste of human meat. At times, they do pretend to be guides to some hidden shrine or a flock of fat geese, to lure a hunter away from others. However, they view it as poor form to attack humans that come to speak with them and will treat such people with respect during a moot.',1),('Ikuchi',NULL,'5e SRD',5,'Sinker of Boats. More dangerous than even the size of the ikuchi is the oil it produces almost constantly from its body. This oil is thicker than the surrounding water and impedes the movement of any creature moving through it, even those native to the Elemental Plane of Water. The ikuchi uses its oil to swamp small ships by slithering on board and filling the ship with its oil, gradually causing the ship to sink. Why the ikuchi goes to such lengths to sink watercraft is unknown, as the creatures are highly temperamental and are just as likely to ignore a vessel as they are to go after it.',1),('Inkling',NULL,'5e SRD',5,'Innate Casters. Inklings are naturally in tune with the arcane elements of the world and know the inner workings of spells. Not only can they cast some of the basic spells of wizards, they can also sometimes alter the nature of a spell already cast. This is quite helpful if they are ever discovered in a wizard\'s abode and need to make an escape.',1),('Isonade',NULL,'5e SRD',5,'Enormous Age and Size. The isonade is more than 45 feet long. The beast\'s age is unknown, and many coastal bards tell some version of the legend-some believe it is the last of its kind, others believe that a small group of isonade remains.',1),('Jackalope',NULL,'5e SRD',5,'While walking through an unfamiliar forest, you hear a loud crack of breaking wood and are hit hard from behind. Whirling around you see nothing, but a large tree branch lays at your feet. Another crack sounds. Turning, you see another branch flying your way, as a villainous looking ape ducks behind the canopy of a withered tree.',1),('Jaguar',NULL,'5e SRD',5,'Jaguar. The jaguar is a highly aggressive and ferocious great cat that makes its home in dense forests or swampy areas near a source of fresh water. Of all the big cats, the jaguar is the most at home in the water. They are excellent swimmers and stalk their prey through deep water where other cats won\'t go. They also excel at climbing and often spend time hunting tree-dwelling animals (such as monkeys). The jaguar is highly territorial with its personal hunting ground often covering an area of several square miles. The typical jaguar subsists on a diet of animals such as deer, tapir, elk, fish, armadillos, and other small animals. If hungry or its food supply is thin, jaguars have been known to attack prey much larger than itself. Jaguars stalk their prey and prefer to attack from ambush, swooping in and felling prey with one swift stroke of their powerful jaws or locking on until their prey is dead.',1),('Kalke',NULL,'5e SRD',5,'Perform Rituals. Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform-by way of dance, chant, and sacrifice-an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods).',1),('Kapi',NULL,'5e SRD',5,'Insatiable Curiosity. Kapi are intrigued by strangers and are constantly asking questions, often beyond the point where this becomes annoying. Their innate curiosity and good-hearted nature means that kapi will sometimes throw their lot in with adventurers, priests, and other wanderers. Several famous tales recount the escapades of bold and brave kapi who accompanied legendary heroes and pious monks as sidekicks and protectors.',1),('Karina',NULL,'5e SRD',5,'Greatly feared by the folk of the northern forests, the karina is a fey shapeshifter, able to appear as either a beautiful elven woman with dark hair and pale skin or a giant snowy owl with fierce red eyes and deadly talons.',1),('Karkinoi',NULL,'5e SRD',5,'They make such attacks night after night until the settlement is destroyed or the resistance becomes too fierce, at which point the horde disbands and each karkinoi makes its own way in the sea.',1),('Kitsune',NULL,'5e SRD',5,'',1),('Kting Voar',NULL,'5e SRD',5,'Unruly Mounts. Some plains-dwelling tribes of humanoids use kting voar as impromptu heavy mounts. While they provide little in the way of additional mobility, the kting voar make up for it with their strengthened horns. Still, riding a kting voar is a terrifying proposition for some, as the mounts are notoriously difficult to tame, requiring a DC 25 Handle Animal check in order to properly train for any sort of combat purpose. Even after they\'re trained, a kting voar forgets such training if not regularly used in combat situations; combat training wears off after 2 months of inactivity.',1),('Kuunganisha',NULL,'5e SRD',5,'Kuunganisha prefer to serve powerful wizards, though a few warlocks that have proven themselves useful to their patrons have been gifted the service of these creatures as well.',1),('Lake Troll',NULL,'5e SRD',5,'Fishermen are the most vulnerable to these attacks, especially when they explore new bodies of water.',1),('Lantern Dragonette',NULL,'5e SRD',5,'It loves nothing more than discussing magic and history with an intelligent and informed individual.',1),('Leonino',NULL,'5e SRD',5,'Water Couriers. The leonino are fond of harborfronts, ships, and fisherfolk of all kinds. They sometimes serve as messengers between elven ships and various harbormasters, other ship\'s captains, and even pirates and aquatic creatures such as merfolk or deep ones.',1),('Light Dragon',NULL,'5e SRD',5,'During such periods when they do interact with other intelligent beings, they maintain a benevolent but remote approach, wishing all creatures well, but preferring to only interact with others of their kind or creatures who exhibit and appreciate beauty.',1),('Light Drake',NULL,'5e SRD',5,'Familiar. Some light drakes are willing to serve good-aligned spellcasters as a familiar. Such light drakes have the following trait. The light drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the light drake senses as long as they are within 1 mile of each other. While the light drake is within 10 feet of its companion, the companion gains the sacred flame-eater-swarm.html flameingo.html flame-lily-leshy.html flame-scourged-scion.html cantrip, using the companion\'s spell save DC or the light drake\'s, whichever is higher. At any time and for any reason, the light drake can end its service as a familiar, ending the telepathic bond.',1),('Mastodon',NULL,'5e SRD',5,'A young mastodon reaches maturity at about age ten.',1),('Moon Nymph',NULL,'5e SRD',5,'The moon nymph\'s connection to the moon affects its power as the cycles of the moon progress. The statistics given represent a moon nymph during a crescent or gibbous moon.&nbsp;During full moons, the challenge rating increases by 1, the creature\'s hp maximum increases by 30, it has advantage on attack rolls, and all saving throw DCs increase by 1. Inversely, during new moons, the challenge rating decreases by 1 as the numbers move in the opposite direction.',1),('Myconid',NULL,'5e SRD',5,'Myconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, and that this is why they fight so ferociously to defend their forests of giant fungi.',1),('Nagaji',NULL,'5e SRD',5,'Serpent Society. Nagaji society places honor, devotion, and dedication above all else. Less charitable observers from outside such societies might call the nagaji \"born slaves,\" but the nagaji do not think of themselves as slaves to their naga overlords and point to the fact that they are free to make their own life decisions. Furthermore, when a naga oversteps its bounds as ruler of its people, the nagaji are no strangers to resistance or outright rebellion.',1),('Nichny',NULL,'5e SRD',5,'When the third answer is given, the nichny and the chains disappear.',1),('Nuckelavee',NULL,'5e SRD',5,'Legions. Nuckelavees typically serve as generals and elite scouts for the Cocytus, Styx, and Tartarus legions.',1),('Orcus',NULL,'5e SRD',5,'When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.',1),('Phooka',NULL,'5e SRD',5,'A phooka stands about 3 feet.',1),('Purple Worm',NULL,'5e SRD',5,'Controlling Purple Worms',1),('Rakshasa',NULL,'5e SRD',5,'Now the rakshasa rajas are building their empires again. Rakshasa spies infiltrate major city states, learning who to corrupt, and who to kill.',1),('Ratfolk',NULL,'5e SRD',5,'Staves and Amulets. As tokens of their pact, ratfolk warlocks always carry or display a profusion of decorated staves, gilded amulets, or clinking silver sigils and rune-encrusted bells. They are notably less stealthy than most ratfolk.',1),('Riptide Horror',NULL,'5e SRD',5,'Riptide horrors prefer to attack from ambush; sitting unmoving until potential prey moves within range. Often, they use their Spider Climb ability to cling to sea cave walls where their unsuspecting prey walks underneath them. Once prey wanders too close, the riptide horror lashes out with its tentacles and attempts to grab its meal. Grabbed foes are subjected to its paralytic poison and are bitten by its razor-sharp teeth.',1),('Rusalka',NULL,'5e SRD',5,'Lover\'s Walks. A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss-delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom.',1),('Sailback Behemoth',NULL,'5e SRD',5,'Swift Predator. A spinosaurus is quick on both land and water.',1),('Sand Kraken',NULL,'5e SRD',5,'For most of its life, a sand kraken remains dormant and silent, buried several feet below the surface of the ground. When it senses prey, its tentacles swiftly rise to the surface. A sand kraken uses its initial attacks to immobilize its prey by constriction. Each tentacle has its own secondary brain and can attack independently. While tentacles can be harmed and severed, the only true way to kill a sand kraken is to dig it up and destroy its body.',1),('Sathaq Worm',NULL,'5e SRD',5,'Painful Presence. Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.',1),('Savager',NULL,'5e SRD',5,'Rare Meetings. The only creature a savager won\'t attack on sight is another savager. If they are of the same sex, the two avoid each out of self-preservation, and if they\'re of the opposite sex, they mate so ferociously that both creatures are left wounded, angry, and hungry. A savager litter contains anywhere from 10 to 25 cubs, all of them born able to walk and fend for themselves. This is important, because within 24 hours after giving birth, a savager mother no longer recognizes her own offspring, and she will attack and cannibalize any that don\'t escape on their own.',1),('Scitalis',NULL,'5e SRD',5,'Eldritch Origins. The provenance of the scitalis is a mystery as stupefying as its gleaming scales. Some sages speculate a draconic pedigree, while others claim this beautiful but deadly ophidian is a true child of Yig, the blasphemous Father of Serpents. Scitalis sightings are infrequent enough to fuel speculative and disquieting reports of variant breeds-glittering serpents with sinister spines, bat-like wings, or several sharp-toothed heads.',1),('Seahorse',NULL,'5e SRD',5,'A giant seahorse is about 8 feet long from the top of its head to the tip of its tail. Its body is covered with fine scales and its head is horse-like with a long snout. Its back is lined with small dorsal fins. (These aid it in swimming.) Near the base of its head are pectoral fins that help the giant seahorse turn while swimming. A giant seahorse ranges in color from yellow to dull green or brown. Its eyes are almost always brown with the occasional giant seahorse having blue eyes.',1),('Shellycoat',NULL,'5e SRD',5,'Shining Garments. A shellycoat will always have fashioned for itself a coat, cloak, or shirt of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.',1),('Shriekbat',NULL,'5e SRD',5,'In overcrowded situations where multiple groups of shriekbats roost in the same cavern, a group of shriekbats might break away to find another hunting location if food becomes scarce.',1),('Sloth Viper',NULL,'5e SRD',5,'Sloth vipers are hunted by some humanoids for their scales and poison (which is rumored to be valued by spellcasters for its properties).',1),('Smaragdine Golem',NULL,'5e SRD',5,'A Maker\'s Privilege. Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators.',1),('Snow Cat',NULL,'5e SRD',5,'Friends to Small Folk. Gnomes and halflings have an affinity with these predatory animals, and it is common for several snow cats to serve as guards and scouts for a halfling village or a gnomish settlement. Stories of snow cats serving as mounts for small folk seem to have some truth to them, though this is rather uncommon.',1),('Spell Parrot',NULL,'5e SRD',5,'Elder Spell Parrot',1),('Ssadar',NULL,'5e SRD',5,'Pyramid Builders. The ssadar are builders of terraced pyramids with engravings of dragons and their lizard gods.',1),('Subek',NULL,'5e SRD',5,'During flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill nonsubek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders.',1),('Swamp Naga',NULL,'5e SRD',5,'Necessarily Ruthless. Scholars who have studied the connection between swamp nagas and their domains postulate the nagas\' malevolence is an outgrowth of swamplands\' inherent evil. However, the nagas only use force when trespassers actively harm the swamp or refuse to leave after the nagas attempt to reason with them. Nagas typically encourage those they enthrall to either leave or repair damages. They prefer not to take slaves, since this encourages more intruders and likely further havoc.',1),('Tanuki',NULL,'5e SRD',5,'Though rare, violent and morbid tanukis occasionally walk the lands, bringing suffering to those they encounter. Filled with spite, these evil tanukis pull sadistic pranks, and horror stories tell of tanukis killing old women and tricking their husbands into eating soups made from their flesh.',1),('Tsathogga',NULL,'5e SRD',5,'Tsathogga prefers to avoid direct combat simply because he usually has better things to do than waste time killing the latest group of would-be demon killers. If threatened or attacked, he usually summons his minions to battle his opponents. If Tsathogga does enter combat, he almost always begins by striking the nearest opponent with his tongue, pulling that foe in and swallowing him. If he is near the muck and filth that permeates his home plane, he likes to dive or bury himself underneath it so if a swallowed opponent does manage to cut his way out of Tsathogga\'s gullet, he usually drowns or suffocates before he sees daylight again.',1),('Uraeus',NULL,'5e SRD',5,'A uraeus is fanatically loyal to the creature it protects.',1),('Vanara',NULL,'5e SRD',5,'Sentinels of the Forest. Unlike their restless kapi cousins, vanaras are content with life in the forest and feel it is their duty to protect it. They communicate via rich, sonorous songs that can be heard for miles, warning those of ill intent not to tread in areas under their protection.',1),('Viiret',NULL,'5e SRD',5,'To mitigate this, multiple ill people travel together to viirets, optimistic the plants will expel newly healthy specimens in favor of a sickly one.',1),('Viper',NULL,'5e SRD',5,'Famous but Rare Venom. A dose of its viscous green venom is known to fetch as much as 2,500 gp on the black market, but it is rarely available.',1),('Water Elemental Dragon',NULL,'5e SRD',5,'Elemental water dragons prefer to fight in or near water where they can use their transparency and water mastery abilities to full advantage. They prefer to attack from ambush, often lying in wait for their opponents and then springing from the waves to assault their foes.',1),('Whale',NULL,'5e SRD',5,'When your players battle an aquatic monster from the deck of a ship, it is normal combat with a few considerations:',1),('Yakirian',NULL,'5e SRD',5,'Variant: Schism Yakirian',1),('Ychen Bannog',NULL,'5e SRD',5,'Louder Than Thunder. When riled, a ychen bannog can bellow loudly enough to shatter stones and knock down walls.',1),('Yowler',NULL,'5e SRD',5,'Necromancer and Night Hag Familiars. After a yowler has taken its revenge on its former master, a necromancer or night hag might find and adopt the yowler as a familiar. The yowlers\' illusionary masks make the creatures excellent spies, and they are tougher than the average familiar. While these masters may show affection to their yowlers, the undead pets still harbor a hatred for all living creatures, including those to whom they are currently bound.',1),('Aatxe',NULL,'5e SRD',6,'A fierce, crimson bull trots across the grass, tossing its curved horns and snorting with anger.',1),('Aboleth',NULL,'5e SRD',6,'It\'s possible to gain information from the chuuls\' sacred chants and the walls of their temples.',1),('Addanc',NULL,'5e SRD',6,'A death addanc is 15 feet long and weighs around 1,000 pounds. A young addanc is 4 feet long and weighs 70 pounds.',1),('Ahuizotl',NULL,'5e SRD',6,'Carnage-hungry denizens of the swamp, at a glance ahuizotls look little different than overlarge otters or a variety of other water-dwelling mammals. Their hindquarters reveal them to be far stranger beasts, though, as each possesses a powerful tail ending in a fifth hand with deadly claws. From the depths of their aquatic homes, ahuizotls look skyward, watchful for any boat or intruder that might trespass into their territories. Upon sighting such prey, their tentacle-like tails burst from the murk, dragging their victims down to meet death amid their powerful jaws and the drowning mire. Yet for all their ferocity, ahuizotls are blasphemously wasteful, for all they desire from their meals are the crunch of dismembered teeth and nails and the cool slime of freshly extracted eyes. What remains they release forth to the waves, to other aquatic predators, and to their victims\' shocked mourners.',1),('Alp',NULL,'5e SRD',6,'Alp\'s Cap',1),('Alpha Fish',NULL,'5e SRD',6,'Valuable. Many aristocrats seek the beautiful, shimmering fish as pets in massive, personal aquariums, and the alpha fish\'s scales are valuable spell components.',1),('Bagiennik',NULL,'5e SRD',6,'Acid Oils. Collecting a dead bagiennik\'s black oils must be done within an hour of the creature\'s death. A successful DC 15 Wisdom (Medicine) check yields one vial of acid, or two vials if the result was 20 or higher. A bagiennik can use these chemicals either to heal or to harm, but no alchemist or healer has figured out how to reproduce the healing effects. Other than their acidic effect, the secretions lose all potency within moments of being removed from a bagiennik. A bagiennik weighs 250 lb., plus a coating of 20 to 50 lb. of mud and muck.',1),('Balban',NULL,'5e SRD',6,'Balbans have slate gray skin, stand at least 12 feet tall and weigh about 4,500 pounds. Their eyes are coal black and their tongues violet. A seemingly constant stream of saliva and gastric juices oozes from their mouths.',1),('Barbegazi',NULL,'5e SRD',6,'Society',1),('Bhole',NULL,'5e SRD',6,'Finally, you might consider not using miniatures at all for a fight against a bhole, with the assumption that once combat begins, the immense monster poses a significant threat to all in the area and that even several rounds of flight might not put a victim outside the monsterï¿1/2s reach. Pick the solution that works best for your style of game play; in the end, the point is that a fight with a bhole should be one that your players remember for a long time.',1),('Bunyip',NULL,'5e SRD',6,'Oceangoing bunyips usually have a thick, muscular tail ending in wide flukes and jaws that seem almost shark-like.',1),('Burrowling',NULL,'5e SRD',6,'Burrowling greatest enemies are dust goblins. They seem to thrive in badlands and magically scant territories of former human settlements.',1),('Camazotz',NULL,'5e SRD',6,'Some cultures view the local camazotz as a god, and they leave sacrifices for it, hoping it will leave them be in exchange. Depending on the society, a sacrifice might be a maiden, a young warrior, or a wizened elder. A few settlements have made deals with a camazotz to bring it their condemned criminals and other unwanted miscreants as tribute. Camazotzes, being creatures of avarice, rarely turn down such offers though they prefer to find their own victims.',1),('Carbuncle',NULL,'5e SRD',6,'Wondrous item, uncommon',1),('Cave Drake',NULL,'5e SRD',6,'Hoards. Like their true dragon kin, cave drakes collect treasure, favoring shiny metals and sparkling gemstones. They will often arrange such treasures near phosphorescent fungi, glowing crystals, or other sources of light. Unlike true dragons, cave drakes are not overly protective or jealous of their hoards. The more cunning of their kind often use such objects as bait to draw out greedy prey while they wait in ambush.',1),('Chaaor',NULL,'5e SRD',6,'Large downward curving, grayish-silver horns grow from its head and end in rounded points. The chaaor\'s body is covered in reddish-black fur and is almost always caked or matted in blood. The powerful arms of a chaaor end in razor-sharp and filthy claws - black in color. Long rows of sharpened teeth fill the chaaor\'s mouth. When moving, the chaaor usually drops to all fours. When facing an aggressor it assumes a bipedal stance.',1),('Compsognathus',NULL,'5e SRD',6,'The compsognathus can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the compsognathus senses as long as they are within 1 mile of each other. While the compsognathus is within 10 feet of its companion, the companion shares the compsognathus\' Grassland Camouflage trait. At any time and for any reason, the compsognathus can end its service as a familiar, ending the telepathic bond.',1),('Crabman',NULL,'5e SRD',6,'Crabmen have no regular breeding or mating cycle, and each female seems to have her own periods of fertility and infertility. A fertile female will produce about 100 eggs within a two-week period.',1),('Crater Drake',NULL,'5e SRD',6,'Survivor. The crater drake doesn\'t require food or water.',1),('Dagon',NULL,'5e SRD',6,'Followers of Dagon are mermen, locathah, sahuagin, lizardfolk, skum, and evil humanoids that revere the seas and oceans. Devout followers of Dagon are called Scaled Ones and must sign a pact of evil with Dagon.',1),('Decapus',NULL,'5e SRD',6,'This creature\'s body is a 4-foot diameter globe of pallid green. On rare occasions, a purple or even yellow hued decapus may be encountered. Patches of dark hair, brown or black, grow in various locations. Regardless of its body color, each decapus has 10 octopus-like tentacles protruding from its spherical body. Each tentacle is covered in suction cups that aid the creature in not only climbing and moving through trees but also in holding on to its prey. Its large wide maw sports sickly yellow teeth and foul breath. Decapi seem to be able to speak with others of their kind using a series of guttural noises.',1),('Deep Drake',NULL,'5e SRD',6,'Umbral is the language of the shadow elves, a corrupted dialect of Elvish, and spoken by most creatures of shadow.',1),('Devil Shark',NULL,'5e SRD',6,'Source ExpCod (Open Design)',1),('Dracotaur',NULL,'5e SRD',6,'Western Wind (green-scaled). The dracotaur\'s damage immunity and type is poison, and its arrow deals poison damage. Its breath weapon is a 30-foot cone for 28 (8d6) poison damage. It has a swimming speed of 30 feet. The dracotaur also gains the following trait:&nbsp;Hold Breath. While underwater, the dracotaur can hold its breath for 1 hour. It loses this trait until the end of its next turn if it uses its breath weapon.',1),('fixme-akaasit',NULL,'5e SRD',6,'Construct Nature. The akaasit doesn\'t require air, food, drink, or sleep.',1),('fixme-albinoDeathWeasel',NULL,'5e SRD',6,'Albino Camouflage. The albino death weasel is naturally camouflaged in areas with white backgrounds, such as snow-covered landscapes or against buildings painted white. While it is camouflaged in this way, it has advantage on Stealth checks and can hide from creatures that can see it clearly. The albino death weasel loses its proficiency bonus on Dexterity (Stealth) checks.',1),('fixme-aviere',NULL,'5e SRD',6,'Temple Assistants. Avieres in temples spend most days aiding the temple\'s priests and priestesses, especially in coaching acolytes or those new to the faith. They take great pleasure in assisting scribes who are writing their deity\'s teachings, acting as a light source while singing the teachings to the scribes.',1),('fixme-chaceklain',NULL,'5e SRD',6,'Toxic Touch. If a creature comes into contact with the chaceklain, or hits it with a melee attack and is within 5 ft. of the chaceklain, the creature must succeed on a DC 12 (young) or 13 (adult) Constitution saving throw. On a failure, the creature takes 7 (2d6) or 10 (3d6) poison damage (young and adult, respectively) and is poisoned.',1),('fixme-dragonet',NULL,'5e SRD',6,'Prankster Dragons. Barnyard dragonettes love to play pranks on each other and other creatures. Their favorite trick is to take a regularly used item, such as a shovel or hatchet, and move it away from its normal resting place, forcing the user to hunt it down.',1),('fixme-gnasherLizard',NULL,'5e SRD',6,'When it swallows a foe, a gnasher lizard typically holds it in its stomach for several rounds before regurgitating it into its mouth, snapping down on it with its razor-sharp teeth and then swallowing it again.',1),('fixme-kotBayun',NULL,'5e SRD',6,'Befriending a kot bayun has benefits as the creature\'s poems, tales, and sagas have the magical ability to heal negative conditions. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets. This ability is not widely known (a secret the creatures intend to keep), but, as folktales spread, more and more adventurers and sages seek out these elusive beasts.',1),('fixme-loxoda',NULL,'5e SRD',6,'Vestigial Tusks. All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings, inlays or dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jeweled bracelets stolen from humanoids onto their tusks as trophies-a loxoda matriarch may have long dangling chains of such ornaments, indicating her high status and long life.',1),('fixme-raggoth',NULL,'5e SRD',6,'Raggoths are ambush hunters and always use stealth tactics when hunting and tracking their prey. When spotted, a raggoth moves slowly toward its target and then quickly bursts from its hiding spot at its opponent. If the raggoth doesn\'t fell its opponent in the first round, it lets loose its tormenting howl to weaken its prey before attempting to finish it off with its terrible claws and bite. A raggoth fights to the death only if cornered or defending its lair.',1),('fixme-stryx',NULL,'5e SRD',6,'When it is more than 100 feet from its master, the two can\'t communicate except by prearranged signals (a hand wave or a whistle, for example). It rolls its own initiative and it can attack in combat, but if the stryx is killed, it\'s dead and that\'s that.',1),('fixme-suturefly',NULL,'5e SRD',6,'Seek Out Curses. Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black-banded sutureflies, for instance, detect curses and religious blasphemies.',1),('fixme-ungern',NULL,'5e SRD',6,'Organized Warbands. In war, ungern travel in organized units ranging from 10-100. For every 10 encountered, there is at least one sub-chief with maximum hit points and an AC of 15. If two or more of these captains are encountered, there is always a chief with 4d8 hit points (minimum 18 hit points) and an AC of 16. If 100 are encountered, there is an ungern battle lord with 56 hit points, AC 18 whose weapon does 2-12 points of damage. They fight using tactics and are generally able tacticians.',1),('Flumph',NULL,'5e SRD',6,'When hunting or forced to aggression, flumphs attack by dropping down onto foes to pierce them with hollow spikes of cartilage or by slapping at them with their tentacles. The physical damage from their tentacles is minimal. However, their strange physiology causes them to produce an acidic slime that coats their wriggling bodies. This slime causes a burning pain in those struck, and prolonged contact dissolves minerals and organic matter.',1),('Fulminar',NULL,'5e SRD',6,'Alternate Traits and Actions',1),('Glacier Behemoth',NULL,'5e SRD',6,'Despite its lack of stealth, a glacier behemoth can still take a settlement by surprise thanks to its ability to dig through the earth. The behemoth burrows into a building through the floor and attacks anything it finds. After this initial assault, it devastates the rest of the settlement, picking off those foolish enough to stay and fight.',1),('Go-zu',NULL,'5e SRD',6,'',1),('Gremlin',NULL,'5e SRD',6,'When pressed into combat, gremlins fight with bites, claws and their wicked blades which are frequently slick with nasty venoms. They prefer to hide in shadows and lash out with their sneak attack and use their phase door ability to beat a hasty retreat.',1),('Gypsosphinx',NULL,'5e SRD',6,'Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there.',1),('Ice Troll',NULL,'5e SRD',6,'Ice trolls savor the taste of human flesh and construct their lairs near civilized areas where humans are plentiful. Ice trolls often set traps for humans and either devour them immediately or capture them and carry them back to their lair. Captured humans are caged and fattened up before they are eaten.',1),('Ijiraq',NULL,'5e SRD',6,'Loathing of the Sea. The ijiraq detest open waters, the creatures that live within them, and goods that come from them.',1),('Jackalope',NULL,'5e SRD',6,'Rumors spread of lumberjacks disappearing in an ancient and untouched woodlands, and a reward is put on their rescue. As the PCs investigate, they begin finding bodies folded into hollow trees.',1),('Kalke',NULL,'5e SRD',6,'An additional side effect of these rituals is that the troop may gain or lose members magically. If the troop numbers less than 13, a new kalke appears as if from nowhere; if it contains 13 or more members, then 3d4 of them find themselves mysteriously gated to the nearest location of magical activity-often hundreds of miles away. Those teleported arrive in a state of hysteria, with individuals extinguishing flames, grabbing frippery, and running in all directions. Because kalkes have no control over their displacement, it\'s not surprising to find them in abandoned dungeons or keeps, clutching the property of some long-lost wizard.',1),('Kapi',NULL,'5e SRD',6,'Playful Tricksters. Kapi enjoy playing harmless pranks on others and sometimes acquire unattended items that don\'t belong to them, using their prehensile tails to grab small objects while no one is looking. These playful antics can often be misunderstood by humorless folk. When this happens, the kapi\'s ability to scamper up the nearest tree to get out of harm\'s way proves very handy.',1),('Karkinoi',NULL,'5e SRD',6,'Coastal raids are part of the karkinoi breeding cycle. The corpses that they drag off into the ocean are tethered to masses of eggs and serve as food for karkinoi spawn. The spawn develop a taste for land-meat and crave it, ensuring the next generation of hungry raiders.',1),('Lake Troll',NULL,'5e SRD',6,'Cruel Cunning. Even seasoned soldiers are wise enough to fear the claws of a lake troll; a person with no weapon facing the creature is doomed. Lake trolls delight in splintering wood, twisting metal with their talons, and dulling blades on their tough hide. They often prioritize wielders of grand weapons so they can delight in the horror of their newly-disarmed prey. Lake trolls are cunning ambushers. They make use of the water to cover their attack and to protect themselves from the flames of would-be troll hunters.',1),('Lantern Dragonette',NULL,'5e SRD',6,'Adventurous Companions. Occasionally, a dragonette wishing to learn more about the world finds a spellcaster or adventuring party to travel with, purely for the sake of learning or to acquire new sources of knowledge. Most parties enjoy the traveling light source and the abilities these companions bring to bear. A lantern dragonette avoids combat and uses its abilities only to escape or to defend its lair, family, and friends.',1),('Light Dragon',NULL,'5e SRD',6,'A Network of Mutual Protection and Intelligence. Light dragons maintain amiable connections with one another, telling tales of their travels and sharing information of notable dangers. In particular, void dragons despise light dragons, and light dragons warn one another of a void dragon\'s approach.',1),('Mastodon',NULL,'5e SRD',6,'The mastodon has three naturally occurring predators: the dire wolf, the smilodon, and man. The latter often hunts the great mastodon for its meat, fur, and the ivory of its tusks. Young mastodons are often captured alive and taken into captivity to be trained as mounts or beasts of burden.',1),('Nuckelavee',NULL,'5e SRD',6,'This towering quadruped has two clawed, gangly arms dangling down below its equine maw. A cloud of wet stink follows it.',1),('Orcus',NULL,'5e SRD',6,'Orcus stands 15 feet tall and weighs nearly 6,000 pounds.',1),('Purple Worm',NULL,'5e SRD',6,'Some duergar study the use of purple worms in order to excavate the Netherworld at their leisure. While a long shot, this method seems very promising to them. Purple worms could also be of interest to the duergar militarily, if they could be lured toward their enemies. For this, they primarily use thumpers to attract purple worms. By using multiple thumpers working together, it could be possible to direct them on a desired path.',1),('Sailback Behemoth',NULL,'5e SRD',6,'Spinosauruses As Mounts',1),('Savager',NULL,'5e SRD',6,'A savager weighs 1,800 pounds and is 11 feet long.',1),('Seahorse',NULL,'5e SRD',6,'Giant seahorses are not aggressive creatures and only attack if cornered or if a member of the herd is threatened. In combat, a giant seahorse butts an opponent with its bony head. Most, however, simply flee when confronted.',1),('Sloth Viper',NULL,'5e SRD',6,'Sloth vipers are ambush hunters and wait patiently among the limbs and branches of trees for potential prey to pass underneath it. When unsuspecting prey is in range, the viper either drops on it from above or snaps down quickly with its vicious bite, recoiling back into the trees afterward.',1),('Snow Cat',NULL,'5e SRD',6,'Feeding Frenzy. Some snow cats enjoy working as a hunting pair or as a scout for a mountain druid or steppe ranger.&nbsp;However, they are extremely difficult to pull away from a kill.&nbsp;Once they have their teeth in something, they get very possessive and cannot be convinced to part with a carcass unless given some other food in exchange. In hills or forests, they often hide a recent kill up a tree or on a high ledge and return to it over several days to devour it all.',1),('Spell Parrot',NULL,'5e SRD',6,'An elder spell parrot is capable of attempting to mimic even higher level spells. It has the following changes:',1),('Ssadar',NULL,'5e SRD',6,'These are temples where they congregate, worship, and perform ritual sacrifices. Most of their cities are built around these magnificent structures, though abandoned pyramids can also be found in the trackless depths of the jungle. The entrance to these structures is at the top, and each of them contains a multi-level labyrinth of chambers inside.',1),('Subek',NULL,'5e SRD',6,'Keep Their Distance. Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways.',1),('Tsathogga',NULL,'5e SRD',6,'Servants of Tsathogga',1),('Uraeus',NULL,'5e SRD',6,'Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave.',1),('Vanara',NULL,'5e SRD',6,'Deeply Spiritual. Many vanaras spend hours meditating on topics that face their tribes or lands, seeking guidance from higher powers. They regularly gather to sing in deep, booming harmony in their own form of prayer to such higher powers.',1),('Whale',NULL,'5e SRD',6,'If your players are attacking the monster with cannons, they can produce huge amounts of damage per round. Increase the Challenge Rating (CR) of your encounters to compensate.',1),('Yakirian',NULL,'5e SRD',6,'Yakirian culture is split. One side holds to the oath of enlightenment, while the other encourages devouring the souls of their enemies. This affords the yakirian greater power but destroys the victim\'s soul in the process. The different yakirian groups still work together other to oppose the remnants of Leng.',1),('Yowler',NULL,'5e SRD',6,'Undead Nature. The yowler doesn\'t require air, food, drink, or sleep.',1),('Aboleth',NULL,'5e SRD',7,'Their perspective is biased, just like subterranean or surface-dwelling cults looking for salvation in the worship of Blackwater. These groups are aware of some facts and details, but rarely see the whole picture.',1),('Addanc',NULL,'5e SRD',7,'Young addancs hunt in packs, finding safety in numbers. As soon as they get large enough to take care of themselves, they find their own territory and almost never leave. Both adult addancs and death addancs hunt in much smaller numbers or by themselves; they are rarely found in larger numbers.',1),('Ahuizotl',NULL,'5e SRD',7,'Ahuizotls measure roughly 8 feet long, with a powerful build causing their weights to average around 1,300 pounds.',1),('Alp',NULL,'5e SRD',7,'Wondrous item, uncommon (requires attunement)',1),('Ankheg',NULL,'5e SRD',7,'Ankhegs burrow with their legs and mandibles, moving with unsettling speed through loose soil, sand, gravel, and the like-they cannot burrow through solid stone. Burrowing ankhegs can construct tunnels by pausing frequently to shore up the walls with a thicker, less caustic secretion from their mouths. If an ankheg chooses to make a permanent tunnel when burrowing, it moves at half speed. A typical ankheg tunnel is 10 feet tall and wide, roughly circular in cross-section, and from 60 to 150 feet long ([1d10 + 5] × 10). Clusters of ankhegs often share the same territory and create intricate winding networks of tunnels under farmlands, sometimes resulting in sinkholes where too many burrow at once.',1),('Balban',NULL,'5e SRD',7,'A balban employs simple tactics in battle; smash an opponent, grab an opponent, smash it into pulp, and devour what\'s left. Against weaker foes, they are likely to employ their ability to invoke fear or confuse opponents by shrouding themselves in darkness.',1),('Barbegazi',NULL,'5e SRD',7,'A barbegazi clan is led by the eldest male. Females play a lesser role than males in barbegazi society, though many are as capable (or more) than many of the males in the clan. Barbegazi are trained from a young age in the art of combat and survival.',1),('Bearmit Crab',NULL,'5e SRD',7,'Viscid Shells. Many adventurers get a nasty surprise when they try to stab or slash at the shell. Intuitively, the attackers aim for the crevices between the rocks, only to find their weapons hopelessly stuck fast in the shell\'s binding agent. To further complicate matters, bashing on the shell with blunter weapons doesn\'t prove particularly effective. Often, weapons of past victims are compelling lures, for few can resist a seemingly unattended sword sticking out of a pile of rocks.',1),('Bunyip',NULL,'5e SRD',7,'Their flippered forelimbs are strong and sharp-edged, while their rear flippers are vestigial and weak.',1),('Carbuncle',NULL,'5e SRD',7,'This gem has 3 charges. When you cast a spell that deals damage or requires you to roll dice as part of the effect (such as sleep), you can expend 1 charge as part of the action to cast the spell to roll one extra die of that type and add it to the total result. Once all 3 charges are expended, this gem becomes a nonmagical garnet worth 300 gp.',1),('Chaaor',NULL,'5e SRD',7,'Chaaor are deadly adversaries that relish the blood and adrenaline of battle. Their tactics are simple: target a foe, charge forward, and rake or slash with claws and bite. Often, a chaaor unleashes its mighty roar to begin a fight hoping to knock down as many foes as possible. A downed foe is leapt on by multiple chaaors who proceed to tear the opponent to pieces. Likewise, if a chaaor grabs a foe, it holds on while the others move in and rip it to shreds with teeth and claws.',1),('Crabman',NULL,'5e SRD',7,'Crabman eggs are released into the ocean, hatching into translucent larvae with soft shells. These larvae vaguely resemble the adults but may be mistaken for normal crabs given their size. After 6 months, crabman larvae molt and develop the harder shell required for life on land. Before their first molting, crabman larvae are practically defenseless.',1),('Crater Drake',NULL,'5e SRD',7,'Crater Drake Mutations',1),('Deep Drake',NULL,'5e SRD',7,'Those who speak it gain +1 to a Stealth check 1/day.',1),('Devil Shark',NULL,'5e SRD',7,'The following changes allow GMs to alter a devil shark without modifying its challenge rating.',1),('fixme-albinoDeathWeasel',NULL,'5e SRD',7,'Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 8 (2d4 + 3) piercing damage. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn\'t already grappling a creature. Until this grapple ends, the target is restrained, the weasel can\'t bite another target, and at the start of each of the weasel\'s turns, the target loses 8 (2d4 + 3) hit points due to blood loss. The albino death weasel loses its bite and claw attacks.',1),('fixme-chaceklain',NULL,'5e SRD',7,'A creature restrained by the chaceklain suffers the effects of Toxic Touch at the end of each of its turns.',1),('fixme-suturefly',NULL,'5e SRD',7,'When attacking, sutureflies dart from hiding to gain surprise.',1),('Flumph',NULL,'5e SRD',7,'Flumphs are consummate observers, lurking just outside of humanoid communities and watching the movements of the creatures they are bound to protect. Most sages familiar with the flumphs agree that these creatures hail from beyond this world, and may have arrived through gates used by ancient, magical empires to visit other planets. In fact, the truth is much stranger: when it comes time to reproduce, flumphs sometimes send their durable seeds flying toward other worlds, carrying with them the burden of enlightening the local populace about the celestial threats that loom at the universe\'s edge.',1),('Fulminar',NULL,'5e SRD',7,'Source ExpCod (Open Design)',1),('Gypsosphinx',NULL,'5e SRD',7,'Accompanied by flocks of vultures and often served by packs of gnolls, ogres, and hyenas, gypsosphinxes living in deserts, plains, hills, and even mountainous terrain often acquire a large number of followers and would-be helpers. This eventually leads a gypsosphinx to anger, as it requires some solitude and peace, and (depending on her mood) it will either abandon her entourage by casting greater invisibility and flying off, or it will turn them into a hearty meal by casting cloudkill. In either case, the survivors sometimes tell the tale of the creature\'s wrath, discouraging others from following a gypsosphinx in search of wisdom.',1),('Ice Troll',NULL,'5e SRD',7,'An ice troll stands about 8 feet tall and weighs 450 pounds.',1),('Ijiraq',NULL,'5e SRD',7,'Many villages have found safety from ijiraq by relocating close to the water\'s edge.',1),('Jackalope',NULL,'5e SRD',7,'While sitting around the campfire, the party\'s bard begins their Song of Rest. The bard is unexpectedly joined by a chorus of jackalopes, singing from the edge of the firelight.',1),('Kalke',NULL,'5e SRD',7,'Hagglers. The kalkes will return the goods they\'ve taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke\'s favor.',1),('Lake Troll',NULL,'5e SRD',7,'Hard to Kill. A lake troll\'s regeneration is shut down only by cold and fire damage at nearly the same time, making them tricky to fight and exceedingly difficult to kill. Many adventurers have been shocked or slain when a lake troll they presumed was burned to death suddenly leapt back into the fray. Because they\'re reclusive and so very lethal, these creatures are poorly understood by most scholars.',1),('Lantern Dragonette',NULL,'5e SRD',7,'A dragonette lives up to 30 years. A mated pair produces one clutch of two to five eggs every five years, and one parent raises the young dragonettes until they mature after a year and leave to search for their own lairs. A cloister of lantern dragonettes taxes their lair\'s resources, so the other parent often ventures out to retrieve more candles.',1),('Leonino',NULL,'5e SRD',7,'Leonino Familiars',1),('Light Dragon',NULL,'5e SRD',7,'If one of their nemeses can be located and confronted with minimal danger to other creatures, the light dragons join forces to destroy it. Light dragons fear the unpredictable insanity of the void dragons and the dangerous knowledge the creatures attain in their studies. They seek to bring the volatile creatures down before the void dragons bring about cataclysmic harm. Many light dragons die in such attempts, and the fear of reprisal against the survivors makes light dragons one of the more reclusive and secretive types of dragon.',1),('Mastodon',NULL,'5e SRD',7,'The mastodon is a distant relative to the elephant though it is slightly longer and lower to the ground, with shorter and thicker legs than the common elephant. Its head is slightly longer and taller than an elephant\'s and the mastodon\'s entire body is covered in thick fur of brown, gray, reddish-brown, yellowish-brown, or black. Its long, upward curving tusks are formed of ivory and are white or yellowish-white in color. Its eyes range from gray to brown to green. An average mastodon stands 20 feet tall.',1),('Orcus',NULL,'5e SRD',7,'Orcus prefers to conduct battles using his Wand or natural weapons (tail and fists). Generally, he avoids direct combat with powerful foes preferring to hang back and pepper them with an array of spells and effects. If pressed into melee, he uses his tail sting against the strongest opponent while focusing his fear gaze on the spellcasters. When given the chance, he summons demons and undead to aid him. If combat goes against him, he uses his greater teleport ability to escape, leaving a retinue of demons and undead monsters to deal with the interlopers.',1),('Sailback Behemoth',NULL,'5e SRD',7,'They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for dire spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast amounts of food and vast stores of patience. They do not take easily to domestication.',1),('Seahorse',NULL,'5e SRD',7,'Training a Giant Seahorse',1),('Ssadar',NULL,'5e SRD',7,'One with Fire. Ssadars have an affinity for fire and hold beings of fire in high esteem. Ssadar priests bless ssadar warriors by imbuing them with fire before sending them into battle. A non-ssadar fire-wielder who enters a ssadar city might earn enough respect from the ssadar to be sacrificed last or in a grander ritual to the greatest of their gods.',1),('Subek',NULL,'5e SRD',7,'Scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with northern trolls, or some loathsome and primitive part of their soul exerting control. A rare few-shamans and oracles, mostly-embrace their duality and choose to live year-round in remote regions far from civilization.',1),('Toad King',NULL,'5e SRD',7,'Retrieve the warty nose of a green hag who lives deep in the swamp, then burn it in the remains of a yowler. The Toad King must inhale the rotten perfume.',1),('Tsathogga',NULL,'5e SRD',7,'Followers of Tsathogga are the tsathar and some few evil and vile humans or giants. He has few other worshippers, though it is rumored that an evil cult of sahuagin worships him on the Material Plane. Devout followers of Tsathogga are called Lords of the Gaping Maw and must sign a pact of evil with Tsathogga.',1),('Whale',NULL,'5e SRD',7,'Decide if the sea monster attacks the ship, creatures on the ship\'s deck, or a bit of both. If appropriate, adjust the encounter CR to handle the added hit points of the ship that the sea monster needs to damage.',1),('Yakirian',NULL,'5e SRD',7,'A yakirian who follows the divergent philosophy gains the following special trait.',1),('Aboleth',NULL,'5e SRD',8,'There are also ruins marked by their presence. These are cultural sites for chuuls and humanoids, sometimes including an adult aboleth\'s palace from where it dispenses revelations.',1),('Addanc',NULL,'5e SRD',8,'There is, however, one significant, annual exception to their solitary behavior. During mating season every spring, all the females swim together in a sizable lake or swamp.',1),('Ahuizotl',NULL,'5e SRD',8,'An ahuizotl\'s most distinctive feature is easily its tail. Measuring double the length of the creature\'s body, this prehensile fifth appendage exhibits just as much strength, dexterity, and precision as any of the creature\'s other limbs, with the added benefits of both extended range of motion and its own sharply clawed hand. The claw at the tail\'s end is leaner and more nimble than an ahuizotl\'s other simian hands, with long and bone-hard nails. This gives the creature the nimble adroitness it requires to gather its favorite and most revolting meal-humanoid eyes. In addition to its use as both a weapon and tool, this powerful limb also proves highly useful in locomotion, aiding ahuizotls in moving through the water at surprising speeds.',1),('Alp',NULL,'5e SRD',8,'While wearing this tiny white cap, you can turn invisible as an action for 2d4 rounds once every three days. Once invisible, you don\'t know the duration of the invisibility.',1),('Barbegazi',NULL,'5e SRD',8,'Aside from white dragons, barbegazis have tolerable relations with most cold-dwelling races and often initiate trade with frost giant clans.',1),('Bunyip',NULL,'5e SRD',8,'Freshwater bunyips by contrast have vaguely canine heads, often with large fangs or even tusks. Their tails are long but much slimmer, with very small flukes sometimes covered in a tuft of hair. However, they retain four strong flippered limbs, splayed like webbed fingers and tipped with stubby claws, and have proven to be surprisingly clever and dextrous in using them.',1),('Crabman',NULL,'5e SRD',8,'Crabmen rarely engage in commerce with other humanoid communities around them, including other crabman tribes. Crabman artisans produce only ephemeral goods made of driftwood, shells, and seaweed, and are quite capable of producing what other more aesthetic races would call works of art.',1),('Crater Drake',NULL,'5e SRD',8,'Mutation is common among crater drakes. If you want to make a crater drake that is unique from typical crater drakes, roll a d6 or choose a mutation from the following:',1),('Devil Shark',NULL,'5e SRD',8,'Amphibious. The devil shark can breathe air and water. It also has a speed of 10 feet. The devil shark loses its Water Breathing trait. Additionally, its swim speed is reduced to 40 feet.',1),('fixme-albinoDeathWeasel',NULL,'5e SRD',8,'Blood Frenzy. The albino death weasel has advantage on melee attack rolls against any creature that doesn\'t have all its hit points. The albino death weasel only has keen smell and no longer has advantage on Wisdom (Perception) checks that rely on hearing.',1),('fixme-chaceklain',NULL,'5e SRD',8,'In addition, it has Disadvantage to Constitution saving throws against the chaceklain\'s poison.',1),('fixme-stryx',NULL,'5e SRD',8,'Stryx Familiars',1),('fixme-suturefly',NULL,'5e SRD',8,'Once they sew someone\'s mouth closed, they target the same victim\'s nose, unless threatened by another opponent.',1),('Flumph',NULL,'5e SRD',8,'A flumph resembles a pallid disk trailing dozens of writhing tentacles and hollow, needle-sharp spikes, almost like a flattened jellyfish. Its pale skin is nearly transparent in direct sunlight, and atop its domed body stand two eyestalks holding unblinking eyes with dark, horizontal pupils like those of a goat. Normally reaching up to 3 feet in diameter, the flumph weighs only 15 pounds, with most of the weight accounted for by its rigid spikes and tough tentacles. The flumph\'s tentacles grow slightly longer than the width of its body, allowing it to reach entirely across its own width. These tentacles are as agile as human fingers, and when used in groups can manipulate objects as easily as human hands do.',1),('Fulminar',NULL,'5e SRD',8,'The following changes allow GMs to alter a fulminar without modifying its challenge rating.',1),('Kalke',NULL,'5e SRD',8,'A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes.',1),('Leonino',NULL,'5e SRD',8,'A leonino will sometimes deign to serve an elven wizard as a familiar. This requires the normal casting of the find familiar spell, with an additional offering of fine fish and at least 200 feet of dyed red yarn. Once the spell is cast, the wizard makes a check with its Charisma contested by the leonino\'s Charisma check. If the leonino wins, the wizard is hated and distrusted by most feline creatures for at least one month. This unfortunate wizard will be pursued by yowling packs of alley cats and leonino in most towns, farms, and villages and may be attacked by tigers, chimeras, and other feline monsters in the wilderness.&nbsp;Offerings and propitiation of local alley cats, leonino, and other felines may reduce this time. If the wizard wins, the leonino becomes a familiar as normal with the following trait.',1),('Mastodon',NULL,'5e SRD',8,'Mastodons are generally peaceful creatures and avoid combat. They have no natural fear of any creature, so they do not flee. If threatened or if their young are threatened, mastodons fight by goring with their tusks or trampling foes. Mastodons fight to the death to protect their young.',1),('Orcus',NULL,'5e SRD',8,'Servants of Orcus',1),('Sailback Behemoth',NULL,'5e SRD',8,'Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers.',1),('Seahorse',NULL,'5e SRD',8,'A giant seahorse requires training before it can bear a rider in combat. To be trained, a giant seahorse must have a friendly attitude toward the trainer. Training a seahorse as an aquatic mount requires six weeks of work and a successful DC 15 Wisdom (Animal Handling) check. Riding a seahorse requires an exotic saddle. A seahorse can fight while carrying a rider. Seahorse eggs are worth 2,000 gp apiece on the open market, while young are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant seahorse.',1),('Spell Parrot',NULL,'5e SRD',8,'Its Challenge Rating is 6 (2,300 XP).',1),('Subek',NULL,'5e SRD',8,'A green and gold variety attack briar folk, hags, and any others who allow magic to escape their lips. Sutureflies dart, hover, and strafe with perfect maneuverability. Most are six inches long, but rangers sometimes claim to have discovered detached suturefly wings over 5 feet long, fit to sew shut the eyes and mouths of giants.',1),('Toad King',NULL,'5e SRD',8,'Collect a dozen thornless roses from the cursed forest and sprinkle the petals in an ellipse around the Toad King at midnight on the night of a full moon.',1),('Whale',NULL,'5e SRD',8,'It is always a good tactic to have the creature dive at the end of its turn, only to appear on the other side of the ship during the next round.',1),('Aboleth',NULL,'5e SRD',9,'The Travelers brought many creatures to Eana through their portals, the ateaks. These beings, some of which are intelligent, learned to adapt to their new environment but frequently represent threats to natural balance as the druids see it. Bringing aboleths to Eana was certainly the Travelers\' worst mistake, and they paid for it with the annihilation of their civilization at the hands of a meteorite summoned by the aboleths that fell in the region currently known as the Eolian Isles.',1),('Addanc',NULL,'5e SRD',9,'Over the course of a month\'s time, the males will engage in a fierce competition to bring their prospective mates large quantities of food or shiny objects, obtained by slaughtering humanoids that live nearby. Once a female chooses a mate, the pair lay their eggs in the female\'s lair and the male only leaves to bring back food. Males that do not win a mate during this time are at their most aggressive, killing anything they encounter and leaving the bodies uneaten.',1),('Ahuizotl',NULL,'5e SRD',9,'Aside from ahuizotls\' fearsome fifth limb, their voices also serve as exceptionally deadly weapons. Through practice and memories of past cruelties, ahuizotls exhibit a shocking capacity to mimic the sounds and voices of other creatures. While they find the sobs of the lost and imperiled the easiest to reproduce and the most useful in coaxing other creatures into aquatic ambushes, most also practice mimicry, granting them mastery over locally used languages and voices to impersonate and allowing them to create more subtle deceptions. To this end, an ahuizotl that manages to take a victim alive and that fears no threat of attack or of its prey\'s escape might spend as much as an hour tormenting and mocking its captive. As it does so, it listens intently, usually shooting its victim\'s words back in mockery until it feels it has adequately impersonated its victim\'s speech. The end usually comes swiftly for those an ahuizotl feels it has nothing more to gain from. ',1),('Ankheg',NULL,'5e SRD',9,'Although ankhegs resemble immense vermin, they are in fact much more intelligent than the typical arachnid and, given time and a talented trainer, can even be trained to serve as mounts or beasts of burden. The fact that even \"domesticated\" ankhegs are prone to squirting acid when frightened or startled makes them unsafe at best in most heavily populated regions, but for more savage races like hobgoblins, troglodytes, and particularly orcs, ankhegs make popular guardians or even pets.',1),('Barbegazi',NULL,'5e SRD',9,'Typical goods traded by a barbegazi clan are furs and meat. They do not associate or particularly care for frost men.',1),('Devil Shark',NULL,'5e SRD',9,'Crushing Charge. If the devil shark swims at least 20 feet straight toward a creature and hits with a slam attack on the same turn, the target takes an additional 22 (4d10) bludgeoning damage and must succeed on a DC 18 Strength saving throw or be knocked 20 feet away from the devil shark. The devil shark gains a slam melee weapon attack, and its bite attack is modified:',1),('fixme-albinoDeathWeasel',NULL,'5e SRD',9,'Swimming Death Weasel. The albino death weasel was reared in a more aquatic environment. It gains a swim speed of 30 feet. The albino death weasel loses its burrow speed.',1),('fixme-stryx',NULL,'5e SRD',9,'Stryx are the result of the Moonlit King\'s mad experiments deep within the plane of Shadows. They resemble owls and can pass as normal birds as long as they don\'t speak or open their mouths.',1),('fixme-suturefly',NULL,'5e SRD',9,'Sutureflies attack until they have sewn all of their opponents\' mouths, eyes and noses closed or until they\'re destroyed.',1),('Flumph',NULL,'5e SRD',9,'Except when sleeping or feeding in their homes, flumphs constantly float in midair, their highly specialized method of flight allowing them to hover motionless when desired. As flumphs float through the air, they create a low, vibrating hum as thousands of pores like spiracles or stomata take in and release air in tiny jets, keeping the creatures aloft. A complex tracheal system maintains this gas exchange throughout the creatures\' bodies, also aiding in their ability to deliver a noxious defensive spray of foul gasses and aerosolized acid at range. Though they float through the air, rarely touching the ground, flumphs are reliant on water for their life cycle, developing from larvae in an aquatic environment. Because of the world\'s relatively thin atmosphere, adult flumphs rarely grow beyond 3 feet in diameter, but the flumphs themselves insist that on worlds with denser atmospheric gasses, their size can double or even triple.',1),('Fulminar',NULL,'5e SRD',9,'Forked Lightning. When the fulminar flies at least 10 feet, it creates a duplicate lightning form that potentially fools attackers. Until the beginning of its next turn, after it moves, attack rolls against it have disadvantage. If it is hit by an attack, this trait is disrupted until it moves again. The fulminar loses its Flyby and Essence of Lightning traits.',1),('Leonino',NULL,'5e SRD',9,'Familiar. The leonino can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the leonino senses as long as they are within 1 mile of each other. While the leonino is within 10 feet of its master, the master shares the leonino\'s Evasion trait. At any time and for any reason, the leonino can end its service as a familiar, ending the telepathic bond.',1),('Mastodon',NULL,'5e SRD',9,'Training a Mastodon',1),('Orcus',NULL,'5e SRD',9,'The followers of the Prince of Undead are clerics and adepts that venerate death, sorcerers and wizards fascinated with death, and half-fiend variants of the aforementioned creatures. His followers are most often clerics, necromancers, and sorcerers. Followers of Orcus are known as Disciples of Orcus and must sign a pact of evil. Disciples of Orcus can receive spells from Orcus and are granted access to the domains of Chaos, Death, Destruction, Evil, and War (a cleric can choose any two of these domains).',1),('Sailback Behemoth',NULL,'5e SRD',9,'They rarely master more than a handful of tricks, but they are extremely comfortable in the water and are aware that some of their riders may not breathe water.',1),('Seahorse',NULL,'5e SRD',9,'Carrying Capacity. A giant seahorse is unencumbered up to 300 pounds, lightly encumbered from 301-600 pounds, and encumbered from 601-900 pounds. A giant seahorse can drag 4,500 pounds.',1),('Spell Parrot',NULL,'5e SRD',9,'It has 7 (5d4 - 5) hit points.',1),('Subek',NULL,'5e SRD',9,'Some folk release sutureflies from wooden coffers at forest trials to encourage witnesses to tell the truth.',1),('Toad King',NULL,'5e SRD',9,'Bathe a false gemstone from an arachnocrat in the molten saliva of a hoard drake, then place the glistening jewel on the Toad King\'s forehead.',1),('Yakirian',NULL,'5e SRD',9,'Soul Consumption. When a schism yakirian consumes a creature\'s heart, it also consumes the soul. The duration of the benefits increases to 8 hours. In addition, the yakirian gains advantage on all attack rolls, ability checks, and saving throws, and all attack rolls made against the yakirian have disadvantage. The soul is trapped within the yakirian for 24 hours, after which it is destroyed. If the yakirian dies before that time, the soul is released. While the soul is trapped, any magic used to revive the dead creature fails unless the caster succeeds on a DC 15 spellcasting ability check. Once the soul is destroyed, only a wish spell can bring it back.',1),('Aboleth',NULL,'5e SRD',10,'Masters of Plots',1),('Ahuizotl',NULL,'5e SRD',10,'Ahuizotls prove exceptionally long-lived, with a single individual living and feeding in an area for several human generations. Generally solitary creatures, they have few opportunities to encounter others of their kind or breed, contributing to the creatures\' rarity in most regions.',1),('Crater Drake',NULL,'5e SRD',10,'Tail Sweep. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 17 Dexterity saving throw or be knocked prone. The drake can use this in place of one claw attack when using its Multiattack action.',1),('Devil Shark',NULL,'5e SRD',10,'Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 7) piercing damage and the target is grappled (escape DC 18).',1),('fixme-albinoDeathWeasel',NULL,'5e SRD',10,'Weasel War Dance. The albino death weasel makes two attacks: one with its bite and one with its claw. If the weasel reduces its walking speed to 40 feet, it has advantage on an attack against a creature if it moves at least 5 feet before attacking it. If it splits its attacks, it must move an additional 5 feet to gain advantage on the second attack. The albino death weasel loses its pounce trait.',1),('fixme-chaceklain',NULL,'5e SRD',10,'Chaceklain Venom',1),('fixme-stryx',NULL,'5e SRD',10,'The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryx range in color from pale gray to sooty black, with gleaming eyes.',1),('Flumph',NULL,'5e SRD',10,'Though most flumphs encountered are from local family groups that have reproduced in the same area for generations, flumphs also have the ability to spread their seed across entire solar systems, gravitating toward gas giants or the moons surrounding such celestial bodies. In both cases, flumph reproduction is a communal affair, with dozens of flumphs contributing their genetic material. Almost like the pollination of plants, flumphs generate a seed that grows as more material is added. Eventually this translucent seedpod grows dense and heavy and must be submerged in a deep body of water or some similar liquid, or sometimes even be driven deep toward a gaseous planet\'s core where pressure is high. As time passes, the seed pod begins breaking down, releasing larval flumphs. Anywhere between four and 32 larvae spawn from each seed pod. After spending a year in larval form, flumphs emerge from their dense or aquatic home and begin their final stage, living in the air (or less dense regions of a gaseous plane). In ideal conditions, with plenty of food and an agreeable environment, a flumph can live for a hundred years or more.',1),('Fulminar',NULL,'5e SRD',10,'Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 7 (2d6) thunder damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is stunned until the end of the fulminar\'s next turn and deafened for 1 minute. On a success, the target is deafened until the end of the fulminar\'s next turn but isn\'t stunned. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The fulminar loses its bite attack and replaces its bite attack with the slam attack when taking a Multiattack action.',1),('Leonino',NULL,'5e SRD',10,'Alternate Traits and Actions',1),('Mastodon',NULL,'5e SRD',10,'A mastodon must be trained before it can bear a rider in combat. To be trained, a mastodon must have a friendly attitude toward the trainer. (This can be achieved through a successful Animal Handling check.) Training a friendly mastodon requires six weeks of work and another successful Animal Handling check (DC 20). Failure means that the beast is not fully trained and another 2 weeks of effort will be required to try the check again. Riding a mastodon requires an exotic saddle. A mastodon can fight while carrying a rider, but the rider cannot also attack unless he or she makes a successful Strength (Athletics) check. Mastodon young are worth 16,000 gp each on the open market. Professional trainers charge up to 2,500 gp to rear or train a mastodon.',1),('Sailback Behemoth',NULL,'5e SRD',10,'An adult spinosaurus can carry up to six tons as cargo.',1),('Spell Parrot',NULL,'5e SRD',10,'Its Spell Mimicry feature is as follows: Spell Mimicry. Whenever the spell parrot hears a cantrip or a 1st through 8th level spell that has a verbal component being cast, it can attempt to mimic the casting of that spell on its next turn. The spell parrot ignores any somatic or material component that the spell requires. When the spell parrot attempts to mimic the spell, roll a d6. If the spell is a cantrip or a 1st through 3rd level spell, the casting succeeds if the result is a 3-6. If the spell is 4th through 6th level, the casting succeeds on the result of a 5 or 6. If the spell is 7th or 8th level, the casting succeeds only on a 6. Once the spell parrot mimics a spell, it forgets it. The spell parrot uses the original caster\'s spell save DC and spell attack bonus, and the spell must have a valid target for the spell parrot to use as the target of the mimicked spell.',1),('Subek',NULL,'5e SRD',10,'In the heart of the woods, one of Baba Yaga\'s daughters polices her \"flock\" of stolen children with sutureflies.',1),('Toad King',NULL,'5e SRD',10,'Obtain a gallon of water once inhabited by a crinaea. The water must be freely given and free of poison, and the Toad King must bathe in it for 24 hours.',1),('Ahuizotl',NULL,'5e SRD',11,'Ahuizotls can move about on both land and in the water, yet they far prefer the freedom and safety of murky rivers and pools to crawling upon the earth. Leaving the depths only to when shifting to other waterways, when pursuing prey, or when something else on land captures its interest, an ahuizotl spend most of its life lurking just below the surface, watchful for any prey that ventures close enough to grab with its tail and drag down to a drowning death. While capable of surviving in seawater, few ahuizotls have ever been found along the coast; they seem to possess a kind of race-wide aquatic agoraphobia, shunning oceans and seas for more confined and predictable waterways. Occasionally ahuizotls might be found along the coasts of great freshwater lakes, but even then most keep to shallow bays or bayous.',1),('Crater Drake',NULL,'5e SRD',11,'Immunity to Acid. The drake has immunity, rather than resistance, to acid damage.',1),('Devil Shark',NULL,'5e SRD',11,'Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.',1),('fixme-chaceklain',NULL,'5e SRD',11,'Type: Contact',1),('fixme-stryx',NULL,'5e SRD',11,'Strange Alchemy. The stryx are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans. The Moonlit King of the shadow fey, banished and imprisoned in his tower, is desperate to touch the outside world. His crazed experiments blended shreds of mortal souls into shadowy owls and thus brought the stryx into being.',1),('Flumph',NULL,'5e SRD',11,'When a group of flumphs decides that it\'s time to send young to another planet-either to warn its inhabitants of impending disaster or to escape local dangers, such as the destruction of habitable regions-the ritual known as the Seeding begins with polite but weighty debate, to ensure that all involved understand the sacrifices being made. Few seeds cast into the trackless void of space ever reach another world, let alone a habitable one, and to send one\'s own unborn children away to face the very real possibility of eternal, frozen stasis between the stars is at once a joy and a terrible burden for the parent group.',1),('Leonino',NULL,'5e SRD',11,'Source ExpCod (Open Design)',1),('Mastodon',NULL,'5e SRD',11,'Carrying Capacity. A mastadon is unencumbered up to 5,592 pounds; a lightly encumbered from 5,593 to 11,184 pounds; and encumbered from 11,185 to 16,800 pounds. A mastadon can drag 84,000 pounds.',1),('Sailback Behemoth',NULL,'5e SRD',11,'Riding a spinosaurus requires an exotic saddle, riding platform, or howdah.',1),('Toad King',NULL,'5e SRD',11,'Soak the feather of a lymarien in the tears of guardian naga. The Toad King must consume the tear-soaked feather before the next crescent moon.',1),('Yakirian',NULL,'5e SRD',11,'A schism yakirian has a challenge rating of 3 (700 XP).',1),('Ahuizotl',NULL,'5e SRD',12,'Although ahuizotls might range through the waterways of a territory several miles in diameter, most have a favored pool, pond, or bog. Not only does the creature spend much of the day resting in a shelter-either natural or constructed-at the bottom of this body of water, but the area often takes on significance among cultures dwelling in the area as a place of ill omen or the home of a deadly drowning spirit. Aside from the stories that both draw and deter investigators to such sites, over time, the remains of dozens of victims accumulate amid the rock and mud of the pool\'s floor. Depending on the age and deadliness of an ahuizotl, its home might become a waterlogged charnel treasure trove, scattered not only with heaps of bones, but also with the wealth and equipment of all who have fallen prey to the beast.',1),('Crater Drake',NULL,'5e SRD',12,'Steel Hide. The drake\'s hide is tougher than most drakes. Its Armor Class increases by 2.',1),('Devil Shark',NULL,'5e SRD',12,'Icy Belly. A creature swallowed by the devil shark takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the devil shark\'s turns. This trait modifies the devil shark\'s Swallow action.',1),('fixme-chaceklain',NULL,'5e SRD',12,'Effect: The creature must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage. While in contact with the poison, the creature must repeat the saving throw at the end of each of its rounds. A dose of poison wears off after 3 rounds.',1),('fixme-stryx',NULL,'5e SRD',12,'The Shadow\'s Eyes. The truth of the stryx is all but unknown outside the Moonlit King\'s inner circle, where these creatures serve as the king\'s eyes and ears.',1),('Flumph',NULL,'5e SRD',12,'Once the opening formalities of the Seeding are complete, the flumphs enter into the normal exchange of genetic material required to create one of their egglike seeds. Rather than place the completed seed in water, however, the flumphs then begin the second stage of the debate, in which they compete for the honor of bearing the seed, citing both their personal achievements and their lack of responsibilities and dependants left on the home world. The winner, chosen by acclaim, carefully wraps up the seed in all of its tentacles. The rest of the community then forms a platform beneath the chosen member, sometimes several flumphs deep, and begins ascending as quickly as their strange flight allows, bearing the seed-holder aloft.',1),('Leonino',NULL,'5e SRD',12,'The following changes allow GMs to alter a leonino without modifying its challenge rating.',1),('Sailback Behemoth',NULL,'5e SRD',12,'Lizardfolk use spinosauruses as a mode of transportation; they are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are reasonably swift overland as well. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and capable of carrying a dozen lizardfolk warriors.',1),('Toad King',NULL,'5e SRD',12,'Bring the Toad King a cloak of winter wolf fur held together by a clasp made from a haleshi\'s clam. The clam must have been used by the haleshi at least once to magically transport itself and others.',1),('Ahuizotl',NULL,'5e SRD',13,'On rare occasions, ahuizotls might come to mutually advantageous arrangements with other pernicious denizens of the swamps. Will-o\'-wisps and ahuizotls often find themselves in such cooperative relationships, with the will-o\'-wisp coaxing creatures near the ahuizotl\'s lair and then lingering to feed upon the victim\'s fear as the ahuizotl drags it into the depths. Some wily humanoids who fall into an ahuizotl\'s clutches-typically lizardfolk, goblins, or swamp-dwelling humans-have successfully managed to bargain away the lives of others in exchange for their own. Such might lead to a series of vicarious murders, as the aquatic predator\'s proxy coaxes new victims into the swamp for its fearsome partner to dine upon.',1),('Crater Drake',NULL,'5e SRD',13,'Caustic Bite. Instead of poison damage, the drake\'s bite deals an extra 17 (5d6) acid damage.',1),('Devil Shark',NULL,'5e SRD',13,'Summon Giant Shark (1/Day). The devil shark summons 1d4 sharks. A summoned shark appears in an unoccupied space within 60 feet of the devil shark, acts as an ally, and remains for 1 minute. The devil shark loses its Magic Resistance trait when it gains the Summon Giant Shark action.',1),('fixme-chaceklain',NULL,'5e SRD',13,'Price: 350 gp',1),('fixme-stryx',NULL,'5e SRD',13,'Stryx thrive in the plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator.',1),('Flumph',NULL,'5e SRD',13,'Taking turns, the Seeding flumphs carry the Honored One straight up as high as they can, until the atmosphere begins to get too thin and cold for them to safely continue. At this point, the supporting flumphs give a ragged cheer of encouragement and fall away, leaving the Honored One- who\'s been conserving its strength-to rocket up into the atmosphere.',1),('Sailback Behemoth',NULL,'5e SRD',13,'In addition to their role as trained raiders, some spinosauruses live in or along major river systems. There they are also called \"river dragons\" or sometimes \"river walkers\". They are kept as sacred animals in several river temples, where they are fed regular meals and have been known to grow to enormous size and strength.',1),('Toad King',NULL,'5e SRD',13,'The Toad King must consume a potion made of basilisk eyes, pixie dust, and holy water. The potion must be frozen by an ice bogie before consumption.',1),('Crater Drake',NULL,'5e SRD',14,'Burrower. The drake\'s wings are stunted and useless. It doesn\'t have a flying speed, but it has a burrowing speed of 30 feet.',1),('Devil Shark',NULL,'5e SRD',14,'Vortex (Recharge 4-6). The devil shark creates a vortex of water within 30 feet of it that lasts for 1 minute. The vortex is 5 feet in diameter and up to 30 feet tall. A creature occupying the space where the vortex appears or entering the vortex for the first time on a turn must make a DC 18 Dexterity save or be restrained and take 2d8 bludgeoning damage. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 18 Strength check. The devil shark loses its Freezing Breath action.',1),('fixme-chaceklain',NULL,'5e SRD',14,'Chaceklain venom can be collected from both the young and adults; however, it takes more time or more specimens to collect the same amount of venom from a juvenile as from an adult.',1),('Flumph',NULL,'5e SRD',14,'This last, solo ascent is both difficult and dangerous, and most scholars believe that the relatively high success rate of the Honored Ones hints at latent magical abilities that are unlocked only by the thin atmosphere. Ice forms on the flumph\'s tentacles, and its respiration slows to almost a crawl, yet its speed continues to increase. When at last it seems it can rise no further, having reached the end of both the atmosphere and its stamina, the Honored One begins to spin. Faster and faster it rotates, until at the moment of maximum acceleration it unfurls its tentacles and flings the precious seed upward, with all its strength. Sped on by the flumph\'s momentum (and perhaps the collective power of the flumphs\' mental energy), the seed is able to break free of the planet\'s gravity well and sail off into the blackness of space, while behind it the flumph who delivered it falls back to earth, completely exhausted. While this process is not necessarily a suicide mission, it\'s common for Honored Ones to be too tired to pull up and arrest their fall, instead lancing straight into the ground, where their fragile bodies burst upon impact.',1),('Leonino',NULL,'5e SRD',14,'Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., on target. Hit: 5 (1d4 + 3) slashing damage. The leonino grabs the target. If the target is a Tiny or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the target is restrained. A larger creature is not grappled, and it can use an action to remove the leonino with a Strength (Athletics) or Dexterity (Acrobatics) check at the same DC. While the leonino has its target grabbed, it deals 5 (1d4 + 3) slashing damage with its rear claws. This attack replaces the leonino\'s normal bite attack.',1),('Sailback Behemoth',NULL,'5e SRD',14,'Finally, spinosauruses carry high value spice cargoes when banditry is rife or when a lizardfolk mercenary company is available to guard materials.',1),('Toad King',NULL,'5e SRD',14,'Weave a crown made of hair from a sea hag, an orphan of the black, and a mountain nymph, then place the crown on the Toad King\'s head.',1),('Crater Drake',NULL,'5e SRD',15,'Survivor\'s Fortitude. If damage reduces the drake to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the drake drops to 1 hp instead.',1),('Flumph',NULL,'5e SRD',15,'For the seed pod, sent off alone into the cosmos to help prevent creatures of the outer darkness from establishing a foothold on any planet, the journey is just beginning. Each seed is made of a durable, fibrous husk, and while most of the protective layer dissolves or is blown away in the journey, the seed\'s generative forces allow the larvae within to hibernate in the cold of space indefinitely until it either is destroyed by colliding with a star or inhospitable world or finally splashes down into a warm sea or lake where it can successfully germinate.',1),('Leonino',NULL,'5e SRD',15,'Favored Messenger. While the leonino is delivering a message, it has advantage on saving throws against spells and other magical effects. The leonino doesn\'t possess the Evasion trait.',1),('Sailback Behemoth',NULL,'5e SRD',15,'These beasts are often especially bred for gaudy coloration: green-and-orange, blue-and-gold, and even red-and-black bloodlines are spotted occasionally.',1),('Toad King',NULL,'5e SRD',15,'Coat an acorn in a paste made from ashes left in an ashen custodian\'s wake and plant it in the soil of the Toad King\'s home. The first seed the tree bears will cure the Toad King.',1),('Flumph',NULL,'5e SRD',16,'After quickening and hatching to release the flumphs\' aquatic larvae, each looking somewhat like a bizarre cuttlefish mixed with a grub, the seed pod begins to dissolve into jelly in the water, eventually leaving no evidence of its existence. Sometimes especially large seed pods landing in calm waters dissolve their materials on the ocean or lake floor, attracting corals, crustaceans, mollusks, and other bottom feeders. Immobile aquatic creatures and plants growing in these areas tend to form swirling geometric fractal patterns and develop far different coloration than other specimens of their kind.',1),('Leonino',NULL,'5e SRD',16,'Resplendent Wings. The leonino\'s wings are vibrantly colored, and it has advantage on Charisma (Persuasion) checks against creatures that can see its wings. The leonino doesn\'t possess the Silent Wings trait.',1),('Flumph',NULL,'5e SRD',17,'Flumphs have no sense of smell and little sense of taste beyond a vague impression that a given material is nutritious, inedible, or potentially poisonous. Eating for the sake of nutrition rather than enjoyment, a flumph consumes minerals and organic matter, feeding it into a small mouth hidden among the spikes and tentacles on its ventral side. Paying close attention to its physiology and always trying to maintain a chemical balance, the flumph consumes large quantities of salts and alkaline materials to keep its acid production in check-the acid covering its tentacles and used for its noxious spray forms in a thick gland connected to its stomachs.',1),('Leonino',NULL,'5e SRD',17,'Rodentsense. The leonino can detect the presence of rats and other rodents within 30 feet. This allows it to sense a shapeshifting creature that has at least one rodent-like form (such as a wererat), even if the creature is not in that form. Additionally, the leonino has advantage on Wisdom (Survival) checks to track rodents. The leonino does not possess darkvision.',1),('Flumph',NULL,'5e SRD',18,'Flumphs also eat vegetable matter and hunt small animals from time to time. They prefer small, warm-blooded animals when they hunt, and delight in chasing bats and flying squirrels. Particularly brave flumphs hunt badgers, weasels, and dogs, but leave cats strictly alone because of a taboo whose origin remains unknown. When eating, a flumph secretes acid, digesting most of the food outside its body. It then uses its tentacles to draw the resulting sludge to its mouth, some also being absorbed by the openings in the tentacles or sucked in through the hollow spikes.',1),('Flumph',NULL,'5e SRD',19,'Flumphs require little sleep, and achieve sufficient rest even while leaving half of their minds awake indefinitely; yet as a race, they relish dreams and can sometimes sleep for weeks or even months (perhaps hearkening back to an ancestral memory of the long hibernation between the stars). Some isolated communities of flumphs sleep in highly regulated patterns, seeking enlightenment from their dreams by sleeping for short periods, then waking and relating their dreams to an interpreter, only to return to another sleep cycle.',1),('Flumph',NULL,'5e SRD',20,'Habitat &amp; Society',1),('Bulette',NULL,'5e SRD',21,'This armor-plated creature\'s toothy maw gapes wide as a fin-like dorsal plate rises between its shoulders.',1),('Chimera',NULL,'5e SRD',21,'This winged monster has the body of a lion, though two more heads flank its central feline one-a dragon and a horned goat.',1),('fixme-crocotta',NULL,'5e SRD',21,'A rare crossbreed of gnoll and hyena stock, crocottas embody the bestial violence of their parents. Resembling huge and heavily built hyenas, crocottas take on the role of shock-troops during gnoll raids; breaking through any organized resistance and exposing easier targets for the weaker clan members. Although some have basic language skills they are, for the most part, dumb beasts with the intellect of a hyena.',1),('Flumph',NULL,'5e SRD',21,'On the ancient world where flumphs first originated, these misunderstood creatures served as heralds of their elder gods, deities so old and far off that humans have forgotten them. Naturally docile and protective creatures, they serve the greater good, aiding kind and sentient creatures in an eternal fight against horrors that should not be.',1),('Mammon',NULL,'5e SRD',21,'Standing over 15 feet tall, Mammon is a thin, twisted fiend with the visage of a mad beggar who is dressed in filthy, stinking rags that were once the finery of a merchant lord or king. His filthy feet are stuffed into broken sandals or boots whose tops are worn so that gnarled toes show through. Charred wings billow with sulfurous ash as they flutter and twitch nervously upon the creature\'s back. The Miser\'s horns have been forcibly cut from his brow so that only smoldering stumps remain. Despite his otherwise impoverished appearance, the fiend\'s neck drips with gaudy jewelry of thick gold and platinum chains. Rings that are set with obviously flawed yet shiny gemstones flash upon filthy, clawed fingers that clutch a bag of red-hot coins to his breast.',1),('Toad King',NULL,'5e SRD',21,'While humanoids have vast pantheons and divine figures of every stripe, the animals of the world have much simpler forms of faith. Among each species there is always one paragon that embodies the animal spirit in a humanoid form, the better to speak to others and represent the animals in celestial councils.',1),('Troll',NULL,'5e SRD',21,'On the shorter and slighter end of the troll size spectrum, forest trolls have long, willowy limbs adapted to mimic the texture of tree trunks and branches. Indeed, this skin is so similar to genuine bark that often flora will start to grow between and through cracks and crevices. The trolls encourage and even cultivate these so as to enhance their camouflage. Forest trolls tend to consume large amounts of birds who make the unfortunate and fatal mistake of building a nest on them. Their scythe-like claws allow them to easily cut paths through the brush, and make short work of any creature they come across.',1),('Bulette',NULL,'5e SRD',22,'The creation of some unknown arcanist in millennia past, the bulette has bred true to become one of the fiercest predators of the hills. Burrowing rapidly through the earth just beneath the surface, sometimes with its armored fin cutting a distinctive wake behind it, the bulette launches itself free of stone and soil to tear into its prey without remorse, giving rise to the common appellation \"landshark.\"',1),('Flumph',NULL,'5e SRD',22,'Flumphs understand that their appearance is alien to humanoids, and since many humanoids react violently to bizarre creatures, they tend to keep their communities hidden. In seaside caves, caverns containing underground lakes and rivers, and even below populated cities, flumphs live out their lives ever vigilant of threats from beyond. When they catch wind of a potential incursion, either in their mystic dreams or by watching the stars for telltale signs, the creatures generally send an emissary to make contact with a civilized race, often lurking on the fringes of a community and observing the populace before picking the most accepting person to approach.',1),('Mammon',NULL,'5e SRD',22,'Mammon rules the ring of Aplistia where he resides within a massive fortress-like bank made of bronze and antimony. He spends his time counting soul ingots and developing schemes for tempting mortals to greed so that he may collect more souls than his adversaries in the other eight Rings of Hell. Since tempting mortals to greed is quite easy, Mammon has become quite lazy in his workings. Despite this, he is still a horrifying figure and powerful ruler who hoards vast collections of souls within his basalt vaults.',1),('Toad King',NULL,'5e SRD',22,'This human-sized toad has an enormous head and expressive onyx eyes. His broad smile, accentuated by wrinkles and warts, complements his regal bearing and attire.',1),('Bulette',NULL,'5e SRD',23,'Bulettes are notoriously foul-tempered, attacking far larger creatures with no regard for personal safety. Solitary beasts except for the occasional mated pair, they spend most of their time patrolling the perimeters of territories that can stretch up to 30 square miles, hunting game and punishing interlopers with a fury that shakes the hillsides.',1),('Flumph',NULL,'5e SRD',23,'Flumphs communities maintain a rigid structure. Every flumph knows its part and preserves order within the community, acting as hunter, interpreter, laborer, or provider as need determines. Flumphs see nothing wrong with this automatic designation, and see outsiders with unpredictable and self-serving natures as strange. Always eager to help, flumphs constantly offer assistance to other races they befriend. Since most members of a given flumph generation within a community stem from the same seed pod, they have a strong sense of family, seeing their brothers and sisters as parts of their own being.',1),('Mammon',NULL,'5e SRD',23,'The forges of his palace ring constantly with the work of his amiamons who pound worthless souls of the greedy into the coins of Hell, just as the worshippers of the Sultan of Brass do in the City of Brass. The Ring of Aplistia is exceedingly hot. It is made up of mountains of searing-hot bronze, lakes and rivers of molten copper, and vast sulfuric deserts. It is a blasted landscape littered with the ghostly remains of destroyed mortal cities plundered for their wealth.',1),('Toad King',NULL,'5e SRD',23,'King of Frogs. All amphibians respect the Toad King, but frogs and toads follow his orders. He lives among them in swampy areas and often adds his voice to their croaking choruses.',1),('Bulette',NULL,'5e SRD',24,'Bulettes are perfect eating machines, consuming bones, armor, and even magical items with their powerful jaws and churning stomach acid. Lacking other food, the bulette might gnaw on inanimate objects, yet for unknown reasons no bulette voluntarily consumes elf flesh-a peccadillo many point to as evidence that elven wizardry was involved in its creation. Dwarves are also rarely eaten by the beasts, though the bulette still slaughters members of either race on sight. Halflings, on the other hand, are among the beast\'s favorite meals, and no halfling with any sense ventures into bulette country casually.',1),('Flumph',NULL,'5e SRD',24,'Flumphs find great pleasure in making pacts and upholding them. Most conversations with flumphs end with small oaths or agreements. While such accords may seem to be nothing more than the outcome of polite conversation and social chitchat, flumphs take great pride in staying true to these arrangements, and expect the same of their conversational partner.',1),('Toad King',NULL,'5e SRD',24,'Fairy-tale Nobility. Comporting himself with dignity, the Toad King enjoys pretending to be a prince or king cursed to take a toad\'s form. He spins a grand tale about witches or fey enchanters and convinces listeners to undertake elaborate quests to break the curse. He is generous with castings of heroism to aid those who agree to do his bidding, but he often insists on casting geas to ensure compliance. The Toad King hints at rewards but tries not to promise anything specific. If he does guarantee a reward, he is obligated to make good on his promise if his pawns succeed.',1),('Bulette',NULL,'5e SRD',25,'The bulette is a cunning fighter, surprising foes with its impressive agility. One of its favorite tactics is to charge forward and launch itself into the air in order to drop on its prey with all four razor-sharp claws extended. Folklore claims that the flesh behind the beast\'s dorsal crest is particularly tender, and that those willing and able to wait until the fin is raised in the excitement of combat or mating can target it for a killing blow-yet most who have faced the landshark agree that the best way to win a fight with a bulette is to avoid it entirely.',1),('Flumph',NULL,'5e SRD',25,'Many flumphs practice a form of complex cave painting. They mix pigments pulled from their environment and dissolved in their acidic secretions in order to paint intricate swirling patterns with their tentacles. These patterns are repeated on successively smaller scales, with each repetition a perfect, miniature copy of the whole picture. Flumphs focused on their dream culture claim these fractal patterns show a \"wholeness\" in the universe, with the minute identical to the vast.',1),('Toad King',NULL,'5e SRD',25,'On the Cusp of Legend. The Toad King has not quite achieved status equivalent to other animal lords. However, he expects he will undergo apotheosis when he convinces a hero or group of heroes to complete a grand adventure on his behalf.',1),('Flumph',NULL,'5e SRD',26,'Dreams are very important to flumphs. They compile complicated interpretations of various dreams in exacting detail. Using these interpretations of their nocturnal hallucinations, they dictate their courses of action, use the things they learn to correct behaviors deemed inferior, and of course watch for signs of impending danger from dark and alien forces. This rigid system of interpretation leaks into their understanding of their waking life as well. Flumphs believe strongly in omens, and many times their community interpreters steer the group\'s actions according to seemingly trivial events. A flock of grackles suddenly taking flight from a willow tree can be interpreted as a reason to abandon a previously chosen course of action, while three lizards sunning themselves on a rock means the group will find a generous deposit of salt in the following days. Flumphs pay great attention to the stars and their movements across the sky, weaving a complex zodiac into their folklore. ',1),('Flumph',NULL,'5e SRD',27,'While most flumphs are good-natured, a small percentage who succumb to various terrestrial diseases are driven to insanity, developing a unique psychosis. These renegade flumphs seek out planetary gates on their world in order to draw forth the very alien horrors that their cousins hope to thwart.',1),('Flumph',NULL,'5e SRD',28,'Campaign Role',1),('Flumph',NULL,'5e SRD',29,'As good-aligned creatures, flumphs fill the role of allies most aptly. Their long lives allow them to acquire encyclopedic knowledge of strange lore regarding aberrations and secrets of the worlds beyond. Flumph sages can instruct PCs in ways of defeating cosmic threats, or even lead a group of adventurers to planetary gates leading to worlds of wonder or madness. If a campaign delves into the esoteric realm of dreams, a flumph interpreter can guide the PCs on a dream quest, revealing the omens of their nighttime journeys, or taking them into the strange corners of the dreamlands where fantasy and reality collide. With the aid of a skilled dream interpreter, PCs might even learn possible outcomes for their actions as if learning the result from an augury spell.',1),('Flumph',NULL,'5e SRD',30,'Though generally pacifistic, preferring to hide from interlopers instead of engaging them, flumphs also have a strong chivalrous streak, and can\'t stand to see good creatures killed when the flumphs\' own assistance might be enough to turn the tide. Many communities observed by flumphs never even realize that they\'re under surveillance until something suitably dire-a shepherd attacked by wolves or a child about to become prey for a tribe of goblins-causes the flumphs to break their cover and charge to the rescue, floating up over the attackers and then stabbing downward with their acidic spikes. Player characters might never fight against a flumph themselves unless the creature is cornered, defending its community from aggressors, or greatly wronged by the PCs. Even then, the creatures first attempt to repel their attackers, either with words or their disgusting stench.',1),('Flumph',NULL,'5e SRD',31,'Alternatively, a GM could pit a group of low-level PCs against a cult of deranged flumphs who have fallen to a rare disease that is corrupting their sanity. An insane flumph could also control a group of goblins, mites, or human cultists hoping to carry out a horrid summoning, or a whole community of infected flumphs could serve as minions for a larger, more violent cosmic horror.',1),('Flumph',NULL,'5e SRD',32,'Finally, should the PCs get past their initial revulsion at the strange and aromatic creatures, flumphs might actively seek their aid and succor, convincing the PCs to help them in defending their community from the usual cosmic horrors-or from the same xenophobic townsfolk the flumphs are trying to watch over and protect.',1),('Flumph',NULL,'5e SRD',33,'Treasure',1),('Flumph',NULL,'5e SRD',34,'Though flumphs see little value in conventional treasure, many of their communities stockpile valuable items collectively as they stumble across them, knowing that gold, gems, and magic items can be extremely useful in convincing nearby humanoid settlements to respond positively to the flumphs\' overtures. Individuals within a flumph community share everything, the most important commodity being food. With their strange diet, flumphs gather minerals they harvest from the ground or acquire in subterranean expeditions, dissolving them with acid before returning to the surface. Salt-usually harvested from the sea shore-is the most common mineral flumphs require, and the creatures occasionally find their communities raided for this trade good. Alchemical tomes sometimes list flumphs as a ready source for ingredients, both in their stores and in the fabric of the flumphs\' bodies themselves. An unscrupulous sage or alchemist willing to boil down and refine the corpse of a flumph might extract as much as 200 gp worth of rare components.',1),('Flumph',NULL,'5e SRD',35,'Flumphs hold a great fondness for rings, seeing the circle as a symbol of wholeness. Though they rarely seek out treasures in a mercenary fashion, flumphs may accept rings in trade, happen upon them in dungeons, or even take them from defeated foes. Flumph elders and community champions sometimes sport half a dozen rings, both magical and mundane.',1),('Flumph',NULL,'5e SRD',36,'A flumph\'s first year of life is spent in larval form deep within warm seas and lakes. To represent a larval flumph, use the young simple template, add the aquatic subtype, and change the creature\'s fly speed to a swim speed.',1),('Abaia',NULL,'Archives Of Nethys 1e',1,'This multi-eyed eel\'s brightly colored markings shift in complex, ever-changing patterns.',0),('Aboleth',NULL,'Archives Of Nethys 1e',1,'Four long tentacles writhe from this three-eyed fish-like creature\'s flanks, and its green body glistens with thick, clear slime.',0),('Achaierai',NULL,'Archives Of Nethys 1e',1,'An achaierai is a predator and scavenger of the lower planes that looks like a 15-foot-tall flightless bird, though its head and body are fused into one large unit, with four legs and atrophied wings. The thick, oily plumage covering its body all but conceals these tiny wings. An adult achaierai weighs roughly 750 pounds.',0),('Adlet',NULL,'Archives Of Nethys 1e',1,'This humanoid wolf\'s fur is snowy white and its eyes piercing blue; it grips an ornate spear in its fist.',0),('Aghasura',NULL,'Archives Of Nethys 1e',1,'Aghasuras, or the poison ones, are massive fiends who have perfected the art of ambush and hold to duties of guardianship and butchery. It is said that these frightful ophidian monsters came into being when a deity granted free will to her favorite serpent pets, but when these pets were left to their own devices, they slipped into the deity\'s favored temple and slew all of her greatest priests. The serpents who survived the deity\'s wrath became the first aghasuras.',0),('Ahool',NULL,'Archives Of Nethys 1e',1,'This hideous creature blends features of both bat and ape, with fleshy wings and hind legs ending in sharp claws.',0),('Ahuizotl',NULL,'Archives Of Nethys 1e',1,'This bear-sized beast has a body like a squat simian, a dog\'s face, and a long tail that ends in a clawed hand.',0),('Akhlut',NULL,'Archives Of Nethys 1e',1,'A dorsal fin rises up from the back of this immense black-and-white-furred, wolflike beast.',0),('Almiraj',NULL,'Archives Of Nethys 1e',1,'This oversized rabbit has a single long, pearlescent horn protruding from its crown.',0),('Ankheg',NULL,'Archives Of Nethys 1e',1,'This burrowing, bug-like monster scuttles about on six legs, drooling noxious green ichor from its clacking mandibles.',0),('Ankou',NULL,'Archives Of Nethys 1e',1,'Cloaked by wings of darkness, this horrific, skeletal creature appears to burn from within.',0),('Antelope',NULL,'Archives Of Nethys 1e',1,'This graceful animal has long slender legs and a pair of sharp, sturdy horns arching back from its head.',0),('Axe Beak',NULL,'Archives Of Nethys 1e',1,'This stout flightless bird stands upon two long, taloned legs, but it is its axe-shaped beak that looks the most ferocious.',0),('Babau',NULL,'Archives Of Nethys 1e',1,'This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather.',0),('Baboon',NULL,'Archives Of Nethys 1e',1,'Baboons are known for their aggressive nature and distinctive build, including a canine-like maw filled with sharp teeth, strong jaw muscles, a short tail, and prominent calluses on their brightly colored and protruding buttocks. Though they are primarily vegetarians, baboons are known to eat fish, insects, shellfish, and other small creatures. Ferociously territorial, baboons are quick to rise and defend their homes from any sort of intruders.',0),('Badger',NULL,'Archives Of Nethys 1e',1,'The squat, burrowing badger is plentiful in most temperate forests. Most species are carnivorous, though some eat a variety of meat, insects, and vegetables. The badger possesses a fierceness and natural tenacity, while its stubby legs and wide, seemingly portly stature belie the creature\'s actual strength and speed.',0),('Bagiennik',NULL,'Archives Of Nethys 1e',1,'This small, lizardlike creature has a humanoid upper body and a long tail with frilled extensions.',0),('Baku',NULL,'Archives Of Nethys 1e',1,'This floating creature has long brown fur. Its face features a pair of long tusks and a curious elongated trunk for a snout.',0),('Balor',NULL,'Archives Of Nethys 1e',1,'This winged fiend\'s horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.',0),('Bandersnatch',NULL,'Archives Of Nethys 1e',1,'This six-limbed beast stalks forward with a fluid grace. Barbed quills run along its back, and its eyes glow with a blue light.',0),('Baregara',NULL,'Archives Of Nethys 1e',1,'This lumbering apelike monster has blood-red fur, twisted horns, and a hideous fanged orifice set in the center of its chest.',0),('Barghest',NULL,'Archives Of Nethys 1e',1,'This snarling, canine beast pads forward on all fours, its slender front limbs looking more like hands than a wolf\'s paws.',0),('Basilisk',NULL,'Archives Of Nethys 1e',1,'This squat, reptilian monster has eight legs, bony spurs jutting from its back, and eyes that glow with pale green fire.',0),('Baykok',NULL,'Archives Of Nethys 1e',1,'This howling corpse swoops through the air with hideously elongated legs and a bow made of bone.',0),('Bebilith',NULL,'Archives Of Nethys 1e',1,'A spider the size of an elephant, this dark blue arachnid rears up on its six hind legs to raise its barbed and razor-edged front claws.',0),('Behir',NULL,'Archives Of Nethys 1e',1,'This slithering, multilegged blue reptile has a fearsome head crowned with two large, curling horns.',0),('Berbalang',NULL,'Archives Of Nethys 1e',1,'This hunched, bat-winged horror moves with an uncanny grace, its glowing eyes and long tongue presenting a frightening visage.',0),('Bhole',NULL,'Archives Of Nethys 1e',1,'This titanic worm heaves its endless bulk into the air, raising one end as if ready to strike with a massive set of hooked jaws.',0),('Blink Dog',NULL,'Archives Of Nethys 1e',1,'Though they resemble sleek, long-eared canines, blink dogs are as smart as humans. As social creatures, blink dogs travel in large packs, roaming forests and plains, running off evil creatures, and hunting for phase spiders-one of their natural enemies. Despite their intelligence and friendly natures, blink dogs tend to avoid humanoids, keeping their packs either hidden or frequently on the move. This shyness doesn\'t keep the blink dogs from helping out when needed, however, and they have been known to come to the rescue of a prairie village in their territory. Packs are typically led by an older, experienced male or female, called an alpha.',0),('Boar',NULL,'Archives Of Nethys 1e',1,'This ill-tempered beast\'s tiny, bloodshot eyes glare angrily above a mouth filled with sharp tusks.',0),('Boggard',NULL,'Archives Of Nethys 1e',1,'Bulbous eyes glare atop this creature\'s decidedly toad-like head. A multitude of warts and bumps decorate its greenish skin.',0),('Bugbear',NULL,'Archives Of Nethys 1e',1,'This dark-furred creature raises a spiked morningstar, its tiny, milk-white eyes glittering with the thrill of the coming kill.',0),('Bulette',NULL,'Archives Of Nethys 1e',1,'This armor-plated creature\'s toothy maw gapes wide as a fin-like dorsal plate rises between its shoulders.',0),('Bunyip',NULL,'Archives Of Nethys 1e',1,'The bunyip is a fierce and avid hunter, possessing a primal ruthlessness that seems almost evil in its rapacity. A bunyip typically inhabits large freshwater inlets or sheltered coastal sea caves where food is plentiful-the bunyip is equally at home in fresh or salt water. It prefers feeding on animals of Small size or larger, though it isn\'t averse to eating humanoids when presented the opportunity. Bunyips are quite territorial, and readily attack when intruders threaten their hunting grounds. Bunyips mate annually, during the late spring. During this period, bunyips become even more aggressive. After mating, couples split, with the female wandering off to find a place to birth a small litter of four to six pups. Females watch their pups for a few days, until they become independent enough for the mothers to move on.',0),('Carbuncle',NULL,'Archives Of Nethys 1e',1,'This small, awkward reptile with a fist-sized gem jutting from between its two bulging eyes seems both surprised and perplexed.',0),('Catfolk',NULL,'Archives Of Nethys 1e',1,'This lithe, catlike humanoid has a long tail and pointed ears. Her feline eyes sparkle with curiosity and mischief.',0),('Catrina',NULL,'Archives Of Nethys 1e',1,'With lengthy curling hair, a dancer\'s dress, and a bouquet of flowers, this woman remains beautiful, despite having no flesh.',0),('Cave Fisher',NULL,'Archives Of Nethys 1e',1,'This man-sized, crab-like monstrosity clings tenaciously to the rough stone, its enormous pincers held out menacingly before it.',0),('Centaur',NULL,'Archives Of Nethys 1e',1,'This creature has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.',0),('Cerynitis',NULL,'Archives Of Nethys 1e',1,'This sleek and graceful doe possesses long, metallic antlers and a shiny, golden pelt.',0),('Cetus',NULL,'Archives Of Nethys 1e',1,'This enormous scaled serpent has the head of a shark, powerful claws, and a maw wide enough to swallow a small ship.',0),('Chaneque',NULL,'Archives Of Nethys 1e',1,'This creature appears to be a cross between a pixie and a bat with charred flesh. Around its waist dangle tiny fairy skull trophies.',0),('Cheetah',NULL,'Archives Of Nethys 1e',1,'This large, sleek feline has a golden coat spotted with black. Its long and powerful legs are obviously capable of great speed.',0),('Cherufe',NULL,'Archives Of Nethys 1e',1,'This towering reptilian humanoid seems to be made of obsidian scales over a molten magma core.',0),('Chimera',NULL,'Archives Of Nethys 1e',1,'This winged monster has the body of a lion, though two more heads flank its central feline one-a dragon and a horned goat.',0),('Chuul',NULL,'Archives Of Nethys 1e',1,'This lobster-like creature has a thick armored shell. A pair of tiny eyes gleams above a mouth full of writhing tentacles.',0),('Cloaker',NULL,'Archives Of Nethys 1e',1,'This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone.',0),('Cockatrice',NULL,'Archives Of Nethys 1e',1,'This hideous avian creature has the body of an emaciated rooster, the wings of a bat, and a long, scaly tail.',0),('Compsognathus',NULL,'Archives Of Nethys 1e',1,'The compsognathus is a small dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey. A compsognathus measures 3 feet long and weighs 15 pounds.',0),('Constrictor Snake',NULL,'Archives Of Nethys 1e',1,'This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.',0),('Couatl',NULL,'Archives Of Nethys 1e',1,'This great serpent has multicolored wings and eyes that glimmer with intense awareness.',0),('Criosphinx',NULL,'Archives Of Nethys 1e',1,'This creature has the wings of a bird, the body of a lion, and the head of a ram with sad, wise eyes.',0),('Crocodile',NULL,'Archives Of Nethys 1e',1,'This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind.',0),('Cthulhu',NULL,'Archives Of Nethys 1e',1,'This towering impossibility, neither quite octopus nor dragon nor giant but something far worse, must surely herald the end of times.',0),('Cuero',NULL,'Archives Of Nethys 1e',1,'The pink, fleshy underside of this flat, aquatic creature features a large circular maw of fangs.',0),('Dagon',NULL,'Archives Of Nethys 1e',1,'This demon\'s body is a nightmare of writhing tentacles and slippery coils below the leering maw of a deep sea predator.',0),('Darkmantle',NULL,'Archives Of Nethys 1e',1,'As this creature falls from the cavern roof, it opens like a hideous octopus, its thin, hook-lined tentacles connected by a fleshy web.',0),('Delgeth',NULL,'Archives Of Nethys 1e',1,'The antlers and hooves of this elk appear scorched and charred. The ground where it stands smolders and bursts into flame.',0),('Derhii',NULL,'Archives Of Nethys 1e',1,'Powerful black wings beat from the back of this large ape, which carries a wickedly curved sword in its simian hands.',0),('Devourer',NULL,'Archives Of Nethys 1e',1,'This dry, hovering corpse\'s chest is a prison of jagged ribs, within which is trapped a small tormented ghostly form.',0),('Dire Corby',NULL,'Archives Of Nethys 1e',1,'This creature looks like a humanoid crow with oily black feathers, glittering eyes, and a sharp beak.',0),('Djinni',NULL,'Archives Of Nethys 1e',1,'This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.',0),('Dolphin',NULL,'Archives Of Nethys 1e',1,'This streamlined, fish-like mammal has sparkling eyes over a smiling mouth filled with hundreds of teeth.',0),('Dossenus',NULL,'Archives Of Nethys 1e',1,'This small creature looks like a lumpy head with crab legs and a giant mouth filled with stone teeth.',0),('Dracolisk',NULL,'Archives Of Nethys 1e',1,'Half-dragons are only rarely the result of dragons mating with other creatures-most are the result of strange magical experiments. In most cases, a successful creation breeds true with others of its kind, as with the dreaded dracolisk.',0),('Dragon Horse',NULL,'Archives Of Nethys 1e',1,'Despite their name, dragon horses are not related to dragons. These noble creatures gain their name from their ability to fly through the air without wings and to create different effects with their misty breath.',0),('Dragon Turtle',NULL,'Archives Of Nethys 1e',1,'This long-tailed aquatic beast resembles a massive snapping turtle with draconic features.',0),('Dragonne',NULL,'Archives Of Nethys 1e',1,'This creature has the features of a lion but the wings and scales of a brass dragon, and a wild mane matching its scales.',0),('Dretch',NULL,'Archives Of Nethys 1e',1,'This creature\'s bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness.',0),('Drider',NULL,'Archives Of Nethys 1e',1,'The dry rasping of spidery legs brings this hideous monstrosity into view-a nightmarish, centaurian fusion of drow and spider.',0),('Dryad',NULL,'Archives Of Nethys 1e',1,'This strange, beautiful woman has flesh that seems made of wood and vibrant hair that resembles leaves and blossoms.',0),('Dust Digger',NULL,'Archives Of Nethys 1e',1,'Dust diggers most resemble mammoth starfish, with thick sandy-colored exoskeletons covered with rough, burr-like spines. Its five arms are long and thin, and covered with hundreds of barbed, tubular cilia that the creature uses to move as well at grab and grapple prey. At the fleshy center of the creature\'s body gapes a circular maw lined with large sharp teeth.',0),('Eagle',NULL,'Archives Of Nethys 1e',1,'This magnificent bird of prey has dark feathers save for those on its head, which are pure white.',0),('Efreeti',NULL,'Archives Of Nethys 1e',1,'This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh.',0),('Elephant',NULL,'Archives Of Nethys 1e',1,'These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout.',0),('Elohim',NULL,'Archives Of Nethys 1e',1,'This one-eyed being is a strange mix of insects, fungi, and other living things shaped into a single winged entity.',0),('Encantado',NULL,'Archives Of Nethys 1e',1,'This graceful creature combines the features of a human and a river dolphin.',0),('Ettercap',NULL,'Archives Of Nethys 1e',1,'This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws.',0),('fixme-amarok',NULL,'Archives Of Nethys 1e',1,'This enormous black wolf\'s eyes gleam with a cunning intellect, and its fangs glow with the light of a cold moon.',0),('fixme-bhuta',NULL,'Archives Of Nethys 1e',1,'A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires. Doomed to haunt the wilderness within several miles of the site of its demise, a bhuta turns to the local fauna as tools for its vengeance.',0),('fixme-buggane',NULL,'Archives Of Nethys 1e',1,'This hairless, hunchbacked giant has cruel tusks and two enormous, blunt-clawed fists that look strong enough to shatter stone.',0),('fixme-cytillipede',NULL,'Archives Of Nethys 1e',1,'This segmented creature has a chitinous body covered in patches of glowing, purple fungus. Syrupy venom drips from its mandibles.',0),('fixme-flailSnail',NULL,'Archives Of Nethys 1e',1,'This enormous snail has a brightly colored shell and four tentacles on its head, each tipped with a mace-like club.',0),('fixme-grimslake',NULL,'Archives Of Nethys 1e',1,'This maggotlike creature has a long tail covered with frightening hooked suckers.',0),('fixme-hyaenodon',NULL,'Archives Of Nethys 1e',1,'Dire hyenas (known to many as hyaenodons) are more fearsome than their smaller cousins. While hyaenodons won\'t turn down carrion as a handy meal, they much prefer to hunt for prey. A pack of dire hyenas rarely stops moving and hunting for anything other than sleep, mating, or food. Hyaenodons are 6 feet tall at the shoulder and often over 12 feet long. They weigh 900 pounds.',0),('fixme-kech',NULL,'Archives Of Nethys 1e',1,'This hairless simian\'s leathery skin has a camouflage pattern to it that shifts and changes as the creature moves.',0),('fixme-kikimora',NULL,'Archives Of Nethys 1e',1,'This crone has avian features, including a long nose resembling a beak, clawed hands, and birdlike feet.',0),('fixme-moon-Beast',NULL,'Archives Of Nethys 1e',1,'This creature has a pale, froglike appearance with clawed hands, no eyes, a wide mouth, and a snout ending in pink tentacles.',0),('fixme-nependis',NULL,'Archives Of Nethys 1e',1,'Resembling a bestial ogre with great tusks and thick, bristly hair, this brute seems quite nimble despite its cloven hooves.',0),('fixme-ningen',NULL,'Archives Of Nethys 1e',1,'This enormous flippered creature is as pale as an iceberg and is nearly as large.',0),('fixme-saxra',NULL,'Archives Of Nethys 1e',1,'An immense humanoid skeleton stands draped in tattered robes, its horselike skull lit from within by an eerie red glow.',0),('fixme-tiyanak',NULL,'Archives Of Nethys 1e',1,'With the size and appearance of a small child, this wrinkled grey figure has crimson eyes and jagged teeth.',0),('fixme-vargouille',NULL,'Archives Of Nethys 1e',1,'This creature is a blackened, bat-winged fiend\'s head. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.',0),('fixme-vukodlak',NULL,'Archives Of Nethys 1e',1,'This feral, black-furred creature combines the features of a wolf and those of a horse, with a fanged muzzle and glowing red eyes.',0),('fixme-xill',NULL,'Archives Of Nethys 1e',1,'This flame-red humanoid appears to be a strange mix of insect and reptile, with four arms and twitching, fanged mandibles.',0),('fixme-zomok',NULL,'Archives Of Nethys 1e',1,'Zomoks are dragonlike creatures made out of animate plant matter. Native to the realm of the fey, they are guardians of mystic forests. Some travel to the Material Plane and adapt to its woodlands, defending them against massive destruction-forest fires, logging, undead armies, and so on-and use their abilities to heal and regrow damaged areas.',0),('fixme-zoog',NULL,'Archives Of Nethys 1e',1,'This skittish amalgam of beast parts has luminous eyes, a rat\'s tail, simian appendages, and tendrils extending from a mole-like nose',0),('Flumph',NULL,'Archives Of Nethys 1e',1,'This pale, jellyfish-like creature floats gently in the air, two long eyestalks extending from either side of its puckered mouth.',0),('Flytrap',NULL,'Archives Of Nethys 1e',1,'This towering plant is a mass of vines and barbs. Several stalks are horribly mobile, each ending in a set of green, toothy jaws.',0),('Foo',NULL,'Archives Of Nethys 1e',1,'There can be no mistaking this animal-like creature for a mere beast, for its face has an almost supernaturally human look to it.',0),('Froghemoth',NULL,'Archives Of Nethys 1e',1,'This immense, three-eyed frog-like creature rears up on powerful hind legs. In place of arms, four huge tentacles thrash and writhe.',0),('Frost Worm',NULL,'Archives Of Nethys 1e',1,'With armor-crushing jaws, flesh that radiates cold, and a terrible keening cry capable of holding creatures fascinated, frost worms are apex predators of the frozen tundra and glaciers. In the frost worms\' far-reaching hunting grounds, they fear only the remorhaz, for the heat generated by an enraged remorhaz causes intense pain to a frost worm.',0),('Fungal Crawler',NULL,'Archives Of Nethys 1e',1,'Fungal crawlers are a perverse fusion of animal and plant. Over thousands of years, they have prospered and spread beneath the world, dominating the wildest depths of these underground regions. Like hyenas, fungal crawlers are top-tier scavengers. They are efficient hunters, but just as often feed on found carrion or take meals from other predators. When times are especially lean, fungal crawlers can even survive without food, subsisting on radiation and heat absorbed through the fungal flutes covering their pale, sickly bellies.',0),('Gargoyle',NULL,'Archives Of Nethys 1e',1,'Seemingly carved from a dark gray stone, this sinister crouching humanoid resembles a horned, winged demon.',0),('Garuda',NULL,'Archives Of Nethys 1e',1,'This winged creature has clawed hands and bird\'s talons. Large, glinting eyes and a serrated beak dominate its avian face.',0),('Ghoul',NULL,'Archives Of Nethys 1e',1,'This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.',0),('Gibbering Mouther',NULL,'Archives Of Nethys 1e',1,'This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly.',0),('Girallon',NULL,'Archives Of Nethys 1e',1,'This four-armed, gorilla-like creature, covered with matted white fur, roars in rage as it rears up to its full, towering height.',0),('Glabrezu',NULL,'Archives Of Nethys 1e',1,'Four arms grace the torso of this towering monstrosity. The monster\'s eyes shine with a mix of intelligence and cruelty.',0),('Gnoll',NULL,'Archives Of Nethys 1e',1,'Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human.',0),('Goblin',NULL,'Archives Of Nethys 1e',1,'This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.',0),('Gorgon',NULL,'Archives Of Nethys 1e',1,'This bull-like creature seems to be made of interlocking metallic plates. Faint plumes of green smoke puff from its mouth.',0),('Gorilla',NULL,'Archives Of Nethys 1e',1,'Large, deep-set eyes peer from beneath this great ape\'s thick brow as it lumbers forward on its legs and knuckles.',0),('Gray Render',NULL,'Archives Of Nethys 1e',1,'Standing over 9 feet tall and weighing in excess of 4,000 pounds, a gray render is a solitary and savage predator. Renders are gifted with immense strength, and some reports claim to have witnessed a gray render uprooting a fully grown tree and tearing it to splinters in order to catch prey hiding within. Gray renders actively avoid forming groups or communities with their own kind, and perhaps only tolerate the presence of other renders when it is time to mate. Some sages claim they are asexual, but it is more likely they are hermaphrodites able to self-fertilize, and reproduce only rarely.',0),('Grendel',NULL,'Archives Of Nethys 1e',1,'This lurching hulk carries no weapons, but its eyes burn with menace, and its long claws are caked with blood.',0),('Griffon',NULL,'Archives Of Nethys 1e',1,'This majestic beast has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.',0),('Grindylow',NULL,'Archives Of Nethys 1e',1,'About 4 feet long from head to tentacle tip, grindylows appear to be half-goblin and half-octopus, the split occurring at the waist. Grindylows are violent, ravenous creatures that use their spears to hunt or just to poke at things that scream and cry.',0),('Grippli',NULL,'Archives Of Nethys 1e',1,'These small, intelligent, humanoid tree frogs live in primitive societies deep in the forests and marshes of the world. They hunt giant insects and eat fruits and flowers from their tree homes. They often barter with more advanced creatures for metal and gemstone ornaments.',0),('Grodair',NULL,'Archives Of Nethys 1e',1,'Several water-dripping tentacles sprout from this four-eyed fish\'s belly, while long fins protrude from its back.',0),('Grootslang',NULL,'Archives Of Nethys 1e',1,'This enormous beast has the combined features of an elephant and a serpent. Its tremendous maw sports six frightening tusks.',0),('Guecubu',NULL,'Archives Of Nethys 1e',1,'A skeletal carcass pulls itself from the ground, its body formed as much from earth and soil as from bones and rotting flesh.',0),('Harionago',NULL,'Archives Of Nethys 1e',1,'This deathly pale beauty\'s skin is blemished with bruises and cuts, yet a smile shows behind her flowing tangle of hair.',0),('Harpy',NULL,'Archives Of Nethys 1e',1,'Save for the tattered wings and taloned feet, this creature resembles a feral woman with a wild look about her.',0),('Hawk',NULL,'Archives Of Nethys 1e',1,'Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.',0),('Hezrou',NULL,'Archives Of Nethys 1e',1,'This fiend\'s armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.',0),('Hieracosphinx',NULL,'Archives Of Nethys 1e',1,'A cold-eyed falcon\'s head and great wings adorn the body of this otherwise leonine creature.',0),('Hobgoblin',NULL,'Archives Of Nethys 1e',1,'Standing as tall as a human, this muscular, gray-skinned creature peers about with tiny, observant eyes.',0),('Hodag',NULL,'Archives Of Nethys 1e',1,'Spikes cover the body of this vaguely reptilian creature. Its fearsome face features dagger-sharp teeth and glowing red eyes.',0),('Homunculus',NULL,'Archives Of Nethys 1e',1,'This vaguely humanoid creature is about the size of a cat but looks more like a toothy, winged devil.',0),('Horse',NULL,'Archives Of Nethys 1e',1,'This proud horse thunders across the grassy plain with fluid grace, wind tugging at its loose-fitting barding.',0),('Hydra',NULL,'Archives Of Nethys 1e',1,'Multiple angry snake-like heads rise from the sleek, serpentine body of this terrifying monster.',0),('Hyena',NULL,'Archives Of Nethys 1e',1,'This hyena is covered in shaggy, tan-colored fur with black and brown stripes.',0),('Hypnalis',NULL,'Archives Of Nethys 1e',1,'Seeming to phase in and out of existence, this ophidian creature has a great striped hood like a cobra.',0),('Ijiraq',NULL,'Archives Of Nethys 1e',1,'Its head the skull of a caribou, this humanoid has wicked claws, and wears wrappings of ragged fur adorned with scrimshaw talismans.',0),('Iron Cobra',NULL,'Archives Of Nethys 1e',1,'This creature resembles a small, metallic cobra. Its body is made of overlapping iron plates, and its eyes are pinpoints of red light.',0),('Isonade',NULL,'Archives Of Nethys 1e',1,'This massive horror looks like a shark protected by a crab carapace, with a tail, flanks, and pectoral fins covered in cruel hooks.',0),('Janni',NULL,'Archives Of Nethys 1e',1,'This regal figure looks like a tall, well-proportioned human, save that its eyes sparkle with strange light.',0),('Jorogumo',NULL,'Archives Of Nethys 1e',1,'Eight spindly spider legs, flocked with coarse black hairs, stretch from the back of this otherwise beautiful black-haired woman.',0),('Jubjub Bird',NULL,'Archives Of Nethys 1e',1,'This enormous bird has a lizardlike tail and bright purple feathers on its back and wings; the rest of its body is bare and scaly.',0),('Juggernaut',NULL,'Archives Of Nethys 1e',1,'This oppressive construct rumbles forth on deadly rollers, crushing everything in its path.',0),('Julunggali',NULL,'Archives Of Nethys 1e',1,'Resplendent lilac and white scales adorn this gigantic serpent. A number of sharp, short horns crown its head.',0),('Kangaroo',NULL,'Archives Of Nethys 1e',1,'As tall as a grown human, this mouse-faced creature stands on powerful hind legs and has a stout tail trailing behind.',0),('Karkadann',NULL,'Archives Of Nethys 1e',1,'A single wicked horn grows from the forehead of this stocky, oryx-like creature.',0),('Karkinoi',NULL,'Archives Of Nethys 1e',1,'This hulking mix of ogre and crab has one huge pincer that snaps menacingly, while its other arm is a twisted, humanlike hand.',0),('Kirin',NULL,'Archives Of Nethys 1e',1,'With draconic scales covering much of its body, this staglike creature moves with awe-inspiring grace.',0),('Kitsune',NULL,'Archives Of Nethys 1e',1,'This elegantly dressed woman has the head and bushy tail of well-groomed fox.',0),('Kobold',NULL,'Archives Of Nethys 1e',1,'This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.',0),('Kongamato',NULL,'Archives Of Nethys 1e',1,'A massive draconic creature with a birdlike head dives from the sky, letting loose a piercing scream as it descends.',0),('Kraken',NULL,'Archives Of Nethys 1e',1,'This tremendous leviathan resembles a vast squid, yet the markings on its body are strangely unsettling to look upon.',0),('Kuwa',NULL,'Archives Of Nethys 1e',1,'This golden-skinned fiend has horns, fangs, and bulging eyes. It grips a spiked club in its four-fingered claws.',0),('Kyton',NULL,'Archives Of Nethys 1e',1,'Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars.',0),('Lammasu',NULL,'Archives Of Nethys 1e',1,'This majestic creature has the body of a lion, the wings of an eagle, and the face of a wise human man.',0),('Leopard',NULL,'Archives Of Nethys 1e',1,'With each graceful step, this leopard\'s steely muscles ripple beneath its spotted fur.',0),('Lich',NULL,'Archives Of Nethys 1e',1,'Once fine robes hang in tatters from this withered corpse\'s frame. A pale blue light shines from where its eyes should be.',0),('Lion',NULL,'Archives Of Nethys 1e',1,'This great cat\'s muscles flex visibly under its skin as it bares its fangs and shakes its thick mane of hair.',0),('Locathah',NULL,'Archives Of Nethys 1e',1,'Simple aquatic creatures shunned by landwalkers and undersea folk alike, locathahs live in tight-knit communities scattered throughout the world\'s seas, lakes. and waterways. Locathahs possess scaly ochre skin tinged with green and yellow. Ridged, rust-colored skin covers their chests and stomachs, and a mottled wash of green, brown, and orange colors their fins like aging kelp. Locathahs exude a strong fishy odor when above water that, in addition to their already unnerving appearance, repulses most land-dwellers. Despite this animosity, locathahs go to great lengths to befriend surface folk, offering safe passage through the waters, pointing out dangerous reefs, and hinting at sunken treasures in return for durable ceramics and metal tools and weapons, as well as tubers, which they view as a delicacy.',0),('Maenad',NULL,'Archives Of Nethys 1e',1,'This wild-looking woman is covered in spattered blood. Her wicked smile reveals sharp teeth and her eyes suggest insanity.',0),('Manticore',NULL,'Archives Of Nethys 1e',1,'This creature has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes.',0),('Marid',NULL,'Archives Of Nethys 1e',1,'This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.',0),('Mastodon',NULL,'Archives Of Nethys 1e',1,'This creature is larger than a normal elephant, with enormous sweeping tusks and shaggy brown fur on its body.',0),('Medusa',NULL,'Archives Of Nethys 1e',1,'This slender, attractive woman has strangely glowing eyes and a full head of hissing snakes for hair.',0),('Megalodon',NULL,'Archives Of Nethys 1e',1,'The true nightmare of the sea is the megalodon, a shark that represents the pinnacle of this species\' evolution. Horrifying in its immense size and ruinous appetite, the megalodon is certainly the beast behind many legends of enormous fish who swallow ships whole. A megalodon is 60 feet long and weighs 100,000 pounds.',0),('Merfolk',NULL,'Archives Of Nethys 1e',1,'Slipping in and out of the crashing waves, this beautiful woman has the lower torso of a long, slender fish.',0),('Mi-Go',NULL,'Archives Of Nethys 1e',1,'This unnaturally graceful creature has a bulbous fungoid lump for a head, spiny insectoid wings, and a tangle of spiky, clawed legs.',0),('Minotaur',NULL,'Archives Of Nethys 1e',1,'With the body of a powerfully built man and the head of a snarling bull, this creature stomps its hooves as if preparing to charge.',0),('Mngwa',NULL,'Archives Of Nethys 1e',1,'This jungle cat has a dark coat of striped fur, glossy black teeth and claws, and a black mane.',0),('Mobogo',NULL,'Archives Of Nethys 1e',1,'This grotesque creature looks like a gigantic toad with leathery wings, fangs, horns, and three bulbous eyes.',0),('Moon Dog',NULL,'Archives Of Nethys 1e',1,'This sleek, white-furred hound stands three feet tall at the shoulder. It paws resemble hands and its face seems preternaturally wise.',0),('Muckdweller',NULL,'Archives Of Nethys 1e',1,'This bipedal lizard has mottled gray-and-brown flesh. A short dorsal fin runs the length of its body and its forelimbs look like hands.',0),('Mummy',NULL,'Archives Of Nethys 1e',1,'Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.',0),('Myceloid',NULL,'Archives Of Nethys 1e',1,'This shambling fungus creature bears a strong resemblance to a rotund human, but with a mushroom cap for a head.',0),('Nabasu',NULL,'Archives Of Nethys 1e',1,'This lanky fiend\'s mouth is filled with sharp fangs, while great bat-like wings stretch from its scaly hide.',0),('Nalfeshnee',NULL,'Archives Of Nethys 1e',1,'A towering, corpulent beast, this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands.',0),('Narwhal',NULL,'Archives Of Nethys 1e',1,'This small whale lacks a dorsal fin and has pale, mottled skin. Its most notable feature is the single tusk protruding from its face.',0),('Ningyo',NULL,'Archives Of Nethys 1e',1,'This dog-sized creature combines the upper half of a deformed monkey with the lower half of a thrashing fish.',0),('Nixie',NULL,'Archives Of Nethys 1e',1,'This green-skinned fey has webbed hands and feet. Its hair is the color of seaweed, and is decorated with shells.',0),('Nuckelavee',NULL,'Archives Of Nethys 1e',1,'This skinless creature resembles a horse and its humanoid rider, fused into a single hideous being of rage and sickness.',0),('Nycar',NULL,'Archives Of Nethys 1e',1,'This cruel-looking serpent is about the size of a housecat, with two forearms and dangerous-looking fangs.',0),('Nymph',NULL,'Archives Of Nethys 1e',1,'A delicate figure rises from the water, her long ears tapering to points above her head, her beauty painful in its perfection.',0),('Octopus',NULL,'Archives Of Nethys 1e',1,'Eight tentacles, each adorned with rows of countless suckers, unfurl from the barrel-shaped body of this large-eyed creature.',0),('Ogre',NULL,'Archives Of Nethys 1e',1,'This lumbering giant\'s beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.',0),('Ophiotaurus',NULL,'Archives Of Nethys 1e',1,'This enormous russet serpent has the head and forequarters of a ruddy bull with bronze horns and hooves.',0),('Orc',NULL,'Archives Of Nethys 1e',1,'This savage creature looks like a bestial version of a savage human, with green-gray skin and greasy black hair.',0),('Otyugh',NULL,'Archives Of Nethys 1e',1,'This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.',0),('Owl',NULL,'Archives Of Nethys 1e',1,'This enormous owl has a silent gracefulness and wisdom about it despite its considerable size.',0),('Owlbear',NULL,'Archives Of Nethys 1e',1,'An amalgam of fur and feathers, this bizarre half-bear, half-owl monstrosity raises its huge, ursine claws in anger.',0),('Panther',NULL,'Archives Of Nethys 1e',1,'With each graceful step, this leopard\'s steely muscles ripple beneath its spotted fur.',0),('Pazuzu',NULL,'Archives Of Nethys 1e',1,'Held aloft by four great feathered wings, this hawk-faced fiend has a scorpion\'s tail and carries a black metal scepter.',0),('Pegasus',NULL,'Archives Of Nethys 1e',1,'This magnificient horse has great bird-like wings upon its back and moves with a quiet and proud grace.',0),('Peluda',NULL,'Archives Of Nethys 1e',1,'This long-necked dragon has steamy breath, a lashing tail, and a back covered in hundreds of quills.',0),('Peri',NULL,'Archives Of Nethys 1e',1,'This beautiful albino woman is wreathed in wings of brilliant flame.',0),('Peuchen',NULL,'Archives Of Nethys 1e',1,'This enormous snake has glowing green eyes, large fangs, and wide, membranous wings.',0),('Phantom Fungus',NULL,'Archives Of Nethys 1e',1,'Portions of this three-stalked fungoid monster\'s body seem to fade in and out of sight. A large maw gapes along its entire front.',0),('Phase Spider',NULL,'Archives Of Nethys 1e',1,'This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.',0),('Phoenix',NULL,'Archives Of Nethys 1e',1,'This immense bird seems to be made of living flame. It spreads its wings and gives vent to a musical cry as it takes to the air.',0),('Pixie',NULL,'Archives Of Nethys 1e',1,'This tiny, whimsical-looking humanoid darts about swiftly on wildly colored gossamer wings.',0),('Pony',NULL,'Archives Of Nethys 1e',1,'This squat equine plods forward with large, curious eyes. As it nears, it extends its muzzle, clearly expecting a treat.',0),('Porcupine',NULL,'Archives Of Nethys 1e',1,'This small-eyed rodent has a rounded body with numerous quills running all over its back.',0),('Purple Worm',NULL,'Archives Of Nethys 1e',1,'This enormous worm is covered with dark purple plates of chitinous armor. Its giant, tooth-filled mouth is the size of an ox.',0),('Pyrausta',NULL,'Archives Of Nethys 1e',1,'This minuscule dragon\'s transparent wings and large eyes resemble those of a praying mantis. Its form glows bright with an inner fire.',0),('Qallupilluk',NULL,'Archives Of Nethys 1e',1,'This hag\'s lumpy hide, tangled black hair, and ragged garments drip with icy water, though she has a curiously sweet smell.',0),('Quasit',NULL,'Archives Of Nethys 1e',1,'Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.',0),('Rakshasa',NULL,'Archives Of Nethys 1e',1,'This figure\'s backward-bending fingers and its bestial, snarling visage leave little doubt as to its fiendish nature.',0),('Ramidreju',NULL,'Archives Of Nethys 1e',1,'This long, serpent-bodied weasel has tusks and a snout similar to that of a boar and a body covered with soft, green fur.',0),('Remorhaz',NULL,'Archives Of Nethys 1e',1,'An immense centipede-like beast erupts from the snow, rows of chitinous plates on its back glowing red-hot.',0),('Rhinoceros',NULL,'Archives Of Nethys 1e',1,'This rhinoceros has a low-slung head with twisted ears that lie back along its neck.',0),('Roc',NULL,'Archives Of Nethys 1e',1,'This immense raptor unleashes a shrill cry as it bares its talons, each large enough to carry off a horse.',0),('Rusalka',NULL,'Archives Of Nethys 1e',1,'This beguiling female figure is partly obscured by long flowing hair that dances and flows around her as if she were underwater.',0),('Saguaroi',NULL,'Archives Of Nethys 1e',1,'This humanoid plant creature has the prickly hide of a cactus, and smaller cactuses seemingly sprout from its flesh.',0),('Salamander',NULL,'Archives Of Nethys 1e',1,'This snake-bodied humanoid hisses with anger. Spines of crackling flame dance along the creature\'s blackened, fiery-red scales.',0),('Satyr',NULL,'Archives Of Nethys 1e',1,'This handsome, grinning man has the furry legs of a goat and a set of curling ram horns extending from his temples.',0),('Scitalis',NULL,'Archives Of Nethys 1e',1,'This ophidian dragon\'s scales and frills form a brightly colored pattern, backlit like stained glass by the creature\'s inner glow.',0),('Sea Cat',NULL,'Archives Of Nethys 1e',1,'This fierce creature merges the front half of a great cat with the tail and other characteristics of a giant fish.',0),('Sea Serpent',NULL,'Archives Of Nethys 1e',1,'Spine-frilled neck arching up from the water like a snake ready to strike, this ship-sized serpent hisses a challenge.',0),('Seps',NULL,'Archives Of Nethys 1e',1,'This giant armored snake has large fangs, dripping with venom that hisses when it spatters on the ground.',0),('Shark',NULL,'Archives Of Nethys 1e',1,'This blue shark\'s fins slice through the water, its black eyes rolling and its gaping jaws showing countless teeth.',0),('Shasalqu',NULL,'Archives Of Nethys 1e',1,'A ridge of jagged ice runs down the back of this glistening, desert-dwelling lizard.',0),('Shedu',NULL,'Archives Of Nethys 1e',1,'This noble creature stands strong and tall with the body of a powerful bull and the head of a wise-looking human.',0),('Shinigami',NULL,'Archives Of Nethys 1e',1,'This emaciated, robed humanoid wields a scythe made of bone to match the skeletal wings that protrude from its shoulders.',0),('Shining Child',NULL,'Archives Of Nethys 1e',1,'Creatures of burning light and strange geometry, shining children are a terror to behold. Beyond the flares of energy that constantly burst from their forms (particularly in beam-like gouts from their eyes and mouths), the creatures are vaguely humanoid, with strange hands that each bear four fingers. Occasionally summoned by powerful wizards in search of rare arcane knowledge, the shining children (who disdain individual names) communicate via telepathy, a psychic roar like metal tearing that sometimes resolves into strained and raspy words.',0),('Shocker Lizard',NULL,'Archives Of Nethys 1e',1,'This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning.',0),('Shoggoth',NULL,'Archives Of Nethys 1e',1,'This immense mound of black slime thunders forward, eyes and mouths and even stranger things forming in its heaving bulk.',0),('Shriezyx',NULL,'Archives Of Nethys 1e',1,'An oversized, eight-legged monstrosity stares ravenously from its three beady eyes, its gaping maw dripping with green venom.',0),('Simurgh',NULL,'Archives Of Nethys 1e',1,'This massive creature has the body of a resplendent bird but the head of a regal canine.',0),('Skeleton',NULL,'Archives Of Nethys 1e',1,'The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.',0),('Skum',NULL,'Archives Of Nethys 1e',1,'This hunchbacked, green-skinned humanoid has a wide, frog-like head but a mouth more akin to that of a toothy fish.',0),('Skunk',NULL,'Archives Of Nethys 1e',1,'Built like a small badger, this creature has black fur with white stripes running from its face to its fluffy tail, which is raised in warning.',0),('Slurk',NULL,'Archives Of Nethys 1e',1,'Slurks are frog-like creatures, the descendants of the failed result of a dwarven attempt to domesticate and breed subterranean frogs as food and labor animals. Though the dwarves failed to create suitable livestock, the sticky frog-beasts are often befriended by other underground races.',0),('Snallygaster',NULL,'Archives Of Nethys 1e',1,'This lean, scaly beast has broad wings, horns, a single eye, and writhing tentacles within its sharp, toothy beak.',0),('Soulbound Doll',NULL,'Archives Of Nethys 1e',1,'These small, sentient dolls contain a fragment of another creature\'s soul. The binding process strips most of the individuality from the soul, making a new soulbound doll an almost blank slate. Despite this process, fragments of the original creature\'s personality remain.',0),('Spectre',NULL,'Archives Of Nethys 1e',1,'This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.',0),('Sprite',NULL,'Archives Of Nethys 1e',1,'This lithe, diminutive creature looks like a humanoid with wispy, mothlike wings and long, thin ears.',0),('Squid',NULL,'Archives Of Nethys 1e',1,'This slender red squid darts through the water with alacrity. Two large eyes stare from above the creature\'s tentacles.',0),('Stirge',NULL,'Archives Of Nethys 1e',1,'This insectoid creature has two pairs of bat wings, a tangle of thin legs, and a needle-sharp proboscis.',0),('Succubus',NULL,'Archives Of Nethys 1e',1,'Tiny horns, bat-like wings, and a sinuous tail betray the demonic nature of this alluring woman.',0),('Sylph',NULL,'Archives Of Nethys 1e',1,'Sylphs are humans whose family trees include elemental beings of air, such as djinn. They tend to be pale and thin to the point of appearing delicate, though their skinny bodies are more resilient than they look. While many can pass unnoticed through crowds of humans, sylphs display their heritage in subtle ways, and those who study them carefully sometimes notice that breezes seem to follow a sylph wherever she goes, even inside rooms with no windows. When consumed by fits of anger or passion, these tendencies become more apparent, as winds surround the sylph and tousle her hair or knock small items from shelves. Many sylphs have complex markings on their pale flesh that resemble tiny swirling designs like blue and gray tattoos, and the most exotic of their kind have hair that twists and coils almost as if it were made of living mist.',0),('Tanuki',NULL,'Archives Of Nethys 1e',1,'Short and pudgy, this raccoonlike humanoid wields a stout quarterstaff and weaves a little as if intoxicated.',0),('Tarrasque',NULL,'Archives Of Nethys 1e',1,'This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail.',0),('Tatzlwyrm',NULL,'Archives Of Nethys 1e',1,'This serpentine creature has the head of a ferocious dragon and two relatively small forearms that end in tiny claws.',0),('Tengu',NULL,'Archives Of Nethys 1e',1,'Black feathers cover this crow-headed humanoid, and its hands and legs end in powerful talons.',0),('Tiger',NULL,'Archives Of Nethys 1e',1,'This powerful feline predator moves with a deadly grace, its reddish-orange fur slashed with black stripes.',0),('Tizheruk',NULL,'Archives Of Nethys 1e',1,'This serpentine beast undulates through the water. Its scaly skin and its flesh are clear, revealing its red-and-brown organs.',0),('Troglodyte',NULL,'Archives Of Nethys 1e',1,'This humanoid\'s scaly hide is dull gray. Its frame resembles that of a cave lizard, with a long tail and crests on its head and back.',0),('Troll',NULL,'Archives Of Nethys 1e',1,'This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.',0),('Tzitzimitl',NULL,'Archives Of Nethys 1e',1,'Crusted with rock, this immense skeletal figure flies swiftly through the air, strange gasses clinging to its nightmarish form.',0),('Unicorn',NULL,'Archives Of Nethys 1e',1,'This magnificent beast looks like a white horse, but with a goat\'s beard and a single long ivory horn on its brow.',0),('Uraeus',NULL,'Archives Of Nethys 1e',1,'This two-headed cobra flies with a large pair of sleek, black-feathered wings that sprout from its serpentine body.',0),('Ursikka',NULL,'Archives Of Nethys 1e',1,'This insectlike creature is covered in downy white fur. A pair of eyes gleams above a three-part mouth that drips viscous fluid.',0),('Vahana',NULL,'Archives Of Nethys 1e',1,'This massive creature combines the trunk, tusks, and size of an elephant with the powerful jaws, scaly hide, and tail of a crocodile.',0),('Vampire',NULL,'Archives Of Nethys 1e',1,'This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.',0),('Vanara',NULL,'Archives Of Nethys 1e',1,'This lean, simian humanoid is covered in a layer of soft, lightly colored fur and has a long, prehensile tail.',0),('Viper',NULL,'Archives Of Nethys 1e',1,'Countless species of poisonous snakes dwell in the wild, their bites capable of bringing down creatures much larger than themselves. Snakes of the size presented here are thankfully rarer than their smaller kin, but many species of rattlesnake, cobra, and similar reptiles can grow to this size.',0),('Vishap',NULL,'Archives Of Nethys 1e',1,'This slender dragon is covered in vivid cerulean scales with four powerful wings to match.',0),('Voonith',NULL,'Archives Of Nethys 1e',1,'This brightly colored, long-necked amphibian has six legs, a fanged snout, and numerous finlets running down its spine.',0),('Vrock',NULL,'Archives Of Nethys 1e',1,'A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.',0),('Vulture',NULL,'Archives Of Nethys 1e',1,'This dark-feathered vulture has a bald neck and head, and its long, hooked beak is caked with carrion.',0),('Wakandagi',NULL,'Archives Of Nethys 1e',1,'This antlered beast combines the features of an elegant deer and a slithering serpent.',0),('Walrus',NULL,'Archives Of Nethys 1e',1,'Two long tusks jut from the mouth of this bulky, bewhiskered creature. It walks clumsily on flippers instead of feet.',0),('Water Leaper',NULL,'Archives Of Nethys 1e',1,'This vicious monster has webbed wings, a mouth full of sharp teeth, and a long tail ending a black stinger.',0),('Water Orm',NULL,'Archives Of Nethys 1e',1,'Just as sailors tell stories of sea serpents, so do denizens on the shores of remote lakes whisper of strange, secretive monsters lurking in the depths of these large bodies of water. Like sea serpents, proof of their existence is as elusive as the beasts themselves. Known as water orms and believed by some to be a strange link between linnorms and sea serpents, most locals refer to any such local monster (real or imagined) by a pet name or the name of the lake it calls home. Water orms are craftier than sea serpents, and generally inclined toward curiosity rather than violence. Nevertheless, a water orm does not hesitate to attack any creature it views as a threat to itself or its lake.',0),('Wayang',NULL,'Archives Of Nethys 1e',1,'Spiralling patterns cover this shadowy humanoid\'s skin, and its black hair trails away in wisps.',0),('Wererat',NULL,'Archives Of Nethys 1e',1,'This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.',0),('Werewolf',NULL,'Archives Of Nethys 1e',1,'This muscular creature has a man\'s body but the snarling head and fur coat of a wolf.',0),('Wight',NULL,'Archives Of Nethys 1e',1,'The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.',0),('Wikkawak',NULL,'Archives Of Nethys 1e',1,'The goblinoid race of bugbears infests all regions of the world, and these cruel creatures have adapted to the various climes where they make their homes. In the icy wastes, a race of albino bugbears called wikkawaks stalk the windswept glaciers and frozen mountaintops.',0),('Wolf',NULL,'Archives Of Nethys 1e',1,'This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth.',0),('Wolverine',NULL,'Archives Of Nethys 1e',1,'This stocky, muscular mammal is the size of a badger, its snarling lips revealing a mouth full of yellow teeth.',0),('Worg',NULL,'Archives Of Nethys 1e',1,'This unusually large wolf has an evil, almost intelligent light shining in its deep red eyes.',0),('Wraith',NULL,'Archives Of Nethys 1e',1,'This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.',0),('Wyvaran',NULL,'Archives Of Nethys 1e',1,'This dragonlike humanoid brandishes its spear, spreads its wings, and shows its fangs in a angry snarl.',0),('Wyvern',NULL,'Archives Of Nethys 1e',1,'A dark blue dragon, its wings immense and its tail tipped with a hooked stinger, lands on two taloned feet and roars a challenge.',0),('Xiao',NULL,'Archives Of Nethys 1e',1,'This snarling blue-white monkey flies through the air on a pair of birdlike wings.',0),('Xorn',NULL,'Archives Of Nethys 1e',1,'This squat beast is as wide as it is tall. Strangely symmetrical, it has three arms, three legs, three eyes, and one huge mouth.',0),('Yamaraj',NULL,'Archives Of Nethys 1e',1,'Equal parts regal and horrifying to mortal sensibilities, yamarajes preside as judges of death and dispensers of ultimate justice. Superstitions of the living call them by many names-the final judges, the grave magistrates, the dragons who eat men\'s souls-but all agree that these nobles of death wither even the stoutest hearts. The grave magistrates glide with authority throughout Purgatory, commanding flocks of lesser psychopomps, tolerating the ministrations of devils and angels bickering for souls of note, and ordering the endless procession of petitioners. Many also serve as diplomats or military commanders to maintain Purgatory\'s neutrality, but any such role is secondary to maintaining the flow of souls and the balance of the multiverse. Though in theory each yamaraj answers to the gods of death, in practice each is unquestioned within its own courtroom.',0),('Yellow Musk Creeper',NULL,'Archives Of Nethys 1e',1,'Coiling around several human skeletons, this wet green plant\'s sickly flowers smoke with a nasty yellow vapor.',0),('Yeti',NULL,'Archives Of Nethys 1e',1,'This creature stands like a man, yet is half again the height of most men and covered with a coat of thick white fur.',0),('Ypotryll',NULL,'Archives Of Nethys 1e',1,'This ugly creature\'s porcine head features multiple horns and tusks. Its muscular body ripples with raw power.',0),('Yuki-Onna',NULL,'Archives Of Nethys 1e',1,'This beautiful but sad-looking woman wears an ornate robe and is surrounded by a whirling mass of snow.',0),('Zuvembie',NULL,'Archives Of Nethys 1e',1,'This withered old corpse has a feral glint in her eyes and clasps a rusty axe in her yellow-nailed hands.',0),('Abaia',NULL,'Archives Of Nethys 1e',2,'Originally from the primal world of the fey, an abaia protects lakes and their surroundings from exploitation, in particular by magic and overfishing. It favors waters with a mystical nature or supernatural properties. An abaia ignores creatures that take only what they need from the lake and otherwise show proper respect to the waters. Those that abuse an abaia\'s lake risk capsized boats, floods, torrential rains, and even direct attacks. After sinking a vessel, an abaia searches the wreckage for magical treasure.',0),('Aboleth',NULL,'Archives Of Nethys 1e',2,'As befits their hideous primeval appearance, the hermaphroditic aboleths are among the world\'s oldest forms of life. Ancient even when the gods first turned their eyes to the Material Plane, the aboleths have always existed apart from other mortal life, alien and cold and endlessly plotting. They once ruled the world with vast empires, and today view most other forms of life as either food or slaves-and sometimes both. They disdain the gods and see themselves as the true masters of creation. An aboleth is 25 feet long and weighs 6,500 pounds.',0),('Achaierai',NULL,'Archives Of Nethys 1e',2,'Though not devils themselves, achaierais live and hunt on the scorched and blasted plains of Hell, where they make excellent use of their long, stilt-like legs in running down any lost souls or lesser devils who stumble into their feeding grounds. Once it has closed with its target, an achaierai attacks with its two front legs, punching or slashing, as well as biting with its powerful beak. Far smarter than their animalistic form might suggest, achaierais prefer to hunt in shrieking packs and use their prey\'s confusion and their own reach to their advantage, circling their quarry and darting in to attack as soon as the victim becomes distracted, then retreating again before the prey has a chance to retaliate.',0),('Adlet',NULL,'Archives Of Nethys 1e',2,'Adlets are cunning hunters of the arctic wilds. Tall, sinewy, nimble, and very quick, they see themselves as the true heritors of untamed arctic lands, and are offended by any other humanoid species that attempts to settle in such regions. Although not normally evil, adlets are very aggressive and warlike. They also have no social taboo against cannibalism, and their practice of eating their dead rather than burying them only further builds misconceptions about their morality.',0),('Aghasura',NULL,'Archives Of Nethys 1e',2,'An aghasura is 30 feet long and weighs nearly 7 tons.',0),('Ahuizotl',NULL,'Archives Of Nethys 1e',2,'A carnage-hungry denizen of swamps, the ahuizotl is a ferocious-looking predator, even before one takes into consideration its most distinctive feature-a long tail that ends in a clawed but all-too-humanoid hand. Whether from the entrance of its aquatic home (typically a sunken mass of trees or a flooded cavern) or the thick reeds and flora that grow at the water\'s edge, an ahuizotl remains watchful for any intruder that might trespass into its territory. Upon sighting such prey, the beast uses its uncanny ability to mimic the sound of a humanoid in distress to lure victims near, so it can snatch them with its tail claw. Ahuizotls are particularly fond of feasting upon a victim\'s eyes, and their tail claws are particularly adept at swiping away such organs for the beasts to feed upon. Teeth and fingernails are another of the creature\'s favorite meals, and the appearance of mutilated bodies missing eyes, teeth, and nails along a river\'s banks is sure evidence of an ahuizotl attack.',0),('Akhlut',NULL,'Archives Of Nethys 1e',2,'Resembling nothing so much as a killer whale mixed with a wolf, the rarely seen akhlut stalks frigid seas and the frozen lands nearby, shrouded by perpetual blizzards. Legend holds that the first akhlut was born fully-formed in the eye of a polar hurricane, the merciless anger of the elements made flesh. Whether or not the tale is true, the akhlut\'s ferocity is certainly as memorable as that of any storm.',0),('Almiraj',NULL,'Archives Of Nethys 1e',2,'The almiraj is a surprisingly dangerous predator. Almirajes\' strong affinity with witches, magical gore attacks, and susceptibility to hexes suggest they have arcane origins, perhaps the result of experiments by witches seeking to deliberately create a new kind of familiar.',0),('Ankheg',NULL,'Archives Of Nethys 1e',2,'Ankhegs are an all-too-common plague upon the rural areas of the world. These horse-sized burrowing monsters generally avoid heavily settled areas like cities, but their predilection for livestock and humanoid flesh ensures that they do not keep to the deep wilderness either. Their preferred habitat is rural farmlands, as the loose soil of such regions makes it easy for the creatures to burrow. Tales speak of larger ankhegs that dwell in remote deserts-such creatures likely feed primarily on giant scorpions and camels, and rarely come in contact with civilization due to their remote locations. (A desert ankheg is a Huge advanced ankheg.)',0),('Ankou',NULL,'Archives Of Nethys 1e',2,'Ankous are assassins for powerful fey nobles, sent to kill, terrify, and torture. They never speak, only telepathically whisper their lord\'s verdict to victims. A typical ankou is 10 feet tall and has an 8-foot wingspan, but weighs less than 100 pounds.',0),('Antelope',NULL,'Archives Of Nethys 1e',2,'A typical antelope stands a bit less than 3 feet at the shoulder, measures 4 feet in length, and weighs 60 pounds. In some species, both males and females have horns; in others, only males. Females that lack horns have the same statistics but lack an effective attack.',0),('Axe Beak',NULL,'Archives Of Nethys 1e',2,'Keen-witted and powerful avian predators, axe beaks compete with wolves and hunting cats for prey upon vast, open steppes and prairies. Although feared for their boldness and territorial natures, these giant birds prove eminently tamable, making useful guardians, hunters, and even steeds when kept well fed. Axe beaks are relatively social creatures, forming small groups in which both males and females hunt together. They nest in immense mounds made of sticks, branches, leaves, and whatever else they can scavenge (including the bones and equipment of previous meals), with each nest used by a large group of axe beaks. Females typically lay clutches of 1d4+1 eggs once per year, which the parents take turns keeping warm for 2 months before they hatch.',0),('Babau',NULL,'Archives Of Nethys 1e',2,'The babau is an assassin, a murderer, and a sadist-certainly not traits unusual in the demons, yet the babau\'s penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades-their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.',0),('Baboon',NULL,'Archives Of Nethys 1e',2,'A baboon is 3 feet tall and weighs 70 pounds.',0),('Badger',NULL,'Archives Of Nethys 1e',2,'A typical badger has dark brownish-gray fur highlighted with white markings, such as bands or striped masks about the eyes. These markings are distinct and vary by species. While generally friendly, if threatened or otherwise provoked, badgers can become fierce combatants. Once engaged with an opponent, they typically fight until slain. In combat, they fight with their sharp, needle-like teeth and long, curved claws, which they otherwise use for digging.',0),('Baku',NULL,'Archives Of Nethys 1e',2,'Bizarre creatures that feed on thoughts, bakus stay hidden from humanoids and feed on their creativity and dreams as well as their fears and nightmares. Bakus rarely encounter others of their kind, living largely solitary lives. Some sages speculate the creatures are not born, but rather spontaneously manifest as if spun from dreams, nightmares, and creative thoughts. Bakus are about 5 feet long and weigh 100 pounds.',0),('Balor',NULL,'Archives Of Nethys 1e',2,'When folk whisper frightened tales of the demonic, what most envision is a towering figure of fire and flesh, a horned nightmare armed with flaming whip and sword flying through the night in search of its latest victim. The demon these folk fear is the balor, and that fear is justly placed, for few demons can match the mighty balor in strength or brutality.',0),('Bandersnatch',NULL,'Archives Of Nethys 1e',2,'Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. Once a bandersnatch has marked a creature for death, it runs it to ground without fear, rest, or remorse.',0),('Baregara',NULL,'Archives Of Nethys 1e',2,'Although natives of the Abyss that often serve as minions for powerful demons or demon lords, baregaras are not in fact demons themselves. Some scholars classify them as \"proto-demons\"-monsters like bebiliths or xacabras that could perhaps someday complete their supernatural evolution into full demonic glory, but that have not quite yet reached that end. Of course, to the baregara\'s victims, these debates are incidental.',0),('Barghest',NULL,'Archives Of Nethys 1e',2,'Said to be fiendish relations of all goblinoid races, the hateful barghests come to the Material Plane to feed. As they consume the bodies of innocents, they grow increasingly powerful. A barghest eventually sheds its skin to transform into a greater barghest, at which point it often seeks out a tribe of goblins or other creatures to rule.',0),('Basilisk',NULL,'Archives Of Nethys 1e',2,'The basilisk, often called the \"King of Serpents,\" is in fact not a serpent at all, but rather an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from eggs laid by snakes and incubated by roosters, but little in the basilisk\'s physiology lends any credence to this claim.',0),('Baykok',NULL,'Archives Of Nethys 1e',2,'When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks-flying undead horrors that kill purely for the ecstasy that only murder can bring them.',0),('Bebilith',NULL,'Archives Of Nethys 1e',2,'The Abyss is a terrible place, yet even in this horrific realm there exist predators and wild beasts that prey upon the demonic horde-the bebilith being the most notorious, a creature evolved to hunt and slay demons.',0),('Behir',NULL,'Archives Of Nethys 1e',2,'Temperamental and avaricious, the behir spends most of its time slithering through the sandy hills and desert cliffs that make up its territory, preying upon all creatures who dare to enter its hunting grounds. The creature\'s six pairs of powerful, clawed legs remain folded against its sides most of the time, only extending in combat to grapple foes or carry the behir forward in a terrifying, low-slung gallop, or else when climbing the sheer cliff faces common to behir lairs.',0),('Berbalang',NULL,'Archives Of Nethys 1e',2,'Berbalangs prefer to make their homes within a day\'s travel of humanoid settlements. These lairs are well hidden and sometimes protected by other undead creatures. Some berbalangs set themselves up as secluded shamans or wise old crones, using alter self to appear human. Ultimately cowardly, berbalangs rarely attack a settlement directly, preferring to pluck its meals from those who stray too far from civilization. A berbalang stands as tall as a human and rarely weighs more than 100 pounds.',0),('Bhole',NULL,'Archives Of Nethys 1e',2,'Known on some worlds as dholes, bholes are among the largest of living creatures, wormlike leviathans of such size that few can claim to have seen one wholly from head to tail, and those who do suffer from madness or other afflictions that cause others to doubt these tales. The coloration of these creature ranges widely, from dark blues and purples to pale grays, yellows, or white. A bhole\'s cavernous mouth consists of long, bony jaws that extend and unfold from the creature\'s head when it feeds.',0),('Blink Dog',NULL,'Archives Of Nethys 1e',2,'Blink dogs are fiercely loyal, defending their own pack or creatures they befriend to the death, and maintaining oaths handed down from litter to litter. Honor is paramount to blink dogs, and different packs often have unique traditions (such as whether a pack\'s alpha is male or female, or an oath to always protect and aid a particular humanoid race like elves or halflings) in addition to those shared by most blink dogs. Blink dogs have a great interest in the stars and movements of celestial bodies. Through their myths and folklore, blink dogs have names for constellations, and through this zodiac they note the seasons, births under auspicious stars, and omens from unusual stellar conjunctions. Blink dog names often contain a reference to a specific constellation under which the dog was born.',0),('Boar',NULL,'Archives Of Nethys 1e',2,'Much more ill-tempered and dangerous than their domesticated kin, boars are omnivorous creatures common to temperate forests, although they are not unknown in tropical climes. Other variants exist as well, such as the particularly ugly warthogs that dwell in tropical plains and savannahs. Boars are often hunted for their flesh, which is considered delicious by most humanoids. Those who hunt boars often do so with a special spear fitted with a cross beam to prevent an impaled boar from pushing forward along the spear shaft to gore its tormentor.',0),('Boggard',NULL,'Archives Of Nethys 1e',2,'Boggards resemble anthropomorphic frogs or toads, complete with webbed hands and feet, large eyes, and overly wide mouths. These creatures make their homes near large rivers or deep in marshes. There they make small villages composed of mud mounds on the banks. Boggards start out life as tadpoles in breeding ponds, eventually growing to a length of 3 feet before sprouting arms and legs and becoming capable of terrestrial living. Acceptance into the clan then depends on the young boggard\'s successful hunt to kill a sentient humanoid. Those who fail are exiled from the clan. As boggards age, they continue to grow and lose their coloration. Exceptionally old boggards bear completely white skin covering massive corpulent bodies. Some of these boggards rank among the caste of priest-kings and enjoy a life of grotesque pleasures ruling their clans.',0),('Bugbear',NULL,'Archives Of Nethys 1e',2,'The bugbear is the largest of the goblinoid races, a lumbering brute that stands at least a head taller than most humans. They are loners, preferring to live and kill on their own rather than form tribes of their own kind, yet it isn\'t uncommon to find small bands of bugbears working together, or dwelling in goblin or hobgoblin tribes where they function as elite guards or executioners. Bugbears do not form large warrens like goblins or nations like hobgoblins; they prefer smaller-scale mayhem that lets them keep their favorite acts (murder and torture) on a more personal level. Humans are a bugbear\'s favored prey, and most count the flesh of humanity as a dietary staple. Grisly trophies of ears or fingers are common bugbear decorations.',0),('Bulette',NULL,'Archives Of Nethys 1e',2,'The creation of some unknown arcanist in millennia past, the bulette has bred true to become one of the fiercest predators of the hills. Burrowing rapidly through the earth just beneath the surface, sometimes with its armored fin cutting a distinctive wake behind it, the bulette launches itself free of stone and soil to tear into its prey without remorse, giving rise to the common appellation \"landshark.\"',0),('Bunyip',NULL,'Archives Of Nethys 1e',2,'Reports of bunyip sightings come from every end of the map. Though the accuracy of all such reports remains doubtful, enough reliable accounts exist to confirm their widespread adaptability. The species thrives in numerous ecological climes, from frigid polar fjords to idyllic tropical lagoons. The bunyip is not a deep-sea creature, and even avoids larger freshwater lakes, as it prefers to lurk near shorelines where its favorite food is more common.',0),('Carbuncle',NULL,'Archives Of Nethys 1e',2,'Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. Even the creature\'s name summons ideas that range from the grandiose to the grotesque. Carbuncles appear to be little more than ungainly reptiles. What sets them apart, however, is their strange magical abilities and the fist-sized gemstone horn jutting from above their bulging eyes. Although tales differ regarding the type and value of the stone, many claim it is a ruby or garnet. In truth, however, a carbuncle\'s gem is merely a highly reflective growth, not unlike a fingernail.',0),('Catfolk',NULL,'Archives Of Nethys 1e',2,'Most catfolk are tribal hunter-gatherers who dwell in harmony with nature, though some tribes have acclimated well to urban environments. As a culture, catfolk are loyal, generous, and amiable. They like belonging to and being at harmony with a group whose members work together to accomplish their needs and wants. Tribal catfolk prefer for the most capable societal members to lead, so every tribe has a council of elevated subchiefs. A tribe\'s chief is usually the most competent (and magically talented) member of that tribe.',0),('Catrina',NULL,'Archives Of Nethys 1e',2,'Catrinas welcome the dead into the afterlife, doing what they can to lessen the shock and terror experienced by mortals who haven\'t accepted their own deaths or who still grieve for themselves. Eschewing the funereal themes and colors preferred by most other psychopomps, catrinas dress in festive shades, surrounding themselves with light and color to dispel a measure of death\'s gloom. However, they don\'t disguise their skeletal bodies, for despite any gilding they might put on the moment, they don\'t seek to disguise the finality of death.',0),('Cave Fisher',NULL,'Archives Of Nethys 1e',2,'The cave fisher is a highly specialized predator that dwells in caves. The creature\'s mode of hunting is unique-it clambers up a cave wall to settle on a ledge or in a crack, typically at a height of at least 30 feet. Ledges overlooking bridges and lower ledges overlooking chasms are favored hunting grounds for the cave fisher. The creature lies in wait until prey approaches within 60 feet, at which point it extrudes a thin cord of silk at blinding speed, lashing at the target as with a whip. The filament is incredibly sticky, and once the fisher strikes food with it, it reels in its meal to feed, trusting its position on a higher ledge to prevent any allies the meal may have from molesting it as it eats. Collections of bones and lengths of discarded filaments are sure signs of cave fisher habitation.',0),('Centaur',NULL,'Archives Of Nethys 1e',2,'Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights upward of 2,000 pounds, there are vast regional variations-from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.',0),('Chaneque',NULL,'Archives Of Nethys 1e',2,'These insidiously malicious fey lurk in the untainted depths of primeval forests. As nocturnal creatures, chaneques spend their days burrowed into the highest hollows of rotten trees. When night falls, they unfurl themselves from their resting places to hunt the forests for fairy heads and mortal souls.',0),('Cheetah',NULL,'Archives Of Nethys 1e',2,'The cheetah is a swift and deadly predator capable of moving with incredible speed, allowing it to run down unsuspecting foes hundreds of feet away. The hunting cat avoids areas of dense and tangled undergrowth, but has great skill at lying in wait in tall grass.',0),('Chimera',NULL,'Archives Of Nethys 1e',2,'Chimeras are monstrous creatures born of primordial evil. Hateful and hungry, they hunt on the ground or in the air. A chimera\'s dragon head may be of any evil dragon type, with the corresponding breath weapon, and its wings usually match the scales on its head. Chimeras speak with three overlapping voices, but rarely do so, typically only when playing toady to a more powerful creature. A chimera is 5 feet tall at the shoulder, nearly 10 feet long, and weighs 700 pounds.',0),('Chuul',NULL,'Archives Of Nethys 1e',2,'Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before eating them alive.',0),('Cloaker',NULL,'Archives Of Nethys 1e',2,'Resembling hideously evil flying manta rays, cloakers are mysterious and paranoid creatures. A typical specimen has an 8-foot wingspan and weighs 100 pounds.',0),('Cockatrice',NULL,'Archives Of Nethys 1e',2,'Stupid, vicious, and repulsive, cockatrices are avoided by other creatures due to their magical ability to turn flesh to stone. Legends say that the first cockatrice emerged from an egg laid by a cockerel and incubated by a toad. Whether or not the story is true, today\'s cockatrices breed true in terrifying and filthy dens haphazardly excavated by as many as a dozen of the squawking creatures. Males greatly outnumber females in these flocks, and are distinguished only by their wattles and combs. The typical cockatrice stands just over 2 feet high and weighs 5 pounds.',0),('Compsognathus',NULL,'Archives Of Nethys 1e',2,'These dinosaurs can serve spellcasters as a familiar. A compsognathus familiar grants its master a +4 bonus on Initiative checks.',0),('Constrictor Snake',NULL,'Archives Of Nethys 1e',2,'Be they jungle-dwelling pythons or swamp-dwelling boas like the anaconda, constrictor snakes are among the most deadly predatory animals of the tropical wilds. Fortunately, these large snakes are relatively passive, save for when they are preparing to shed their skins or are particularly hungry. Nevertheless, the sinuous creatures are held in fear by many societies who often ascribe fiendish qualities to them.',0),('Couatl',NULL,'Archives Of Nethys 1e',2,'Couatls are servants of lawful and good deities, though some operate independently of any greater being. Respected and admired for their wisdom and beauty, they try to steer mortals onto the right path and use their powers to fight evil, particularly those known to shift between the planes. Some couatls are viewed as benevolent gods by isolated societies, and while most couatls cringe at the thought of pretending to be a god, they allow such misconceptions to continue since they allow the couatls to guide and coax these societies onto paths of peace and cooperation with their neighbors. A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs 1,800 pounds.',0),('Criosphinx',NULL,'Archives Of Nethys 1e',2,'Perhaps the least leonine of all sphinxes, the ram-headed criosphinx lacks the intellect of androsphinxes and gynosphinxes, but still outmatches the dim-witted hieracosphinxes. Like hieracosphinxes and androsphinxes, criosphinxes are always male. At the start of a battle, a criosphinx lowers its horns and crashes into foes, clawing enemies it has engaged. It favors charging down on foes from great heights.',0),('Crocodile',NULL,'Archives Of Nethys 1e',2,'A crocodile is a primeval reptile that dwells in swamps or along the banks of rivers, a habitat that often puts it in violent contact with unsuspecting prey that come to the water\'s edge to drink.',0),('Cthulhu',NULL,'Archives Of Nethys 1e',2,'Known to some as the Dreamer in the Deep, Great Cthulhu is the mightiest of the Great Old Ones. Cthulhu is represented often in artwork-particularly in sculpture, painting, and poetry, for his influence is particularly strong among such sensitive and creative minds. In these eldritch works of art, he is depicted or described as having a vaguely humanoid frame, but with immense draconic wings and an octopus-shaped head. His actual form is somewhat fluid-the Great Old One can shift and reshape his exact countenance as he wills, allowing him to occupy a smaller space than one might expect for a creature that stands over 100 feet tall.',0),('Dagon',NULL,'Archives Of Nethys 1e',2,'Dagon is the demon lord of deformity, the sea, and sea monsters. He rules an Abyssal realm that consists of an immense ocean dotted above with strange and horrible islands and marked below with countless deep sea trenches and sunken cities. Dagon is 35 feet long, with the lower body of an eel, a horrific visage that evokes images of deep sea predators, and four long tentacles in place of arms.',0),('Darkmantle',NULL,'Archives Of Nethys 1e',2,'A darkmantle\'s tentacle-span measures just under 5 feet-when attached to a cave roof and disguised as a stalactite, its length varies from 2 to 3 feet. A typical darkmantle weighs 40 pounds. The creatures\' heads and bodies are usually the color of basalt or dark granite, but their webbed tentacles can change color to match their surroundings.',0),('Derhii',NULL,'Archives Of Nethys 1e',2,'The derhii, or flying ape, is a carnivorous and dangerous form of the gentler earthbound ape. Derhii resemble gorillas with the enormous black-and-gray wings of buzzards or vultures. They stand 9 feet tall and weigh 400 pounds.',0),('Devourer',NULL,'Archives Of Nethys 1e',2,'Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. These withered corpses stand 10 feet tall but weigh a mere 200 pounds.',0),('Dire Corby',NULL,'Archives Of Nethys 1e',2,'Dire corbies are subterranean predators that resemble humanoid crows with muscular arms and fearsome claws. Though they make their cliff-side homes on the walls of underground chasms, where they climb and leap with death-defying agility, they are most frequently encountered in the tunnels where they wait to ambush prey, leaping down from the ceiling to rend and tear.',0),('Djinni',NULL,'Archives Of Nethys 1e',2,'The djinn (singular djinni) are genies from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. A djinni is about 10 feet tall and weighs about 1,000 pounds.',0),('Dolphin',NULL,'Archives Of Nethys 1e',2,'Dolphins are social predators that hunt shallow seas and rivers in large family groups called pods. Sailors are fond of dolphins and frequently tell tales of dolphins saving drowning fishermen or killing sharks with blows from their powerful snouts.',0),('Dossenus',NULL,'Archives Of Nethys 1e',2,'A dossenus is a subterranean pack hunter that can digest almost anything. Its body is mostly head and face, dominated by a huge mouth with multiple rows of black, rocklike teeth. Two thin arms and four thin legs extend from its underdeveloped body; its front limbs end in crablike claws it can use to clumsily manipulate objects. A dossenus is just under 4 feet long and weighs 60 pounds.',0),('Dracolisk',NULL,'Archives Of Nethys 1e',2,'\"Half-dragon\" is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon retains all the base creature\'s statistics and special abilities except as noted here.',0),('Dragon Horse',NULL,'Archives Of Nethys 1e',2,'Dragon horses are solitary creatures, spending most of their time up among the clouds and rarely setting hoof to solid ground. A mated pair of dragon horses remains together to raise its young, but otherwise individuals prefer to be on their own. They are fierce and reclusive, but peaceful and even playful under the right circumstances. Dragon horses sometimes offer aid and assistance to decent folk in need, taking care to use their ability to know alignment to avoid accidentally providing aid to evil creatures, whom they despise.',0),('Dragon Turtle',NULL,'Archives Of Nethys 1e',2,'Dragon turtles make their homes in both salt and fresh water, where they rank among the biggest threats to sailors and those who travel by ship through the waterways of the world. Skilled mariners know the territory dragon turtles claim and frequently make offerings of gold and magic for safe passage or avoid the area entirely. For its part, a dragon turtle quickly grows to appreciate and even expect such tithes and gifts, and a dragon turtle that expects gifts but is ignored is a dangerous foe indeed.',0),('Dragonne',NULL,'Archives Of Nethys 1e',2,'Possessing the savage instincts of lions with the cunning of brass dragons, dragonnes combine the fiercest features of these noble creatures into predators both awe-inspiring and deadly.',0),('Dretch',NULL,'Archives Of Nethys 1e',2,'Even the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch\'s existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve.',0),('Drider',NULL,'Archives Of Nethys 1e',2,'Created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature.',0),('Dryad',NULL,'Archives Of Nethys 1e',2,'Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads\' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.',0),('Dust Digger',NULL,'Archives Of Nethys 1e',2,'As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site.',0),('Eagle',NULL,'Archives Of Nethys 1e',2,'Among the most majestic of raptors, these predatory birds pluck fish from streams and lakes, drop down on rodents and small mammals in alpine meadows, and have even been known to pull young mountain goats from the assumed safety of their cliffs.',0),('Efreeti',NULL,'Archives Of Nethys 1e',2,'The efreet (singular efreeti) are genies from the Plane of Fire. An efreeti stands about 12 feet tall and weighs about 2,000 pounds.',0),('Elephant',NULL,'Archives Of Nethys 1e',2,'These large land animals, majestically wandering the plains in tightly knit family herds, are symbols of wisdom and strength. Having few natural predators, elephants are sometimes hunted for their ivory tusks. These tusks often become jewelry, statuettes, and trinkets for the wealthy.',0),('Elohim',NULL,'Archives Of Nethys 1e',2,'An elohim is a strange being obsessed with creating miniature worlds populated with creatures of its choosing. It creates new permanent demiplanes or alters remote environments in pre-existing planes, seeds them with new life, then eventually abandons them. An elohim might return to its creation decades or centuries later to observe how its progeny have fared, and might allow them to continue or eradicate them completely. Elohim communicate with other beings only rarely, and always in a cryptic fashion.',0),('Ettercap',NULL,'Archives Of Nethys 1e',2,'Ettercap Deadfall: CR 3; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +10 melee (4d6), multiple targets (all targets in a 10-ft. square).',0),('fixme-bhuta',NULL,'Archives Of Nethys 1e',2,'A bhuta can appear in a variety of animalistic forms by using its veil ability, but its natural appearance is that of a bestial humanoid phantom that floats a foot above the ground as it moves. While bhutas are incorporeal, the touch of their claws creates horrific, bleeding wounds. A bhuta\'s feet point backward. To disguise its nature, a bhuta can appear solid, manifesting in long robes that help disguise the fact that it floats and has strange feet. By means of its magic jar spell-like ability, a bhuta can also possess living animals to use as its minions; an animal possessed by a bhuta casts no shadow, and therefore prefers to lurk in heavily canopied or thicketed areas, waiting for the right time to strike out and attack intruders.',0),('fixme-buggane',NULL,'Archives Of Nethys 1e',2,'Bugganes are a race of blind, hairless giants that dwell deep underground. Distantly related to ogres, bugganes share their surface-dwelling cousins\' appetite for the flesh of sentient beings, and are coldly efficient killers who tenaciously stalk their prey in absolute silence. Bugganes pursue and slay those who trespass into their well-marked territories, carrying their victims back to their lairs where they are unceremoniously consumed by the entire clan.',0),('fixme-flailSnail',NULL,'Archives Of Nethys 1e',2,'Flail snails are intelligent gastropods that subsist on fungus, mold, and vermin, though they may attack larger creatures in self-defense. Known for their magic-warping shells and club-like tentacles, flail snails roam slowly through subterranean caverns writing great epics in their slime trails.',0),('fixme-hyaenodon',NULL,'Archives Of Nethys 1e',2,'Gnolls have been known to train hyaenodons to serve in their lairs as guardians, or more commonly as fearsome mounts.',0),('fixme-kech',NULL,'Archives Of Nethys 1e',2,'Not quite man nor ape, the kech is a hairless primate that dwells in the deepest jungles. There they live in sizable tribes, relying upon their uncanny coloration and skill with bows to hunt prey. The green-and-brown camouflage coloration of a kech\'s flesh shifts and adapts to all surroundings to aid in stealth, but works particularly well in forests or jungles. This, combined with its uncanny ability to move through any terrain and leave no trace of its passage, makes the kech a masterful ambush hunter. A kech is 6 feet tall and weighs 240 pounds.',0),('fixme-nependis',NULL,'Archives Of Nethys 1e',2,'Fiercely territorial, the brutish nependises drive away any other large predators from their hunting grounds, even others of their kind. Only mated pairs caring for a litter tolerate each other, and even they separate once the offspring are old enough to fend for themselves. Nependises favors intelligent prey, fey in particular, both for the taste and the thrill of the hunt. They ambush opponents by jumping down from trees, grabbing the creatures, then retreating to find a safe place to eat. When challenged in its territory, a nependis drops from the trees, roars, then fights on foot. A nependis\'s sharp hooves allow it to climb trees as well as a great cat, leaving telltale scars in the bark.',0),('fixme-vargouille',NULL,'Archives Of Nethys 1e',2,'A vargouille is larger than a human head, typically between 12 and 20 inches high with a 15- to 35-inch wing span. Vargouilles are not natives of the Material Plane but can often be found there nevertheless, occupying graveyards, ancient battlefields, or anywhere one can find remnants of death and decay. These hideous monsters come from the fiendish outer planes, where they flop and flap through strange and haunted skies in constant search of fresh souls to torment. In these nightmare realms, vargouilles play a role similar to that of a raven or vulture, although they augment these roles with a malevolent delight in causing pain and anguish that no scavenger bird could ever hope to match.',0),('fixme-xill',NULL,'Archives Of Nethys 1e',2,'Xills are the scourge of the Ethereal Plane, conquering everything in their paths with only one purpose: to perpetuate their race at the expense of others. All xills are female and capable of fertilizing their own eggs, but require living hosts to incubate these eggs, which they inject into paralyzed victims by means of a grotesque ovipositor normally kept retracted behind their mandibles. Evil and alien, the plane-shifting xills possess impressive intelligence and a totalitarian, militaristic culture all their own. Though they see most other life forms as incubators, they particularly prize phase spiders for this purpose.',0),('fixme-zomok',NULL,'Archives Of Nethys 1e',2,'Rather than having a distinct physical body, a zomok is more like a spirit animating a collective mass of vegetation, and over time it sheds and acquires new material from its environment, changing its appearance to match its current location. Zomoks do not need to eat, and any creature they swallow is usually left behind as a mashed corpse to decay and provide nutrition for plants.',0),('fixme-zoog',NULL,'Archives Of Nethys 1e',2,'Spiteful, nasty creatures with a taste for the flesh of sentient beings, zoogs lurk in the shadowy, moldering places of the world. Often mistaken merely for otherworldly animals, zoogs possess base intentions and vicious demeanors that set them apart from lowly beasts. Congregating in loose, tribal societies, these sinister creatures claim the depths of dark woodlands or moldy forests as their homes, favoring lands where the boundaries between worlds and planes grow thin and strange creatures-not unlike themselves-slip between reality\'s cracks.',0),('Flumph',NULL,'Archives Of Nethys 1e',2,'Come from distant stars to protect unprepared worlds from cosmic horrors, flumphs are jellyfish-like creatures that float in the air and hunt with acidic spikes growing from their undersides. Gentle at heart, flumphs understand that their appearance often terrifies viewers, and thus conceal themselves and observe neighboring settlements from afar, only revealing themselves when absolutely necessary. They also know full well the limitations of their fragile forms, and rather than directly opposing the horrors they seek to defeat, they prefer to recruit and advise heroes to tackle these dangerous tasks instead.',0),('Froghemoth',NULL,'Archives Of Nethys 1e',2,'Thankfully rare, the froghemoth is one of the deep swampland\'s most ferocious and monstrous predators. Capable of catching and eating dinosaurs and even dragons, the froghemoth is a frighteningly effective ambush hunter. When lying in wait for prey, the immense creature secrets itself in deep marsh pools and mud so that only the top of its eyestalk emerges from the surface. The froghemoth\'s eyes are incredibly keen, but even more impressive is the monster\'s tongue. Like a snake, a froghemoth can \"taste\" its surroundings with extraordinary accuracy.',0),('Frost Worm',NULL,'Archives Of Nethys 1e',2,'This extreme aversion to heat, as well as its freezing touch and devastating breath weapon, stems from an unusual facet of frost worm physiology-veins that run with magically cold blood. This creature\'s ichor is clear, but infused with such sub-freezing temperatures that the monster\'s flesh can freeze water in the skin of creatures that touch it. When a frost worm dies, this magical energy dissipates, and both blood and muscle immediately freeze solid and then explode into a catastrophic barrage of icy shrapnel. As a result, even those predators that might legitimately prey upon the burrowing monstrosities tend to leave frost worms well enough alone.',0),('Fungal Crawler',NULL,'Archives Of Nethys 1e',2,'Thousands of breeds of fungal crawlers exist across the world, varying in appearance and habits, but all share a few common features. They invariably appear as monstrous crickets or locusts fused with fungal growths, often topped with mushroom-like caps. This hybridization makes them adept survivors, and infestations are notoriously difficult to clear out entirely. Their needle-like teeth cannot chew solid food, so most fungal crawlers rely on digestive enzymes injected through their bite to make their meals palatable. Average specimens grow to 30 pounds and 3 feet in length. They reproduce by releasing spores, which remain viable for decades until they contact organic matter and eventually develop into small, pale grubs.',0),('Gargoyle',NULL,'Archives Of Nethys 1e',2,'Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing them to surprise their foes. Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their kind is plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from fallen foes are just a few examples of the types of things a gargoyle might collect to decorate its lair and territory. Gargoyles tend toward a solitary lifestyle, though they sometimes form fearsome groups called \"wings\" for protection and sport. In certain conditions, a tribe of gargoyles might even ally with other creatures, but even the most stable alliances with a gargoyle tribe can collapse for the smallest of reasons-gargoyles are nothing if not treacherous, petty, and vindictive. Gargoyles have been known to dwell in the heart of the largest of cities, crouching amid the decorations of stone cathedrals and buildings where they hide in plain sight by day and swoop down to feed on vagabonds, beggars, and other unfortunates at night.',0),('Garuda',NULL,'Archives Of Nethys 1e',2,'Garudas are noble, birdlike creatures that inhabit rugged hills. While they remain detached from humanoid societies, they are impetuous and gallant, often serving as protectors of nearby communities.',0),('Ghoul',NULL,'Archives Of Nethys 1e',2,'Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear.',0),('Gibbering Mouther',NULL,'Archives Of Nethys 1e',2,'Disgusting, loathsome, and hungry-these are the only words that properly describe the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. Some scholars believe that gibbering mouthers are a lesser variant of the much more dangerous shoggoth, while others theorize they are a punishment by some powerful being or deity inflicted on those who have offended it.',0),('Girallon',NULL,'Archives Of Nethys 1e',2,'Girallons are among the jungle\'s most dangerous predators. They are aggressive, carnivorous, highly territorial, and incredibly strong. Worse, their four muscular arms are capable of inflicting incredible damage on anything that falls into their clutches. Their exotic appearance makes them popular creatures in certain cities as attractions in gladiatorial combats, either starved and pitted against each other, or set against gladiators eager to increase their fame and notoriety. One who kills a girallon is all but assured of fame, yet most battles against these ferocious beasts end poorly for those foolish enough to attempt to single-handedly defeat one. An adult girallon is 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs roughly 800 pounds.',0),('Glabrezu',NULL,'Archives Of Nethys 1e',2,'Whereas the succubus is a demon that works her wiles by exploiting the physical lusts and needs of her prey, the glabrezu is a tempter of a different sort. Ferocious and bestial in form, the glabrezu is in fact a master of trickery and lies. With its ability to cloak its true form in pleasant illusions, the glabrezu uses its magic to grant wishes to mortal humanoids as a method of rewarding those who succumb to its guile and deceit. A wish granted by a glabrezu always fulfills the wisher\'s need in the most destructive way possible-although such methods might not be immediately apparent. A struggling weaponsmith might wish for fame and skill at his craft, only to find that his best patron is a cruel and sadistic murderer who uses the weapons to further his destructive desires. A lonely man who wishes for a companion might have his wish granted in the form of a lost love returned to \"life\" as a vampire, and so on-the glabrezu is nothing if not creative in addressing a mortal\'s desires.',0),('Gnoll',NULL,'Archives Of Nethys 1e',2,'Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures\' behaviors.',0),('Goblin',NULL,'Archives Of Nethys 1e',2,'Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.',0),('Gorgon',NULL,'Archives Of Nethys 1e',2,'Gorgons are magical, foul-tempered creatures-while they might appear to be constructs at first glance, beneath their artifical-looking armor plates they are made of flesh and bone. Like aggressive bulls, they challenge any unfamiliar creature they encounter, often trampling their opponent\'s corpse or shattering its stony remnants until the creature is unrecognizable. The females are just as dangerous as the males, and the two sexes appear identical. A typical gorgon stands 6 feet tall and 8 feet long. It weighs 4,000 pounds.',0),('Gorilla',NULL,'Archives Of Nethys 1e',2,'An adult male ape is 8 feet tall and can weigh as much as 400 pounds. While generally shy and peaceful creatures when left to their own business, gorillas are territorial and become highly aggressive when provoked. This stat block can generally be used for any of the larger types of primates, such as gorillas-for smaller apes like orangutans and chimpanzees, apply the young simple template. Even smaller primates should use the stats for monkeys.',0),('Gray Render',NULL,'Archives Of Nethys 1e',2,'Despite its solitary existence, a gray render often develops an affectionate bond with other creatures, typically a herd of herbivores or a small tribe of humanoids, but in some cases a solitary denizen of its swamp. The render acts as a guardian for this creature or creatures, never straying more than a mile away, running to protect them if they are attacked, and providing an offering of meat once each day, as might a domesticated cat. A gray render never harms its protected creatures, and retreats in confusion if they attack it. Most animal \"pets\" grow to accept its presence, and primitive humanoid \"pets\" often believe their guardian is a sign of favor from the gods. A render\'s bond may last from a few months to as long as 10 years, after which it wanders to a new territory and ignores its former favorites.',0),('Grendel',NULL,'Archives Of Nethys 1e',2,'This reaver of the cold marsh is not just a monster; he is a force of nature. Where there is peace and prosperity in the world, Grendel strikes, eager to prove that tranquility is transitory and death is the only constant. Grendel stalks the edge of his fens looking for quiet settlements. Under cover of night, he strikes, murdering the strong in their beds and chasing the terrified with demonic glee. He then takes the prize of his carnage deep into his fen where his lust for blood is grotesquely sated.',0),('Griffon',NULL,'Archives Of Nethys 1e',2,'Griffons are powerful aerial predators, swooping down from their high aeries to take their prey with beak and talon. Aggressive and territorial, they are no mere beasts, but rather calculating combatants and loyal companions to those who earn their respect, fighting to the death to protect their friends and kin.',0),('Grindylow',NULL,'Archives Of Nethys 1e',2,'While grindylows resemble goblins, they are not humanoid creatures. Nonetheless, these aquatic monsters are just as wicked as the most sadistic of goblins, and take immense pleasure in others\' misfortunes and the spread of mayhem. Thanks to this twisted desire, grindylows have a nasty reputation among both other intelligent water-dwelling creatures and most land-dwelling beings.',0),('Grippli',NULL,'Archives Of Nethys 1e',2,'Grippli hatchlings develop into adults in less than a year. Unless they meet a savage end from a forest threat, they can live 60 years, their skin graying and losing its luster as they age. A grippli stands just over 2 feet in height and weighs 30 pounds.',0),('Grodair',NULL,'Archives Of Nethys 1e',2,'A grodair is a bloated aquatic creature from the primal world of the fey. The bulbous sac on its spine is an extradimensional space that can contain thousands of gallons of water. The creature drains water (including small bits of debris and even very small creatures) from one place and releases it in another, typically creating boggy areas as it moves so it can travel more quickly than its tentacles can carry it. A grodair can rise up to 6 feet on its tentacles, measures 7 feet long, and weighs about 400 pounds.',0),('Grootslang',NULL,'Archives Of Nethys 1e',2,'Legends claim that the grootslang is a primordial creature as old as the world itself. Such tales state that in those ancient days, the gods-new to the crafting of things-made a terrible mistake in the grootslang\'s creation, for they gave it tremendous strength, cunning, and intellect. Upon realizing their mistake, the gods split the grootslang into separate creatures and thus created the first elephants and the first snakes. But one of the original grootslangs escaped, and from this first sire all other grootslangs were born. Scholars debate the veracity of such stories, and have looked to either biological or magical explanations of the creature\'s origins, but nevertheless bards and sages alike agree that the grootslang\'s fearsome reputation is well deserved.',0),('Guecubu',NULL,'Archives Of Nethys 1e',2,'Often when a particularly evil criminal is executed, suspicious folk fear that the criminal\'s remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered. Such an undead horror rises as a guecubu, a harbinger of misfortune and vengeance from beyond the grave.',0),('Harionago',NULL,'Archives Of Nethys 1e',2,'Despite her ragged dress and unkempt appearance, a harionago is a beautiful and graceful creature. She walks the roads at night pretending to be a lost damsel, luring those she encounters close before striking with her paralyzing claws and jagged hair barbs. However, a harionago\'s most dangerous weapon is her laugh. A resounding cackle of mocking scorn and hateful malice, it compels those around her to join in mocking concert.',0),('Harpy',NULL,'Archives Of Nethys 1e',2,'Often viewed as vicious and corrupted creatures, harpies know how creatures think and act. This understanding gives them an advantage when it comes to finding their favorite meals. While creatures of the wild easily fall victim to their captivating songs, these vile bird-women prefer their meals spiced with complex sentient thoughts. Easy prey makes for a boring meal.',0),('Hezrou',NULL,'Archives Of Nethys 1e',2,'The hezrou dwells in the vast Abyssal swamps, mires, and waterways, equally at home on land and in the water. The presence of a hezrou has an obvious effect on the nearby flora and water, causing plant life to twist and knurl and infusing water with a foul odor and brackish taste-signs much easier to spot on the Material Plane than the Abyss. Long exposure to this corruption can cause vile transformations and hideous deformities. Often, entire backwater communities of deformed mutants owe their twisted countenances not as much to incest and poor breeding as they do to a hezrou\'s proximity.',0),('Hieracosphinx',NULL,'Archives Of Nethys 1e',2,'The least intelligent of the common sphinxes, hieracosphinxes are a cowardly, cruel-hearted lot. All are male. They despise the larger and cleverer androsphinxes and criosphinxes. Toward gynosphinxes they hold a twisted mix of a lust and hate, simultaneously envying their beauty and power while craving them as mates. Hieracosphinxes attack other sphinxes whenever they have them at a disadvantage. Male sphinxes of other species they tear to shreds or drive away, whereas they prefer to leave gynosphinxes ravaged but alive. The other species of sphinx likewise hold nothing but disdain for hieracosphinxes, and typically attack these vile beasts on sight.',0),('Hobgoblin',NULL,'Archives Of Nethys 1e',2,'Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous in some regions. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves-life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten.',0),('Hodag',NULL,'Archives Of Nethys 1e',2,'As stout as a bull with a reptile\'s scaly, spiked body, hodags are legendary forest predators that hunt along the edges of civilization in thick woods. Green, gray, and black scales cover the beasts, helping them blend in amid underbrush, and sharp spikes stand along their backs and run down their powerful, dangerous tails. Loggers share stories of being followed by hodags and seeing their glowing red eyes in the otherwise oppressive darkness of the deep forest. In the wintertime, when snow and ice blankets the region, hodags grow a foul-smelling coat of greasy, dark brown fur that sprouts in tufts from between their scales.',0),('Homunculus',NULL,'Archives Of Nethys 1e',2,'A homunculus is a miniature servant created by a spellcaster from his own blood. They are weak combatants but make effective spies, messengers, and scouts. A homunculus\'s creator determines its precise features; some are more refined looking, but most creators don\'t bother to improve the creature\'s appearance beyond the minimum necessary for functioning.',0),('Horse',NULL,'Archives Of Nethys 1e',2,'Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.',0),('Hydra',NULL,'Archives Of Nethys 1e',2,'You can make more powerful hydras by increasing their Hit Dice-each added HD increases the hydra\'s statistics as appropriate, but also gives it one additional head and a +1 increase to its natural armor. A hydra\'s CR increases by +1 for each Hit Die it gains.',0),('Hyena',NULL,'Archives Of Nethys 1e',2,'Hyenas are pack hunters infamous for their cunning and their unnerving, laughter-like vocalizations. They are largely scavengers, but aren\'t above supplementing their diet of carrion with fresh prey.',0),('Hypnalis',NULL,'Archives Of Nethys 1e',2,'Sometimes called an ether serpent, a hypnalis resembles a snake the size of a python sporting a hood like that of a cobra with gray stripes. The creature\'s fangs carry a potent venom that is not only deadly, but can force creatures off the Ethereal Plane. While other denizens of the Ethereal Plane focus their attention on warring with each other, spying on others, or feeding on dreams, a hypnalis hunts those not native to its plane.',0),('Ijiraq',NULL,'Archives Of Nethys 1e',2,'Wardens of the north, ijiraqs protect the frigid beauty and placidity of their arctic homes against all who would trespass, regardless of race or intentions. They are creatures of icy resolution, merciless and unflinching as the arctic winds, bringing doom to both vicious and innocent interlopers equally. Aloof and mysterious, they prefer not to be seen in their natural form, instead cloaking themselves in the fur and shape of swift elk or caribou. Yet even then they\'re usually only glimpsed as fleeting shadows. Those who lock gazes with ijiraqs see the world around them begin to swim, seeming unreal to the extent that even a skilled forester might be unable to determine which way is north, and a life-long native of a place might become lost within sight of home.',0),('Iron Cobra',NULL,'Archives Of Nethys 1e',2,'The iron cobra is a simple construct that resembles a hooded cobra made out of metal. The iron cobra is typically used as a bodyguard or guardian of treasure, though its magical ability to unerringly locate creatures means it is also used as an assassin. Since an iron cobra\'s poison reservoir can contain multiple types of venom, the construct\'s specific use can be further tailored by varying the poison used. Some spellcasters even fill these reservoirs with potions, so that when the cobra bites, it injects the potion into its target. This is a somewhat dangerous method for gaining the effects of a potion, but it does free up the cobra\'s master to do other things in a combat round apart from quaffing potions.',0),('Janni',NULL,'Archives Of Nethys 1e',2,'The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. Some lore even casts the janni as the most \"human\" of the genie races, although most jann are quick to correct this insult, usually with the edge of a sword. A janni is human-sized, standing about 6 feet tall and weighing about 180 pounds.',0),('Jorogumo',NULL,'Archives Of Nethys 1e',2,'Jorogumos are seductive schemers who secret themselves away in isolated mountain valleys where they lure travelers, especially men, to their dooms. Exclusively female, jorogumos must mate with humanoids to produce fertile eggs. After copulation, a jorogumo paralyzes her partner by poisoning him into a coma. She lays a single egg within the father\'s body, then cocoons the corpse and hides the victim. Periodic visits to re-poison the victim ensure his coma lasts for the 2d4 days required for the young jorogumo to hatch and feed. Jorogumos are enthusiastic enemies of tengus and attack them on sight-they never take tengus as \"mates.\"',0),('Jubjub Bird',NULL,'Archives Of Nethys 1e',2,'The jubjub bird is a rare and dangerous bird that resembles a giant dodo bird, but with long, muscular legs and wings that provide functional, if awkward, flight. When attacked with magic, a jubjub bird\'s plumage shifts randomly in hue and pattern with each spell hurled against it.',0),('Juggernaut',NULL,'Archives Of Nethys 1e',2,'Juggernauts protect locations dedicated to a particular faith, their massive forms infused with divine energy that animates them and infuses them with their deity\'s power. Some faiths use a juggernaut as a mobile shrine, anointing it with sacred materials and offering prayers to the divine.',0),('Julunggali',NULL,'Archives Of Nethys 1e',2,'A julunggali is a semidivine entity. It watches over sacred and mystical places of the world, as well as the remote tribes that respect these locations. Young tribal warriors present themselves to the julunggali for its blessing, a vision quest, or other rite of passage necessary to become an adult in the community.',0),('Kangaroo',NULL,'Archives Of Nethys 1e',2,'These strange-looking animals have long pointy ears and pronounced muzzles, and their strong legs carry them about in amazing leaps. Like all marsupials, kangaroos give birth to live young (\"joeys\") that are relatively undeveloped at birth and completely helpless, and must remain within a protective pouch on the mother\'s belly for months before safely emerging.',0),('Karkinoi',NULL,'Archives Of Nethys 1e',2,'Monstrous hunters and bullies of the ocean depths, karkinoi live only to destroy creatures that dare cross their path and then feed on the corpses of the vanquished. Though not mindless, they have no inclination to build civilizations or even settlements, living in roving gangs or nomadic tribes. The tools they use in their more humanoid appendages are always scavenged, usually from victims, and are discarded when broken or of no more immediate use. Pursuits such as crafting, learning, and diplomacy are a waste to them; they see these as the activities of food-creatures not strong enough to see the world as it is-a stage for domination, feeding, and spawning. Even when these brutes band together, it is usually to spawn or to face sources of food that are too strong for only one or two karkinoi alone.',0),('Kirin',NULL,'Archives Of Nethys 1e',2,'The noble kirin roam the sky, their feet rarely touching soil. They have a stag\'s graceful body and cloven hooves, a pair of backward-facing horns, and a thick mane and tail ranging from golden to brilliant reds or purples in the hues of the setting sun. Their hide resembles that of a dragon, the scales gleaming ebon or iridescent green.',0),('Kitsune',NULL,'Archives Of Nethys 1e',2,'Wily but noble, kitsune are a race of shapechanging fox-folk. Each Kitsune has two shapes-a slender and attractive human form and its true form of an anthropomorphic fox. In either form, it displays physical grace and natural beauty. Most kitsune have ruddy, auburn fur and salient amber or pale blue eyes, though some are born with black, gray, or even white fur. White-furred kitsune are revered for their close connection to their spirit ancestors and typically raised as oracles.',0),('Kobold',NULL,'Archives Of Nethys 1e',2,'Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.',0),('Kongamato',NULL,'Archives Of Nethys 1e',2,'Kongamatos are primeval dragons that hunt the deep jungles of the world. Although not as intelligent or magically adept as their \"true\" cousins, kongamatos are respected and feared for their resilience and awesome strength. While the kongamato\'s body is clearly draconic-squat and dense with sharp claws capping each of its four limbs-the creature\'s head is distinctly avian, with a long, toothless beak and a pronounced crest. A kongamato\'s hide is a rich emerald hue, with an ash-colored underbelly and crimson webbing on its broad wings. Females have smaller head-crests than males, and a rosy hue colors both the undersides of their wings and their underbellies.',0),('Kraken',NULL,'Archives Of Nethys 1e',2,'The legendary kraken is one of the greatest of sailors\' fears, for here is a creature the size of a whale, one that can strike from the unseen depths below, can command the winds and weather that a ship needs to move, and possesses the cruel intellect of the world\'s most creative and spiteful criminals. Some believe krakens to be a punishment of the gods, while others hold them to be the true lords of the deep, with the air-breathing races naught but their cattle.',0),('Kuwa',NULL,'Archives Of Nethys 1e',2,'While the majority of oni tend to be larger than life, and thus often end up having associations with giants and other enormous humanoids, not all of them are born into physical bodies that match their boundless appetites for cruelty. The kuwa are an example of this, for they are oni who clothe themselves in human flesh. While their true forms remain unmistakably fiendish, with golden skin, claws, and monstrous visages with short sharp horns, kuwa are most at home living in disguise among humans. As with most oni, they generally avoid their own kind, and instead seek positions of power in human cities, often as guard captains, guildmasters (particularly of thieves\' guilds), and aristocrats. Most kuwa avoid taking on the role of a spellcaster unless they possess class levels in an appropriate class. ',0),('Kyton',NULL,'Archives Of Nethys 1e',2,'Often classified among the ranks of the infernal and called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Many suggest that kytons were natives of Hell who existed there before the advent of devilkind, while others hypothesize they were later brought to the plane by some sadistic power. Regardless of their origins, kytons roam the planes in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches.',0),('Lammasu',NULL,'Archives Of Nethys 1e',2,'Lammasus are protectors of the weak and ever-vigilant champions against evil. These noble creatures dwell in crumbling desert ruins or other remote areas, where they tirelessly fight against the forces of darkness, hoping to defend those they consider lesser races from the evils that often lurk in such places.',0),('Leopard',NULL,'Archives Of Nethys 1e',2,'Leopards are 4 feet long and weigh 120 pounds. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions-what differentiates these big cats from the similarly sized cheetah is primarily their habitats-leopards and their kin prefer to hunt at night and ambush their prey from above, pouncing down from trees or high rocks.',0),('Lich',NULL,'Archives Of Nethys 1e',2,'Few creatures are more feared than the lich. The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster\'s life-force and its imprisonment in a specially prepared phylactery-the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.',0),('Lion',NULL,'Archives Of Nethys 1e',2,'Male lions are 5 to 8 feet long and weigh 330 to 550 pounds. Females are slightly smaller but use the same statistics.',0),('Locathah',NULL,'Archives Of Nethys 1e',2,'These creatures dislike combat and flee when disarmed or outnumbered. Locathahs hold community in the highest regard, never leaving a friend behind and often going to great lengths to retrieve a fallen companion. Among their own kind and races friendly toward them, locathahs are social creatures who live a very human-like, albeit simple, lifestyle. Locathahs work in stone, coral, and bone to produce the crude implements they use. Some take coral work to obsessive levels, with certain clans taking generations to grow their preferred medium in its desired form before carving it. They feed on crustaceans, undersea plants, and shellfish, and rarely on large fish that are caught during ritualized hunts.',0),('Maenad',NULL,'Archives Of Nethys 1e',2,'Creatures of unbridled violence and decadence, maenads roam the world inviting others to join in on their debased revels. Though they can otherwise pass for humans, maenads appear bestial when raging or engaging in a bloody revel. They consume massive amounts of wine and food, cause fights, and tear their foes limb from limb. They control people\'s minds, subconsciously inviting them to engage in their bloody festivities and fostering urges that lead to excesses of hunger, lust, anger, and violence.',0),('Manticore',NULL,'Archives Of Nethys 1e',2,'Manticores are fierce predators that patrol a wide area in search of fresh meat. A typical manticore is about 10 feet long and weighs about 1,000 pounds. Some have more human-like heads, usually with beards. Males and females look much alike.',0),('Marid',NULL,'Archives Of Nethys 1e',2,'Marids are genies from the Plane of Water. The most powerful of all the genie races, they are said to possess the strength of the ocean\'s currents and teeth made of pearl. A marid stands about 16 feet tall and weighs nearly 2,500 pounds.',0),('Mastodon',NULL,'Archives Of Nethys 1e',2,'The great mastodons are primeval cousins of elephants. Their large tusks dwarf those of regular elephants, jutting outward and then curving back toward one another at the tips. Shaggy woolly mammoths are a mastodon variant adapted to cold environments, but have the same statistics.',0),('Medusa',NULL,'Archives Of Nethys 1e',2,'Medusas are human-like creatures with snakes instead of hair. At distances of 30 feet or more, a medusa can easily pass for a beautiful woman if she wears something to cover her serpentine locks-when wearing clothing that conceals her head and face, she can be mistaken for a human at even closer distances. Medusas use lies and disguises that conceal their faces to get close enough to opponents to use their petrifying gaze, though they like playing with their prey and may fire arrows from a distance to lead enemies into traps. Some enjoy creating intricate decorations out of their victims, using their petrified remains as accents to their swampy lairs, but most medusas take care to hide the evidence of their previous conflicts so that new foes won\'t have advance warning of their presence.',0),('Merfolk',NULL,'Archives Of Nethys 1e',2,'From the waist up, merfolk bear the torsos of well-built humans and delicate features reminiscent of elves and other humanoids tied to the natural world. A merfolk\'s lower body consists of the fins and tail of a great fish. Depending on the region, the scales of merfolk vary in hue, including gleaming silver, pale green, or even blue with stripes of yellow and crimson. Merfolk typically measure 6 to 8 feet in length and weigh over 200 pounds, with females being slightly smaller than males. Although amphibious, merfolk move only with difficulty on land and rarely wander more than a mile from sea.',0),('Mi-Go',NULL,'Archives Of Nethys 1e',2,'Mi-go are both scientists and colonists-extraterrestrial travelers from deep space who view the universe as a canvas to be mastered and controlled. Their numbers on any particular planet can vary, but taken on a galactic scale, are mind-numbing in scope.',0),('Minotaur',NULL,'Archives Of Nethys 1e',2,'Nothing holds a grudge like a minotaur. Scorned by the civilized races centuries ago and born from a deific curse, minotaurs have hunted, slain, and devoured lesser humanoids in retribution for real or imagined slights for as long as anyone can remember. Many cultures have legends of how the first minotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls. Yet most modern minotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet.',0),('Mobogo',NULL,'Archives Of Nethys 1e',2,'Huge and hungry, mobogos merge the features of gigantic toads and swampy dragons, and lair in the deepest, oldest swamps. Here, whole tribes of boggards serve the beasts\' fickle, capricious whims.',0),('Mummy',NULL,'Archives Of Nethys 1e',2,'Created to guard the tombs of the honored dead, mummies are ever vigilant for those who would desecrate their sacred ground.',0),('Myceloid',NULL,'Archives Of Nethys 1e',2,'The walking fungi known as myceloids feed off of decaying organic matter like many other fungi, yet unlike typical mushrooms or molds, they take particular pleasure in feeding from the rotting bodies of humanoids. Myceloids claim to be able to taste things like \"innocence,\" \"despair,\" and \"hope\" in the ripeness of rancid meat, although whether this is true or simply part of the myceloids\' twisted sense of humor is unclear.',0),('Nabasu',NULL,'Archives Of Nethys 1e',2,'Nabasus are birthed directly into the Material Plane from the Abyss, where they feed on innocent souls to mature. Only when finally sated can a nabasu return to the Abyss. Rumor holds that even then the nabasu\'s lifecycle does not change, and that further developments await them as they continue to grow. These vile demons form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh.',0),('Nalfeshnee',NULL,'Archives Of Nethys 1e',2,'Few demons understand the inner workings of the Abyss like the nalfeshnee, and it is not unusual to see a nalfeshnee seeming to serve the Abyss itself rather than a demon lord. Some claim stewardship over the fleshy realms that birth new demons, while others guard sites of particular significance deep in the plane\'s secret reaches. Often, a nalfeshnee\'s realm in the Abyss surpasses the strength and size of the largest of mortal kingdoms, for nalfeshnees display a singular gift for managing and ordering the chaos of the Abyss. Mortal summoners often seek them out for their unparalleled yet mad intellects, ever taking care to comb through bargains with such demons for hidden and unwanted consequences, for there is little a nalfeshnee will agree to do that does not, in some sinister way, advance the needs and desires of the Abyss.',0),('Ningyo',NULL,'Archives Of Nethys 1e',2,'The bane of fishermen and divers, ningyos lurk in tropical waters, gorging themselves on fish and attacking anything they can sink their tiny fangs into. Primitive, miniature mer-monsters, ningyos are frightening bogeymen of the sea, often attacking seagoers, ships, and fishing tackle out of blind hunger. These terrors swarm by night and can easily drag opponents down to drown amid a swarm of claws and needling teeth.',0),('Nixie',NULL,'Archives Of Nethys 1e',2,'Nixies are guardians of ponds, rivers, lakes, and springs. They prefer dwelling in idyllic places, which they protect from the depredations of predators and careless humanoids. While this often involves confusing enemies and driving foes away, nixies are not afraid of spilling blood to protect their homes-though they prefer not to resort to such means unless completely necessary. Nixies are 4 feet tall and rarely weigh more than 45 pounds.',0),('Nuckelavee',NULL,'Archives Of Nethys 1e',2,'The dreaded nuckelavee is a manifestation of pollution and filth, be it the natural decay of a red tide or the intrusive pollution of sewage and other urban waste. A nuckelavee is a living irony-a carrier of disease and a spreader of corruption that unleashes its wrath against other sources that bring corruption into the world. The corruption spread by nuckelavees only serves to further their own sense of self-loathing and overall rage. While nuckelavees might, incidentally, carry out vengeance for the victims of such pollution, defending the denizens of their rivers, swamps, and bogs is not their primary drive, for they revel in inflicting the very corruption they hate and enjoy little more than watching their enemies sicken and die.',0),('Nycar',NULL,'Archives Of Nethys 1e',2,'These diminutive serpentine creatures are distant cousins to powerful linnorms. Nycars live in the frigid, desolate moors and marshes of colder climates where their cruel and savage activities often escape unnoticed. A nycar relishes the hunt and often stalks a creature for hours before finally inflicting a single savage bite, then withdraws to safety to wait for its prey to sicken and die. Nycars often kill wastefully, attacking creatures much larger than they can eat. The opportunity to eat a human or other intelligent creature is a rare treat, as a nycar\'s uninviting habitat usually prevents much interaction with all but the most isolated people.',0),('Nymph',NULL,'Archives Of Nethys 1e',2,'Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature-a guardian of nature\'s purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.',0),('Octopus',NULL,'Archives Of Nethys 1e',2,'The octopus is a cunning animal capable of using complex tactics to get food.',0),('Ogre',NULL,'Archives Of Nethys 1e',2,'Stories are told of ogres-horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.',0),('Orc',NULL,'Archives Of Nethys 1e',2,'Along with their brute strength and comparatively low intellect, the primary difference between orcs and the civilized humanoids is their attitude. As a culture, orcs are violent and aggressive, with the strongest ruling the rest through fear and brutality. They take what they want by force, and think nothing of slaughtering or enslaving entire villages when they can get away with it. They have little time for niceties or details, and their camps and villages tend to be filthy, ramshackle affairs filled with drunken brawls, pit fights, and other sadistic entertainment. Lacking the patience for farming and only able to shepherd the most robust and self-sufficient animals, orcs almost always find it easier to take what someone else has built than to create things themselves. They are arrogant and quick to anger when challenged, but only worry about honor so far as it directly benefits them to do so.',0),('Otyugh',NULL,'Archives Of Nethys 1e',2,'Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers-the greater a lair\'s filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking effluvia.',0),('Owlbear',NULL,'Archives Of Nethys 1e',2,'The origin of the owlbear is a subject of great debate among scholars of the monstrous creatures of the world. However, most concur that at some point in the distant past, a deranged wizard created the original specimens by crossing an owl with a bear-perhaps as proof of some insane concept about the nature of life, but possibly out of sheer lunacy. Whatever the original purpose of such a freakish creation as the owlbear, the creature bred true and has become quite well-established in woodlands across the world, where it plays a key role in a region\'s ecosystem as an apex predator.',0),('Pazuzu',NULL,'Archives Of Nethys 1e',2,'Pazuzu is among the oldest and most powerful of all demon lords. His Abyssal realm is located in one of that plane\'s greatest rifts. This vertical realm includes an immense city, at the heart of which can be found Shibaxet, Pazuzu\'s personal rookery and palace.',0),('Pegasus',NULL,'Archives Of Nethys 1e',2,'The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Most pegasi are white, though occasionally one is hatched with conventional horse colors and markings.',0),('Peluda',NULL,'Archives Of Nethys 1e',2,'Peludas loathe all weak, fragile creatures smaller than themselves, especially humanoids. Some hunt in nearby farmlands before returning to their own lairs. Some are worshipped as gods by lizardfolk or other swamp creatures, though a peluda\'s short temper means it may eat its devotees if affronted.',0),('Peri',NULL,'Archives Of Nethys 1e',2,'Peris are a race of celestials native to the good-aligned Outer Planes, but they are also often found in the company of mortals on the Material Plane. Believed to be the descendants of fallen angels, peris do penance for their ancestors\' sins before they can earn a place in paradise. As a result, peris work tirelessly to aid and support good heroes of the mortal realms in a never-ending battle against evil.',0),('Phantom Fungus',NULL,'Archives Of Nethys 1e',2,'A phantom fungus is a tripedal carnivorous plant that roams the vast and deep underground caverns of the world. It wanders in search of food, using its rootlike feet to detect movement along the cavern floors and the sensitive tendrils surrounding its mouth to pinpoint prey.',0),('Phase Spider',NULL,'Archives Of Nethys 1e',2,'Phase spiders are voracious predators from the Ethereal Plane who hunt on the Material Plane. When prey is located, the spider shifts to the Ethereal Plane to prepare an ambush. Against a lone victim, the spider shifts to the Material Plane, bites the victim, then retreats back to the Ethereal Plane to wait for the poison to take effect. Against multiple foes, a phase spider follows these same tactics, and on each round a foe remains in reach at the start of its turn, it repeats this gambit. If no foes are in reach, it moves while ethereal to prepare an attack on an available target, but unless it feels safe in spending an entire round on the Material, it won\'t phase back to attack unless it can do so while saving a move action for an escape.',0),('Phoenix',NULL,'Archives Of Nethys 1e',2,'The phoenix is a legendary bird of fire that dwells in the most remote parts of the desert. As the birds are known to be great scholars, many seekers of rare lore search out particular phoenixes for advice. Yet it is the phoenix\'s ability to rebirth itself from its own dead body for which the creature is best known.',0),('Pixie',NULL,'Archives Of Nethys 1e',2,'Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall-though they typically fly about the eye level of creatures they\'re conversing with in order to maintain eye contact-and weigh about 30 pounds. Pixies talk quickly and easily become overexcited.',0),('Pony',NULL,'Archives Of Nethys 1e',2,'Ponies are smaller breeds of horses better suited to halflings, gnomes, and dwarves, but they also make fond pets for humans as well. They stand 3 to 4 feet tall and weigh about 600 pounds.',0),('Porcupine',NULL,'Archives Of Nethys 1e',2,'Porcupines are omnivorous mammals that often climb trees in search of food. The spines on their back provide camouflage as well as protection from natural predators-typically other small mammals. Though primarily nocturnal, porcupines do occasionally graze during the day, eating the twigs, roots, and stems of bushes, coniferous trees, and other flora. Porcupine quills normally lie flat against the creature\'s body, but stand stiffly on end when the porcupine feels threatened.',0),('Purple Worm',NULL,'Archives Of Nethys 1e',2,'Purple worms are giant scavengers that inhabit the deepest regions of the world, consuming any organic material that they encounter. They are notorious for swallowing their prey whole. It is not uncommon to hear of a group of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one.',0),('Qallupilluk',NULL,'Archives Of Nethys 1e',2,'A qallupilluk is a sinister and much-dreaded haglike denizen of cold seas. An ambush predator, she waits near gaps and weak points in the ice and listens for the footsteps of creatures above, sometimes humming or tapping on the ice like a trapped seal in the hope of drawing the curious within range of her alluring scent.',0),('Quasit',NULL,'Archives Of Nethys 1e',2,'The quasit is perhaps the least powerful demon, yet it is not the least respected-even quasits hold themselves above the dretch horde, and true to their natures, dretches lack the courage or drive to prove the quaits wrong. A quasit\'s first role in life is that of a familiar to a spellcasting master, but those quasits who escape from this humiliating servitude become free-willed and much more dangerous.',0),('Rakshasa',NULL,'Archives Of Nethys 1e',2,'The rakshasa is an evil spirit that cloaks itself in the guise of a humanoid creature that it might walk unseen among its prey. They embody what is taboo among most societies, and in the shape of those it seeks to defile, a rakshasa gorges itself on these hideous acts. Were they human, these acts of cannibalism, blasphemy, and worse would mark them as criminals condemned to the cruelest of hells.',0),('Remorhaz',NULL,'Archives Of Nethys 1e',2,'In a world of ice and snow, the remorhaz is particularly feared for the terrible fires that burn within its body. These internal fires cause the armor plates along its back to glow red-hot when the creature is particularly angry, excited, or in pain. Creatures adapted to arctic regions are often particularly vulnerable to fire, making the remorhaz\'s primary defense an incredibly potent one and securing its role as a dangerous predator in such frozen reaches.',0),('Rhinoceros',NULL,'Archives Of Nethys 1e',2,'The rhinoceros feeds on leafy plants, branches, and even thorny shrubs. Its thick hide is a mottled gray color, and it can run surprisingly fast for a beast of its size. The rhinoceros is notoriously short-tempered and prone to attacking anything it perceives as approaching too closely (generally within a distance of 80 feet-the distance of a single charge-for most rhinos).',0),('Roc',NULL,'Archives Of Nethys 1e',2,'Rocs are terrifying, legendary birds renowned for their ability to carry off elephants and other big animals. A typical roc is 30 feet long from beak to tail, with an 80-foot wingspan and weight of up to 8,000 pounds. While their beaks are hooked like an eagle\'s and designed for slashing and tearing, most rocs prefer to seize prey in their massive, clawed talons and drop them from great heights before feasting on the shattered remains. For this reason, they are often followed by flocks of scavengers like rooks, buzzards, and eagles hoping to steal portions of the roc\'s messy meals. The roc generally ignores such opportunists, but if the scavengers don\'t take care, they nevertheless may find themselves accidentally consumed by the feeding roc.',0),('Rusalka',NULL,'Archives Of Nethys 1e',2,'Rusalkas are cruel and bitter fey who inhabit waterways near humanoid settlements. Although rusalkas are not undead, some persist in believing that these fey form from the spirits of those who met a sinister end in the water. Rusalkas do little to dissuade such rumors. Rusalkas are fond of keeping a few charmed monsters or powerful humanoids nearby to aid in their defense or for other forms of cruel and humiliating entertainment, but quickly grow bored with such pets. When this occurs, rusalkas generally murder the creatures and seek more interesting replacement pets.',0),('Saguaroi',NULL,'Archives Of Nethys 1e',2,'Saguarois, also called cactusfolk by desert-dwelling humanoids, make their homes in rocky badlands, hot scrublands on the edge of vast deserts, and sandy dunes baked by the sun. They are generous but territorial, offering aid to travelers who brave the blistering deserts-often in the form of their own watery blood-but don\'t tolerate guests who overstay their welcome. Civilization rarely attempts to push far into the deserts, leaving these creatures relatively isolated from other intelligent races. In cases where belligerent settlements threaten the way of life for tribes of saguarois, however, the cactusfolk respond with terrifying violence.',0),('Salamander',NULL,'Archives Of Nethys 1e',2,'Salamanders are native to the Plane of Fire, where their legions of fierce warriors are much feared by the other inhabitants of the plane. Because some of the stronger elemental fire races enslave salamanders for their metalworking skill and fighting prowess, the salamanders hate the efreet and other inhabitants with a passion.',0),('Satyr',NULL,'Archives Of Nethys 1e',2,'Satyrs, known in some regions as fauns, are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wakes.',0),('Sea Cat',NULL,'Archives Of Nethys 1e',2,'The feral sea cat (sometimes referred to as the sea lion, sea tiger, or sea leopard) is among the most vicious and ubiquitous of coastal predators in tropical oceans. The upper body of a sea cat is that of a typical great cat-a lion, tiger, leopard, or cheetah-complete with a pair of clawed paws capable of rending the flesh from its prey. In place of back legs, however, the sea cat has a sleek and powerful tail that allows it to move quickly and silently through the water.',0),('Sea Serpent',NULL,'Archives Of Nethys 1e',2,'Tales of immense sea serpents have colored the accounts of seagoing folk since the first ship sailed beyond sight of land. Yet proof of these immense and elusive creatures is remarkably difficult to come by, for not only is the ocean vast and the true sea serpent rare, but these creatures are quite adept at both avoiding capture and destroying ships bent on such a daunting task. Due to the sea serpent\'s hermitic nature, many sailors take to ascribing the sighting of such a beast to an omen, although whether the sighting portends peril or providence depends as much upon the ship\'s morale as it does anything else-the sea serpent itself has little interest in prophecy, and only its hunger determines how dangerous its proximity to a curious ship can be.',0),('Seps',NULL,'Archives Of Nethys 1e',2,'A seps is an exotic snake-like creature whose powerful jaws contain acidic venom so potent that it quickly dissolves prey into liquid.',0),('Shark',NULL,'Archives Of Nethys 1e',2,'The shark is a relentless eating machine, a creature evolved over the course of eons to do one job perfectly-hunting. Sharks have achieved a special place in the lore of most seafaring races, who view them as devils, monsters, and the wrath of the gods.',0),('Shedu',NULL,'Archives Of Nethys 1e',2,'Shedus live far from the hustle and bustle of humanity in harsh deserts. There they populate caves, ruins, or ancient temples reclaimed from the shifting sands. In these places of refuge, shedus contemplate the struggle between good and evil throughout the universe. Tireless vehicles of good and kindness, shedus fight against outsiders who corrupt and threaten humanity. Skilled in healing, shedus focus on eliminating plagues, even hunting down outsiders and undead working in that destructive medium.',0),('Shinigami',NULL,'Archives Of Nethys 1e',2,'Feared as truly impartial and merciless harbingers of death, shinigamis are relentless in their pursuit of dispensing quick and just deaths upon those who would seek to disrupt the delicate balance of life. Unlike other, more sinister bringers of doom, shinigamis do not take pleasure in their work and do not seek to impose suffering-although there are exceptions. Some individuals, aptly described by their kin as \"rogue shinigamis,\" subscribe to either more merciful or more despicable forms of execution, and are either lawful good or lawful evil. Victims who have had their lives spared by kind shinigamis praise the angels of death for their clemency and willingness to listen to the victims\' plight, while other dastardly survivors have successfully cheated or bribed their way out of death by manipulating credulous or less honorable shinigami. A shinigami is 9 feet tall and weighs 130 pounds.',0),('Shining Child',NULL,'Archives Of Nethys 1e',2,'Though they harbor many secrets, their greatest secret may be their own origin. Numerous theories abound-that the shining children are beings from another dimension, avatars of a dying star grown sentient, or creatures of light battling living darkness at the edge of reality. A shining child stands just over 4-1/2 feet tall and weighs 85 pounds.',0),('Shocker Lizard',NULL,'Archives Of Nethys 1e',2,'A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard.',0),('Shoggoth',NULL,'Archives Of Nethys 1e',2,'Although even lunatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or thankfully unreal nightmare, the truth is altogether more dire. The shoggoths exist, although they keep to the deepest of ocean trenches or the most remote of forgotten caverns and ruins, emerging only rarely to spread madness and destruction in their slime-caked wakes.',0),('Simurgh',NULL,'Archives Of Nethys 1e',2,'Regarded as living legends, simurghs are held in high regard by desert dwellers. Those who live in the desert lands where these benevolent creatures sometimes reside consider it a lifetime\'s worth of luck even to spot one soaring through the sky. Simurghs prefer to keep to themselves, well out of the way of lesser creatures and their often dubious morals, though they can be relied upon for aid when called by those in true need and with a pure heart. A simurgh can live for thousands of years, and frequent mentions of these giant avian beings throughout a region\'s historical record are more often than not sightings of the same creature.',0),('Skunk',NULL,'Archives Of Nethys 1e',2,'These small mammals are well known to humanoids and forest creatures alike, with their distinctive black-and-white-striped markings and infamous scent glands. Creatures like big cats or wolves that normally would make a meal of such a small creature give skunks plenty of space, for they have learned well that the combination of black and white on a skunk\'s back equates to a hideously overpowering stench.',0),('Slurk',NULL,'Archives Of Nethys 1e',2,'Slurks are carnivores and have a formidable bite, thanks to their massive tusks. Their true strength, however, lies in their foul-smelling and unnatural secretions. The mucus exuded from the slurk\'s back is incredibly sticky and quickly hardens into a powerful resin, a quality the creature turns to its advantage by squirting it at intruders and then waiting for it to harden before closing for the kill. At the same time, the liquid excreted by glands on a slurk\'s stomach is incredible slippery, allowing the slurk to keep from being immobilized by its own back slime and also making it extremely hard to grapple or maneuver without its consent. Combined with slurks\' natural ability to climb walls and hang from ceilings with ease, these abilities make the foul-smelling creatures extremely desirable to kobolds, who domesticate and train the frog-beasts as powerful mounts and guardians.',0),('Snallygaster',NULL,'Archives Of Nethys 1e',2,'The snallygaster is a hideous amalgamation of lizard and bird that preys on unwary travelers. Its claws and beak have an almost metallic sheen to them, hinting at their sharpness and strength. Black stripes run the length of its scaly blue hide all the way to the tip of its long, sinuous tail. The snallygaster\'s serpentine neck terminates at a small, birdlike head with a single eye set in the center of the forehead. In place of a tongue, its long throat contains a slobbering mass of tentacles that twist and squirm grotesquely whenever the creature extends them.',0),('Soulbound Doll',NULL,'Archives Of Nethys 1e',2,'Soulbound dolls can serve as companions, surrogate children, servants, guards, and sentries, as desired by their creators. Creators of soulbound dolls typically take care to take soul fragments from people whose personality traits the crafters wish to see in their dolls.',0),('Spectre',NULL,'Archives Of Nethys 1e',2,'Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath.',0),('Sprite',NULL,'Archives Of Nethys 1e',2,'Sprites gather in groups deep in forested lands, aligned to the cause of defending nature. Whole tribes of sprites deem themselves protectors of a certain person, place, or creature of importance in their lands, even if the being doesn\'t actually want or need protecting.',0),('Squid',NULL,'Archives Of Nethys 1e',2,'Squids are aggressive predators that fear little and are more than willing to attack prey larger than themselves.',0),('Stirge',NULL,'Archives Of Nethys 1e',2,'Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake.',0),('Succubus',NULL,'Archives Of Nethys 1e',2,'Among the demon hordes, a succubus can often rise to incredible heights of power through her manipulations and sensual charms, and many a demonic war has raged due to the subtle machinations of such creatures. A succubus is formed from the souls of particularly lustful and rapacious evil mortals.',0),('Sylph',NULL,'Archives Of Nethys 1e',2,'As people, sylphs tend to be shy and reclusive, blending into crowds or skillfully avoiding those they don\'t desire to meet. Yet while they often prefer to manipulate situations and avoid conflict themselves, most sylphs remain intensely curious about other people, and often go to great lengths to spy or eavesdrop on those who spark their interest (a hobby frequently referred to as \"listening to the wind\"). This combined love of subterfuge and ability to slip away from any compromising situation makes sylphs perfectly suited to lives as rogues, thieves, and spies, and beneath the average sylph\'s veneer of shy waifishness lies a mind that\'s capable and calculating, constantly sizing up the competition and analyzing the most effective exits from any given room.',0),('Tanuki',NULL,'Archives Of Nethys 1e',2,'Jolly tricksters, tanukis love deceiving humanoids and other intelligent creatures. This mischief is usually harmless, but can turn spiteful in some situations. Popular folklore stories claim tanukis are the transformed souls of tools and housewares that were used for more than 100 years, a myth that probably results from tanukis\' ability to magically create or alter objects.',0),('Tarrasque',NULL,'Archives Of Nethys 1e',2,'The legendary tarrasque is among the world\'s most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world-yet when it wakens, kingdoms die.',0),('Tatzlwyrm',NULL,'Archives Of Nethys 1e',2,'Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious in their own right. And while tatzlwyrms are hardly impressive specimens when put beside their notorious relatives, most other reptiles can\'t compare to them mentally. They understand Draconic, though other languages are beyond most tatzlwyrms\' limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps.',0),('Tengu',NULL,'Archives Of Nethys 1e',2,'Tengus are a race of avian humanoids that resemble crows or ravens, and often bear much of the same stigma. Though they frequently choose to live among other races in densely populated cities, their society is tight and closed, and they rarely allow others to see its inner workings. Tengus often band together in small groups to create roosts in vacant warehouses or condemned buildings, and these raucous gathering places are generally assumed to be thieves\' guilds by outsiders-an assumption that\'s correct roughly half the time.',0),('Tiger',NULL,'Archives Of Nethys 1e',2,'Tigers stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.',0),('Troglodyte',NULL,'Archives Of Nethys 1e',2,'The troglodyte is a feral, savage cave dweller. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld, equally at home raiding the settlements of those who dwell above or below ground, yet for all their race\'s fecundity and sprawl, as a whole they represent only a minor threat. At times, great leaders can draw legions of troglodytes to their command to create vast and deadly armies, but left to their own devices, troglodyte tribes are content to keep each other under control with numerous feuds, cannibalistic raids, and bitter civil wars.',0),('Troll',NULL,'Archives Of Nethys 1e',2,'Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. They are stooped, fantastically ugly, and astonishingly strong-combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. An adult troll weighs around 1,000 pounds.',0),('Tzitzimitl',NULL,'Archives Of Nethys 1e',2,'Enigmatic creatures of darkness, some cultures claim tzitzimitls attack and consume entire suns to \"shut down worlds\" in preparation for the end of days. Sages say that these creatures come from the cold, dark places between the stars, and that in the darkness of any eclipse, one can see their immense, world-darkening shadows.',0),('Unicorn',NULL,'Archives Of Nethys 1e',2,'Unicorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. They universally shun all creatures except for good-aligned fey, good-aligned humanoid women, and the woodlands\' native animals, though they may fight alongside other good creatures against common enemies. A typical unicorn is 8 feet long and 5 feet tall at the shoulder, weighing 1,200 pounds.',0),('Vampire',NULL,'Archives Of Nethys 1e',2,'Vampires are undead humanoid creatures that feed on the blood of the living. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.',0),('Vanara',NULL,'Archives Of Nethys 1e',2,'Vanaras are intelligent, simian humanoids who live in deep forests and jungles. They are both agile and clever, but saddled with boundless curiosity and a love of pranks that, while normally harmless, hinder ingratiations with those they encounter. A vanara\'s body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even golden coats are common. Despite its fur, a vanara can grow lengthy hair on its head just like a human, and both male and female vanaras take pains to wear elaborate hairstyles for important social functions. The hair on a vanara\'s head matches the color of its fur. All vanaras have long, prehensile tails and handlike feet capable of well-articulated movements. A vanara stands slightly shorter than a typical human. Males weigh from 150 to 200 pounds at most, with females weighing slightly less. Vanaras live for 60 to 75 years.',0),('Viper',NULL,'Archives Of Nethys 1e',2,'Venomous snakes are generally far more aggressive than constrictor snakes, and even larger variants do exist: you can create stats for a king cobra, for example, by applying the advanced and giant simple templates to the stats given above.',0),('Voonith',NULL,'Archives Of Nethys 1e',2,'Cunning and aggressive, vooniths are amphibious nocturnal predators with voracious appetites and mild intelligence. A voonith\'s howl is said to freeze the blood and is more than capable of stopping a creature in its tracks. Vooniths usually howl when they see prey too far away from the water\'s edge to ambush. While the vooniths are native to the strange Dimension of Dream, many have found their way out of that realm and into the waking world to take up lairs in the swampy fens and remote coastlines of the world. How the vooniths originally managed to make this transition between worlds is unclear.',0),('Vrock',NULL,'Archives Of Nethys 1e',2,'Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk.',0),('Vulture',NULL,'Archives Of Nethys 1e',2,'Though related to raptors and other birds of prey, vultures mainly feed on carrion they spot or scent from on high. Vultures have weak claws compared to predatory birds, but their sharp and wickedly hooked beaks tear living flesh as readily as the sharpest blade.',0),('Walrus',NULL,'Archives Of Nethys 1e',2,'Walruses normally have gray or brown hides, fading to nearly white when immersed in cold water, and turning pink from increased blood flow when basking in the sun. A thick layer of blubber serves as protection from both predators and cold.',0),('Water Orm',NULL,'Archives Of Nethys 1e',2,'Water orms are extremely long-lived. Several different variants have been reported. With sightings rare and unverifiable, it is unclear whether these are variations within a single species, or several unrelated creatures. Some are described as long-necked aquatic reptiles, some as fresh-water sea serpents, others as bizarrely elongated seals or whales, and still others as impossibly large sea horses. Most are 40 to 45 feet in length, and weigh 2,000 to 3,000 pounds.',0),('Wayang',NULL,'Archives Of Nethys 1e',2,'Originating from the Shadow Plane, wayangs are pixie-like in stature with extremely gangly limbs and skin the color of deep shadow. They follow a philosophy known as \"The Dissolution,\" which teaches that in passing they again merge into shadow.',0),('Wight',NULL,'Archives Of Nethys 1e',2,'Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre-a warped animated corpse whose touch steals living energy.',0),('Wikkawak',NULL,'Archives Of Nethys 1e',2,'Well adapted to the cold, wikkawaks are masters of stealth and arctic survival, and they have the ability to quell lanterns, torches, and campfires with a thought. Wikkawaks leave no trail in even the heaviest of snows, though salt sprinkled on snow can supposedly reveal a wikkawak\'s tracks. Of course, by the time one has discovered a wikkawak\'s trail, it could already be too late.',0),('Wolf',NULL,'Archives Of Nethys 1e',2,'Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf\'s wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.',0),('Wolverine',NULL,'Archives Of Nethys 1e',2,'Wolverines are territorial, especially when it comes to food, and have been known to defend their kills against much larger predators, such as black bears. They are fearsome opponents, launching into a frenzy when wounded. They tend to give off a very strong, unpleasant musk smell when angry.',0),('Worg',NULL,'Archives Of Nethys 1e',2,'Worgs are oversized, evil, intelligent wolves often found dwelling amid goblins or other savage races. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs 300 pounds.',0),('Wraith',NULL,'Archives Of Nethys 1e',2,'Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives.',0),('Wyvaran',NULL,'Archives Of Nethys 1e',2,'These creatures are the result of magical draconic experiments at crossbreeding wyverns and kobolds. Wyvarans are fiercely territorial creatures loyal to their kin and tribe, and allow no interlopers into their lands without good reason or proper tribute. Each defends its personal property, and seeks revenge on any who dare steal from it. Most evil and neutral wyvarans primarily concern themselves with expanding their territory and wealth.',0),('Wyvern',NULL,'Archives Of Nethys 1e',2,'Wyverns are nasty, brutish, and violent reptilian beasts akin to more powerful dragons. They are always aggressive and impatient, and are quick to resort to force in order to accomplish their goals. For this reason, dragons generally look down upon wyverns, considering their distant cousins nothing more than primitive savages with a distinct lack of style or wit. In most cases, this generalization is spot-on. Although far from animalistic in intellect, and capable of speech, most wyverns simply can\'t be bothered with the subtlety of diplomacy, and prefer to fight first and parley later, and even then only if faced with a foe they can neither defeat nor flee from.',0),('Xorn',NULL,'Archives Of Nethys 1e',2,'Strange creatures as big around as they are tall, xorns have little interest in natives of the Material Plane-except for the gems and precious metals they might be carrying. Lurking beneath the surface for what might seem long stretches of time to humans, a xorn might wait months, even years, for the right treat to come along, assaulting the being carrying its favorite meal, such as a certain gemstone or the right sort of silver. Adventurers who frequent regions inhabited by xorns often carry with them small chunks of raw ore or relatively inexpensive gemstones or crystals to use as bribes. While the price of a gemstone or piece of metal is often in direct proportion to the object\'s flavor and desirability as a meal, most xorns are quite gluttonous and prefer quantity over quality when it comes to food',0),('Yamaraj',NULL,'Archives Of Nethys 1e',2,'Yamarajes vaguely resemble black dragons, though they are easily distinguished once one realizes the gigantic creatures are cloaked in feathers rather than scales. Each yamaraj measures at least 30 feet in length and weighs 4 tons. Despite their massive size and largely sedentary duties, yamarajes show astounding grace when they move.',0),('Yellow Musk Creeper',NULL,'Archives Of Nethys 1e',2,'The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper\'s method of procreation is singularly frightful-it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian for several days, but when new zombies are created, older ones wander off into the surrounding wild, collapsing and breaking apart within 2d6 days to give seed to a new yellow musk creeper.',0),('Yeti',NULL,'Archives Of Nethys 1e',2,'Mysterious and rarely seen (save by victims), the yeti is a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of \"abominable snowmen\" who come down from the heights to raid, taking livestock or even humans as prey and leaving behind only monstrous barefoot tracks in the bloodstained snow.',0),('Ypotryll',NULL,'Archives Of Nethys 1e',2,'For those unfortunate enough to get in an ypotryll\'s way, the thundering rhythm of its hooves is the sound of doom. These creatures are pure savagery and destruction incarnate. A bulk of muscle and hate, a charging ypotryll can be slowed by few things. Bodies and viscera are strewed about when this powerful boarlike juggernaut hits a shield wall, and pikes splinter on its armored plates as if they were twigs. Given enough momentum, a charging ypotryll can rip apart a drawbridge or even the crash through a keep\'s walls. Powerful savage tribes corral these beasts and unleash their carnage on the battlefield. Giants and powerful troll chiefs prize ypotrylls, and spend much time and resources to break them, though ypotrylls\' volatile nature ensures such domestication is rare. When it does happen, they make truly frightening steeds.',0),('Yuki-Onna',NULL,'Archives Of Nethys 1e',2,'A yuki-onna is the restless spirit of a woman who froze to death in the snow and was never given a proper burial. She roams the wilderness, constantly searching for intelligent creatures to kill and always appearing surrounded by swirling mists of snow and ice. Eternally jaded by her unjust departure to the afterlife, a yuki-onna seeks to impose the same cruel fate upon those who still live, particularly men and those who sympathize or cooperate with them. Many foolish individuals are lured to their deaths by a yuki-onna\'s unparalleled beauty, which remains even as the evil spirit steadily freezes and kills her victims with her powers over frost.',0),('Zuvembie',NULL,'Archives Of Nethys 1e',2,'Tied to the dark forces of nature and unholy magic, zuvembies employ fear and the wild creatures of the land to take their vengeance upon the living. Zuvembies appear to be withered, animate corpses but possess ruthless minds and blasphemous vigor. Revenge fuels a zuvembie, a hatefulness directed toward those who wronged it in life. Yet even when the last one who maligned it lies dead, its rage remains, turning against all who live, especially the relatives of the target of its original hate.',0),('Aboleth',NULL,'Archives Of Nethys 1e',3,'In the darkest reaches of the sea, aboleths still dwell in grotesque cities built in nauseating and cyclopean styles. There they are served by countless slaves culled from every nation, air-breathing and aquatic alike, although the air-breathing slaves are doubly bound by magic and the need to constantly replenish their water-breathing ability via the excretions of their aboleth masters. Lone aboleths are often advance scouts for these hidden cities, seeking out new slaves.',0),('Achaierai',NULL,'Archives Of Nethys 1e',3,'They have been known to wander through battlefields in the lower planes, picking over dying and regenerating creatures and souls, which has earned them the nickname \"Hell\'s vultures.\" As achaierais are immune to the toxic clouds of others of their kind, they often work in conjunction to use these clouds to herd or scatter enemies, form long lines of black clouds to protect their retreat, or merely panic opponents in large melees. Achaierais are fond of disemboweling their targets and feasting on the hot entrails while their mortally wounded prey screams itself to death. Of course, as outsiders, achaierais have no need to eat, and their elaborate hunting routines are simply the bird-beasts\' sick form of entertainment.',0),('Adlet',NULL,'Archives Of Nethys 1e',3,'Deeply religious, adlets worship the power and cruelty of nature, seeing divinity in the lash of the blizzard\'s wind, the ferocity of the polar bear, and the immensity of the towering iceberg. Many become oracles or druids, but all adlets know their place in the natural world. One in every dozen adlets is a shaman: an adlet with the advanced creature template and the ability to summon a greater ice elemental or 1d4+1 large ice elementals (see Bestiary 2 114) and commune with nature once per day each as spell-like abilities. An adlet is 6 feet tall and weighs 250 pounds.',0),('Ahuizotl',NULL,'Archives Of Nethys 1e',3,'Despite its preference for cruelty, an ahuizotl might come to mutually advantageous arrangements with other pernicious denizens of the swamps. Will-o\'-wisps and ahuizotls often find themselves in such cooperative relationships, with the will-o\'-wisp coaxing creatures near the ahuizotl\'s lair and then lingering to feed upon the victims\' fear as the ahuizotl drags them into the depths. Some wily humanoids who fall into an ahuizotl\'s clutches-typically lizardfolk, boggards, or swamp-dwelling humans-have successfully managed to bargain away the lives of others in exchange for their own. Such arrangements always lead to a series of vicarious murders, as the aquatic predator\'s proxy coaxes new victims into the swamp for its fearsome partner to dine upon.',0),('Akhlut',NULL,'Archives Of Nethys 1e',3,'While the akhlut appears as a wolf-orca hybrid on land, when it enters the water, its legs and fur vanish and it transforms fully into the form of an orca. Akhluts are particularly skilled at charging into and out of water, their transformation between shapes occurring in the blink of an eye.',0),('Almiraj',NULL,'Archives Of Nethys 1e',3,'Reminiscent of a unicorn horn, an almiraj\'s most prominent feature serves as both a deterrent and deadly weapon. The almiraj uses its horn to hunt, stalking and spearing prey on the brutal appendage. The horn\'s unique magical properties have the gruesome side effect of forcing the almiraj to consume its prey while it still lives, before it turns to stone&#173;-when hunting smaller creatures, the almiraj strikes to slow its prey through blood loss and to disable it by maiming its limbs. Occasionally, an enterprising individual will hunt an almiraj for its horn, but success is limited since almirajes are exceptionally vicious, stealthy, and athletic targets&#173;-their acrobatic leaps bring their horns within reach of the vital organs of much larger creatures.',0),('Ankheg',NULL,'Archives Of Nethys 1e',3,'In combat, an ankheg prefers to attack with its bite. Against multiple foes, an ankheg often grabs one of the available targets and then attempts to retreat to safety, burrowing into the ground. A creature carried underground can still breathe with difficulty (the ankheg needs to breathe as well, so its tunnels are relatively porous), but is often eaten alive before its allies can rescue it.',0),('Antelope',NULL,'Archives Of Nethys 1e',3,'Antelopes graze in large herds, ever on the watch for predators. Even the hint of a threat can send the whole herd springing away toward safer pastures. Antelopes rarely fight except among themselves during mating season or when cornered by a predator.',0),('Axe Beak',NULL,'Archives Of Nethys 1e',3,'Mature axe beaks stand 9 feet tall and weigh as much as 500 pounds. Their plumage varies widely, from gray to brown to black in temperate climes, but taking on exotic shades of gold, red, blue, and other vibrant hues in more tropical environs. Axe beaks have lifespans of up to 50 years.',0),('Babau',NULL,'Archives Of Nethys 1e',3,'A babau typically carries a longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws. The foul, caustic sludge that constantly seeps from their flesh prevents them from wearing armor unless it is specially treated or resistant to acid.',0),('Baku',NULL,'Archives Of Nethys 1e',3,'Bakus dislike feeding on thoughts concerning themselves, and tend to cease when their target begins thinking of the baku. For this reason, bakus keep hidden in settlements, floating in the evening air above bedrooms and boarding houses, siphoning sustenance from the dreaming populace. Bakus themselves do not sleep.',0),('Balor',NULL,'Archives Of Nethys 1e',3,'On the Abyss, most balors serve demon lords as generals or captains (those balors who don\'t are even more potent, and are known as balor lords-see below). A balor typically commands vast legions of demons, and while it often lets these slavering and eager minions fight its battles, the balor is far from a coward. If presented with an opportunity to join a fight, few balors choose to resist.',0),('Bandersnatch',NULL,'Archives Of Nethys 1e',3,'Bandersnatches rely on speed, shock, and terror to bring down prey. They pace their quarry from a distance, hidden among the trees, then break from cover, savage their target, and dart away again. They drag smaller creatures away to dispatch at leisure, while engaging larger ones in skirmishes until they gradually wear their prey down. An outmatched bandersnatch withdraws at full speed, stopping only to pick off pursuers that distance themselves from their allies. Once its wounds heal, the bandersnatch returns to the scene of its defeat, picks up the trail of its assailants, and eliminates them one by one.',0),('Baregara',NULL,'Archives Of Nethys 1e',3,'In the Abyss, baregaras form small troops just like the apes of the Material Plane. These troops are led by the strongest fighter or an individual anointed by a powerful demon the baregara troop serves. Rivalries between troops are part of a complex hierarchy that is all but incomprehensible to non-baregaras, but planar scholars have observed that all baregaras take trophies from notable kills, and that these grisly mementos play some role in establishing the convoluted social standing of the troop leaders and their followers.',0),('Basilisk',NULL,'Archives Of Nethys 1e',3,'Basilisks live in nearly any terrestrial environment, from forest to desert, and their hides tend to match and reflect their surroundings-a desert-dwelling basilisk might be tan or brown, while one that lives in a forest could be bright green. They tend to make their lairs in caves, burrows, or other sheltered areas, and these dens are often marked by statues of people and animals in lifelike poses-the petrified remains of those unfortunate enough to stumble across the basilisk.',0),('Baykok',NULL,'Archives Of Nethys 1e',3,'Unlike many undead who feed on and hate all living things, a baykok seeks always to prove its mastery of the hunt. Though thoroughly wicked, baykoks often ignore all but the most powerful-looking foe in a group, only picking off lesser creatures if they dare to get between the baykok and its true prey. When it finally lays low its quarry, the baykok swoops down on the victim to devour the creature\'s soul in an attempt to make sure the creature never returns to seek revenge.',0),('Bebilith',NULL,'Archives Of Nethys 1e',3,'Far more intelligent than its verminous shape would suggest, it is perhaps a blessing that the bebilith is such a focused and devoted hunter of demons, for had these dangerous outsiders more of a mind to conquer and expand empires, their ability to plane shift would make them a menace indeed. Although, as an outsider, the bebilith has no biological need to eat, it does enjoy the sensation of chewing on demonic flesh.',0),('Behir',NULL,'Archives Of Nethys 1e',3,'The average behir is 40 feet long and weighs 4,000 pounds. In addition to the two prominent horns on its head, many have additional decorative spines at regular intervals along the central ridges of their backs.',0),('Bhole',NULL,'Archives Of Nethys 1e',3,'Bholes are incredibly long-lived-those that exist in remote worlds or in other dimensions have done so for countless eons. The bholes themselves seem to have no interest in their history, perhaps as a result of their limited intellect, but they can live forever, barring death by violence.',0),('Blink Dog',NULL,'Archives Of Nethys 1e',3,'Blink dogs stand nearly 3 feet at the shoulder and weigh upward of 180 pounds. They can live up to 75 years. They use their abilities to quickly surround prey, and make use of flanking to deal with especially dangerous opponents-particularly creatures like phase spiders.',0),('Boar',NULL,'Archives Of Nethys 1e',3,'The boar\'s stubborn nature and habit of eating even bones makes it well suited as a pet for certain folk. Many thieves\' guilds keep boars for the disposal of bodies, while orc tribes let them run loose in their lairs, where they do a relatively good job at keeping these warrens clean of refuse.',0),('Boggard',NULL,'Archives Of Nethys 1e',3,'Though often hunched over, boggards stand 5 feet tall and weigh close to 200 pounds. These creatures live for 50 years, though the harsh swamps and infighting usually cut these years short.',0),('Bugbear',NULL,'Archives Of Nethys 1e',3,'Bugbears, when they turn to religion, favor gods of murder and violence, with various demon lords being favorites.',0),('Bulette',NULL,'Archives Of Nethys 1e',3,'Bulettes are notoriously foul-tempered, attacking far larger creatures with no regard for personal safety. Solitary beasts except for the occasional mated pair, they spend most of their time patrolling the perimeters of territories that can stretch up to 30 square miles, hunting game and punishing interlopers with a fury that shakes the hillsides.',0),('Bunyip',NULL,'Archives Of Nethys 1e',3,'While bunyips vary in appearance, all possess similar basic physical structures. The bunyip\'s head exhibits strong seal-like features, save for its shark-like jaws. Its upper torso is thick and muscular, with long, fin-like limbs. Some species even have a single, shark-like dorsal fin. The remaining portion of the body extends into a long tail. Those with fur usually only grow a short coat on the upper body in shades of pale gray, brown, or black.',0),('Carbuncle',NULL,'Archives Of Nethys 1e',3,'Carbuncles exhibit a peculiar attraction to magic-users, especially sorcerers with the fey bloodline and any who pack supplies of fresh fruit. Many enchanters laud the extraordinary mind-control powers of these intense creatures and extol the aid they can offer mages of their field-though others consider such tales something of an academic in-joke.',0),('Catfolk',NULL,'Archives Of Nethys 1e',3,'Personal growth is part of catfolk culture, as is expression as a means of personal exploration. Catfolk have few taboos, and often exhibit harmless but strange eccentricities. Individuals cultivate a wide range of pursuits and self-expression, taking risks others might label unwise. Most individual catfolk like to be the center of attention, but not at the cost of group cohesion.',0),('Catrina',NULL,'Archives Of Nethys 1e',3,'A catrina\'s motivation for easing the transition from life to death has more to do with making the soul\'s progression calm than compassion for the soul-after all, screaming and outrage disrupts the processing of the dead.',0),('Cave Fisher',NULL,'Archives Of Nethys 1e',3,'A cave fisher produces its filament from glands in its body; when it reels in a victim, it generally eats the filament along with its meal. It\'s impossible to harvest new filaments from a dead cave fisher, but filaments harvested from living ones are incredibly light and strong, functioning as silk rope once the sticky adhesive on a length decomposes (which generally takes 3d6 minutes). A cave fisher\'s filament glands are useful in constructing sovereign glue and similar sticky magical items. A single cave fisher\'s glands count as 100 gp worth of raw materials, offsetting the total cost of the item\'s final creation.',0),('Centaur',NULL,'Archives Of Nethys 1e',3,'Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities-typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.',0),('Chaneque',NULL,'Archives Of Nethys 1e',3,'Chaneques are ambush predators, preferring to stalk their prey to study its habits before attacking. Despite being a clumsy flyer, the batlike chaneque maneuvers well in the forest canopy, leaping about and using its winglike skin folds to glide from tree to tree, just waiting for an opportune moment to strike. When a chaneque attacks, it pops out without warning, attempting to startle victims before pelting them with tiny skulls capable of stealing their souls.',0),('Cheetah',NULL,'Archives Of Nethys 1e',3,'An adult cheetah is 4-1/2 feet long and weighs 140 pounds.',0),('Chimera',NULL,'Archives Of Nethys 1e',3,'Chimeras prefer meat but can subsist on vegetable matter if necessary (although being forced to do so generally leaves the beasts more ill-tempered than usual). Their flight means they can pick and choose their prey, and they usually hunt a large area in search of easy food. They are too stupid and belligerent to acquire followers, though sometimes a tribe of kobolds might give them offerings. Conversely, they are just intelligent and stubborn enough that they make poor pets, and only a significantly more powerful creature can keep them submissive. They may form equal partnerships with a respectful humanoid or similar creature, and even consent to be used as a mount. A pride of chimeras is very leonine in its hierarchy, with a dominant male leading the group and most of the hunting done by the females. A solitary chimera may be a young male or a female with cubs nearby.',0),('Chuul',NULL,'Archives Of Nethys 1e',3,'Chuuls are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. Once they seize their victims, chuuls often drag grappled foes back into deep water to drown them. Lizardfolk are by far the chuul\'s favorite prey, though those pale chuul breeds that live underground prefer morlocks, duergar, unwary drow, and other unfortunates who get too close to their subterranean waterways-with the exception of troglodytes, whose flavor chuuls find particularly offensive.',0),('Cloaker',NULL,'Archives Of Nethys 1e',3,'A cloaker\'s motives are hidden and confusing, and they distrust even their own kind. Their strange shape allows them to disguise themselves as a variety of cloaks, tapestries, and other mundane objects, and stories linger of cloakers that ally with other creatures, hitching a ride on their backs and aiding in their ally\'s protection for their own inscrutable reasons. A rare few are priests of ancient gods, leading cults of cloakers and skum to undertake all manner of hideous rites and working toward singularly sinister goals.',0),('Cockatrice',NULL,'Archives Of Nethys 1e',3,'While their diet consists primarily of seeds and petrified insects (which conveniently double in the creature\'s gizzard as both gastroliths and nutrition as they grind away), cockatrices fiercely defend their territories from anything they deem a threat, and the wanderings of rogue males seeking new spots to build dens sometimes bring them into unintentional contact with humanoids, with devastating results.',0),('Constrictor Snake',NULL,'Archives Of Nethys 1e',3,'The constrictor snake presented here is a relatively small one. You can create stats for a larger maneater like an anaconda by applying the advanced and giant simple templates, or by advancing the stats above to a 7 HD Large snake (CR 5), or even a 14 HD Huge snake (CR 10).',0),('Couatl',NULL,'Archives Of Nethys 1e',3,'As native outsiders, couatls must eat. They prefer the same foods as true snakes, such as mammals and birds, though they have been known to eat evil humanoids.',0),('Criosphinx',NULL,'Archives Of Nethys 1e',3,'Criosphinxes crave wealth over nearly all other things, habitually extorting tolls for safe passage from any who pass their lands. Groups who cannot pay must yield one of their number or a pair of mounts for the criosphinx\'s meal-single travelers must fight or die. Unlike gynosphinxes, no mere riddle suffices-only the shine of metal or the gleam of jewels can satisfy a criosphinx. Little can convince a criosphinx to part with even a single coin save the lust that its kind bears for the gynosphinx. Criosphinxes crave mating with gynosphinxes above all else, and pay well for the whereabouts of a female, or better yet, a well-crafted riddle that might impress one. For their part, gynosphinxes prefer to have little to do with what they mock as the sheep of sphinxes, though they sometimes lower themselves to a brief assignation in the rare event a criosphinx manages to impress them with wealth or wit.',0),('Crocodile',NULL,'Archives Of Nethys 1e',3,'The typical crocodile is 14 feet long and weighs 1,400 pounds, but larger species exist. You can use these statistics for similar creatures, such as alligators.',0),('Cthulhu',NULL,'Archives Of Nethys 1e',3,'It is fortunate indeed that Cthulhu is currently imprisoned on a distant planet within the sunken city of R\'lyeh. There, the Great Old One slumbers away the eons in a state neither quite dead nor living, held in stasis by ancient magic and the potency of the Elder Sign, yet at times the city rises from the sea and the doors to his tomb open, granting Cthulhu limited mobility before he must return to his tomb.',0),('Dagon',NULL,'Archives Of Nethys 1e',3,'Dagon almost always uses Power Attack in combat, taking a -9 penalty on all attack rolls but gaining a +18 bonus on damage rolls. He is never encountered without a large number of aquatic demons or monsters at his side that he uses as pawns in battles, often simply commanding them to attack foes while he hangs back in the shadows and observes the fight with his cold eyes. Immense sharks, hezrous, carnivorous whales, krakens, and shoggoths are the demon lord\'s favored minions.',0),('Darkmantle',NULL,'Archives Of Nethys 1e',3,'The darkmantle isn\'t a particularly good climber, but it can cling to a cave roof like a bat, hanging by the hooks at the ends of its tentacles so that its dangling body looks nearly indistinguishable from a stalactite. In this hidden position, the darkmantle waits for prey to pass beneath, at which point it drops and swoops down to attack its victim, slamming its body against the foe and attempting to wrap its webbed tentacles around the target. If the darkmantle misses its prey, it swoops back up and drops again until its prey is vanquished or the darkmantle is grievously injured (in which case the creature flutters back up to the roof to hide and hope its \"prey\" leaves it alone). The darkmantle\'s inborn ability to cloak the area around it in magical darkness gives it an additional advantage over foes that rely upon light to see.',0),('Derhii',NULL,'Archives Of Nethys 1e',3,'Derhii form relatively small groupings known as troops, which usually consist of a single adult male, several adult females, and their offspring. Occasionally, multiple males or females band together in single-gender troops with no young, but such groupings are usually formed for a specific purpose, such as hunting, raiding, or war, and break up when they have fulfilled that purpose. Multiple troops of derhii form large primitive tribes, usually under the rule of a single powerful chieftain.',0),('Dire Corby',NULL,'Archives Of Nethys 1e',3,'Dire corbies are intelligent, but have little use for society outside of the rough, squabbling pecking order of their rookeries, where their social order is little better than that of the mundane birds they resemble. Along with the near-suicidal savagery with which they launch themselves into combat, dire corbies are known for their terrifying screeches, songs of doom capable of unsettling even experienced explorers.',0),('Djinni',NULL,'Archives Of Nethys 1e',3,'Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. When faced with no other option than melee combat, most djinn prefer to wield masterwork scimitars two-handed.',0),('Dolphin',NULL,'Archives Of Nethys 1e',3,'Starting Statistics: Size Medium; Speed swim 80 ft.; AC +1 natural armor; Attack slam (1d4); Ability Scores Str 12, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, hold breath.',0),('Dossenus',NULL,'Archives Of Nethys 1e',3,'Dossenuses are notorious for their voracious appetites and ability to gnaw through practically any substance with their savage teeth. Though their tiny eyes appear absent of thought or purpose, dossenuses are actually slightly more intelligent than mere beasts. These creatures have a primitive communal social structure, speak and understand Aklo, and practice a violent form of religion based on the indiscriminate consumption of all other forms of life. Dossenuses practice ritual cannibalism of their dead.',0),('Dracolisk',NULL,'Archives Of Nethys 1e',3,'CR: Same as the base creature + 2 (minimum 3).',0),('Dragon Horse',NULL,'Archives Of Nethys 1e',3,'Dragon horse foals are highly prized as potential steeds, but as dragon horses are highly intelligent creatures, they cannot be trained as if they were animals. Instead, one who seeks a dragon horse mount must use diplomacy to secure the creature\'s aid.',0),('Dragon Turtle',NULL,'Archives Of Nethys 1e',3,'A dragon turtle\'s shell varies in color between individuals. Some have dull shells of brown and rust red, while others have carapaces of a deep green-blue color with silver highlights across the rocky ridges. The coloration of the head, tail, and legs is slightly paler than the shell and contains golden streaks along the crest and spines.',0),('Dragonne',NULL,'Archives Of Nethys 1e',3,'The origin of dragonnes generates endless speculation. The odds of these creatures being direct crossbreeds of dragons and lions are quite remote, for numerous reasons: the two creatures rarely share the same territories; few creatures as clever as brass dragons would choose to mate with simple lions; and dragonne abilities differ significantly from those of metallic dragons. While otherworldly breeding experiments and magical mishaps remain possibilities, few satisfying explanations make themselves apparent.',0),('Dretch',NULL,'Archives Of Nethys 1e',3,'The dretch is a favorite target for dabblers in Abyssal summonings to call forth. Relatively weak and easy to bully, dretches can often be pressured into long periods of servitude with only vague promises of the opportunity to vent their frustrations and anger on softer foes. Yet the prospective dretch-summoner would do well to remember that these demons are as craven and untrustworthy as they come. A dretch faced with a more powerful foe is only too eager to trade what it knows for its pitiful excuse for a life.',0),('Drider',NULL,'Archives Of Nethys 1e',3,'Driders are sexually dimorphic. A female drider\'s lower spider body is sleek and graceful, often similar to a black widow\'s body, while its upper drow torso retains its alluring curves and beautiful face (with the exception of sharp, poisonous fangs). A male drider\'s lower body is bulky like a tarantula, while its upper body is wiry and bears a hideous face more spider than drow, complete with fanged mandibles.',0),('Dryad',NULL,'Archives Of Nethys 1e',3,'Dryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad\'s allies and left there, but evil or overtly hostile ones are killed once combat is over.',0),('Dust Digger',NULL,'Archives Of Nethys 1e',3,'Dust diggers are asexual. They reproduce by budding, splitting off young three to four times over the course of their 10-year lives-smaller versions of themselves that must immediately move away from the parent to avoid being snatched up and eaten. Dust digger young are just over 4 feet across, and can move relatively quickly through sand (their burrow speed is 40 feet). Usually, a young dust digger travels at least a mile from its parent before it settles down to create its first ambush-the amount of life in the region it has chosen as its new lair often determines whether the new dust digger thrives or starves to death, for once it digs its first ambush, it rarely moves more than a few hundred feet away over the course of its life.',0),('Eagle',NULL,'Archives Of Nethys 1e',3,'These creatures, like all birds of prey, have powerful clawed talons and sharp, hooked beaks perfect for tearing flesh. Their enhanced eyesight allows them to spot prey from great distances, and they typically hunt in wide circling patterns high above the ground.',0),('Efreeti',NULL,'Archives Of Nethys 1e',3,'Efreet have few allies among geniekind. They certainly hate djinn, and attack them on sight. They hold an equally strong enmity for marids, and view the jann as frail and weak. Efreet often work closely with shaitans, yet even then alliances are temporary at best.',0),('Ettercap',NULL,'Archives Of Nethys 1e',3,'Ettercap Noose: CR 1; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +15 CMB check (grapple).',0),('fixme-bhuta',NULL,'Archives Of Nethys 1e',3,'Animals find themselves attracted to bhutas, which use their spell-like abilities to manipulate such victims toward evil and deceptive ends. Bhutas generally avoid influencing animal companions or domesticated animals, for changes in behavior among such creatures can easily arouse suspicion and reveal a bhuta\'s presence and influence.',0),('fixme-buggane',NULL,'Archives Of Nethys 1e',3,'Dull-witted and savage, bugganes disdain the use of even the most primitive weapons and tools. They rely on their tusks and claws, all of which are capable of shredding flesh, bone, and solid rock with equal ease. Their useless, mole-like eyes react painfully to bright light. A typical buggane stands between 8 and 9 feet tall and weighs 900 pounds.',0),('fixme-kech',NULL,'Archives Of Nethys 1e',3,'These creatures prefer to dwell in ruined jungle buildings, and when presented with an opportunity to seize a remote town, slaughter the citizens, and move in, the typical kech tribe does not hesitate. Keches are as cruel as they are stealthy, and most jungle villages do not realize that they are under attack by a band of keches until the battle is already decided, with more than half the village dead in their beds, never having had the chance to awake and sound an alarm. Once a village does rouse to mount a resistance, the keches often seek to subdue remaining victims rather than kill them. Those who are slaughtered are inevitably eaten within 24 hours as part of a tremendous victory feast. Prisoners are often kept in cages in close proximity to the feasting, for keches enjoy the sound of wailing as their victims watch their kin being consumed.',0),('fixme-nependis',NULL,'Archives Of Nethys 1e',3,'While nependises appear as hybrids of apes and boars, they aren\'t related to either. Some ascribe the origins of these creatures to a clan of ogres cursed into monstrous forms, or guardians bred and raised by the fey who later turned upon their former masters.',0),('fixme-vargouille',NULL,'Archives Of Nethys 1e',3,'Vargouilles attack by swooping in on their opponents, shrieking them into paralysis, and then biting them with rows of razor-sharp teeth. When multiple vargouilles take up a common cause and fight as allies, they overwhelm their victim with bites and shrieks, tearing it to shreds.',0),('fixme-zomok',NULL,'Archives Of Nethys 1e',3,'A typical zomok is about 18 feet tall and 30 feet long, and weighs 30 tons.',0),('fixme-zoog',NULL,'Archives Of Nethys 1e',3,'Although lone zoogs shy away from attacking larger creatures, when zoogs outnumber an invader they launch deadly ambushes, leaping from sagging boughs and hidden dens to swarm foes. Only strangers with quick tongues and items that appeal to zoogs\' interest in magical curiosities might manage to barter for safe passage through zoog territory. While many victims of zoog attacks are consumed on the spot, some less fortunate few are dragged back to the mystical, strangely carved stones that mark the center of zoog communities. There, such captives become the doomed focus of strange ceremonies before being sacrificed to the zoogs\' depraved deities.',0),('Flumph',NULL,'Archives Of Nethys 1e',3,'Flumphs float and speak via a constant flow of air through tiny pores in their white bodies, emitting a rhythmic puffing whenever they\'re aloft. Typical flumphs weigh 15 pounds and are 3 feet across. Flumphs deeply revere dreams, seeing them as omens and portents. While they normally mate and reproduce on the world of their birth, flumphs occasionally engage in a ritual called the Seeding, in which seed pods are flung into outer space in order to provide other planets with guardians.',0),('Froghemoth',NULL,'Archives Of Nethys 1e',3,'Scholars have long debated the origin of this strangely immense predator, arguing that its unusual senses, physiology, and resistances make it something more than an animal. Druids and other servants of the natural world agree-the froghemoth may act like an animal, but it never seems fully \"comfortable\" in its environs. Perpetually ill-tempered, a froghemoth often seems to kill simply for the sake of killing-vomiting up partially digested meals in favor of new prey when it encounters such. It\'s not unheard of to find these strange creatures far from their normal habitations, as if the marsh didn\'t agree with them and sent them wandering in search of a new home. Some sages argue that the froghemoth isn\'t from this world at all, and that these wanderings are instinctual urges to seek out its true home-a home not represented by the strange world in which the beast finds itself trapped.',0),('Frost Worm',NULL,'Archives Of Nethys 1e',3,'An adult frost worm measures 35 feet long and weighs 8,000 pounds.',0),('Fungal Crawler',NULL,'Archives Of Nethys 1e',3,'Many subterranean civilizations tame fungal crawlers as guard animals, pets, or food. Though simple-minded, they are amicable enough to be trained when well-fed. Fungal crawlers hold no loyalties, though, and often flee or attack their keepers at the slightest provocation.',0),('Gargoyle',NULL,'Archives Of Nethys 1e',3,'The longer a tribe of gargoyles abides in a region of ruins or buildings, the more its members come to resemble that region\'s architectural styles. The changes a gargoyle\'s appearance undergoes are slow and subtle, but over the course of years, it can shift radically.',0),('Garuda',NULL,'Archives Of Nethys 1e',3,'Most garudas stand around 6 feet tall with a wingspan of 15 feet and weigh approximately 150 pounds.',0),('Ghoul',NULL,'Archives Of Nethys 1e',3,'Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These \"civilized\" ghouls are no less horrific in their eating habits, and in fact the concept of a well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.',0),('Girallon',NULL,'Archives Of Nethys 1e',3,'Girallons live in troops led by a dominant male. Solitary girallons are usually young males looking to start their own troop. Girallons are very territorial and tend to attack intruders without warning, including strangers of their own kind. Groups of girallons may attack in a line to drive prey toward a cliff or other hazard, or quietly form a ring around their target and suddenly close in.',0),('Glabrezu',NULL,'Archives Of Nethys 1e',3,'A glabrezu stands 18 feet tall and weighs just over 6,000 pounds. These treacherous demons form from the souls of the treasonous, the false, and the subversive-souls of mortals who, in life, bore false witness or used treachery and deceit to ruin the lives of others.',0),('Gnoll',NULL,'Archives Of Nethys 1e',3,'Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.',0),('Goblin',NULL,'Archives Of Nethys 1e',3,'Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).',0),('Gorgon',NULL,'Archives Of Nethys 1e',3,'Gorgons derive nutrients from the consumption of minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their dung (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore. Their aggression toward all other creatures means that there are few to no predators or other prey animals in their grazing grounds. Each herd is led by a dominant bull; solitary gorgons are usually adolescent bulls driven out of their herd by the lead bull.',0),('Gorilla',NULL,'Archives Of Nethys 1e',3,'Gorillas typically make a large show of force before actually attacking, thumping their chests with their palms, stamping their feet, and roaring loudly. Any opponents who refuse to flee after this display are attacked. Troops of apes fight together in a frenzy, tearing opponents to pieces with their hands and teeth.',0),('Gray Render',NULL,'Archives Of Nethys 1e',3,'Renders are generally not malicious, and only attack if hungry or if they or their pets are threatened. A render protecting its pets fights to the death.',0),('Griffon',NULL,'Archives Of Nethys 1e',3,'Weighing in at over 500 pounds and measuring 8 feet long from hooked beak to tufted tail, the griffon strikes an imposing silhouette that has long been used in heraldry and other iconography as a symbol of power, authority, and justice. In reality, the griffon is less concerned with abstract concepts than with hunting food and protecting its own. While they can sometimes be trained or befriended to serve as mounts, griffons have no inherent affinity for humanoids, and frequently come into bloody conflict with civilized races over their attempts to secure their favorite food-horse flesh. City folk may marvel at the trained griffon\'s stately manner and 25-foot wingspan, but those farmers forced to share territory with its wild kin know to hurry home and secure their barns when the beasts\' hunting shrieks split the sky.',0),('Grindylow',NULL,'Archives Of Nethys 1e',3,'Grindylows eat whatever they can kill, giving them a rather wide selection of meals. High or low, no one is safe from the brutish assaults; tribes of merfolk have been overwhelmed by bands of grindylows, as have galleons full of experienced sailors. While obvious predators such as giant eels or sharks evoke great fear from grindylows, no enemies are more hated than the squid, be it common or giant. None are sure where this disdain stems from, but it is speculated that a squid is to an octopus for a grindylow what a dog is to a goblin dog for goblins. Incredibly fond of their similarly designed kin, grindylows believe octopuses to be the epitome of beauty, with squids being regarded as hideous freaks in comparison. There is no greater insult to a grindylow than being called a squid.',0),('Grippli',NULL,'Archives Of Nethys 1e',3,'Gripplis are defined by their class levels-they do not possess racial Hit Dice. They have the following racial traits.',0),('Grodair',NULL,'Archives Of Nethys 1e',3,'A grodair is intelligent, but extremely absentminded and careless. Its memory is poor, and it has difficulty remembering things it was told even 5 minutes prior-though it can recall some events of the distant past with perfect (and often frustrating) clarity.',0),('Grootslang',NULL,'Archives Of Nethys 1e',3,'A grootslang\'s thick, leathery hide has a metallic sheen and a dull copper color, shot through with thin veins of green. Both males and females grow to a length of 60 feet and stand 20 feet tall. Little differentiation exists between sexes save for a lighter green hue to the female\'s hide. Grootslangs can weigh 20 tons and live up to 500 years.',0),('Guecubu',NULL,'Archives Of Nethys 1e',3,'A newly formed guecubu remembers well how its enemies treated it, and while the undead creature retains none of its previous life\'s talents, its undead state grants it many new tools to seek revenge with. Typically, a guecubu does not limit its revenge to those directly involved with its execution-entire villages and towns fall victim to its rage. The guecubu\'s tactics tend toward the subtle, and it seeks to spread misfortune and death on a person-by-person basis, slaying its enemies one at a time until they flee, so that all that remains is a ghost town.',0),('Harionago',NULL,'Archives Of Nethys 1e',3,'A harionago is formed when an innocent woman is murdered in some unspeakable fashion. She rises, twisted by the injustice of the crime against her, into an unnatural and bloodthirsty horror that hunts unsuspecting victims while trying to sate an everlasting lust for revenge.',0),('Harpy',NULL,'Archives Of Nethys 1e',3,'While ultimately savage and without remorse for their actions, a number of harpies live close to humanoid societies and enjoy parlaying with creatures that they see as potential meals.',0),('Hezrou',NULL,'Archives Of Nethys 1e',3,'Although quite intelligent, a hezrou can fairly be said to waste its intellect. They prefer the simple pleasures-slumber, the thrill of torture, the bliss of feasting on a living meal, or the joy of feeling something beautiful breaking and crumbling in a clenched fist. They do not often seek to build empires or lead cults-although few hezrous would turn away prospective minions who came to serve the demon on their own.',0),('Hieracosphinx',NULL,'Archives Of Nethys 1e',3,'Hieracosphinxes guard their territory ruthlessly against weaker intruders, seldom giving warning before they attack. They have no use for banter and riddles, making most efforts at diplomacy rather ineffective, but can be convinced to call off their attacks by convincing shows of force coupled with information on the location of weaker prey or a gynosphinx. Though poor fliers, they still prefer to fight from the air, the better to escape if the combat turns against them.',0),('Hobgoblin',NULL,'Archives Of Nethys 1e',3,'Of all the goblinoid races, the hobgoblin is by far the most civilized. They see the larger and more solitary bugbears as tools to be hired and used where appropriate, usually for specific missions involving assassination and stealth, and look upon their smaller goblin kin with a mix of shame and frustration. Hobgoblins admire goblin tenacity, yet their miniscule kindred\'s unpredictable nature and fondness for fire make them unwelcome additions to hobgoblin tribes or settlements. Nonetheless, most hobgoblin tribes include a small group of goblins, typically squatting in the most undesirable corners of the settlement.',0),('Hodag',NULL,'Archives Of Nethys 1e',3,'Many believe that hodags are not simply strong beasts but rather unique and specific terrors that have lived and hunted certain woodlands for ages. Others living near such wildernesses, however, consider hodags a myth, nothing more than the sort of tall tale that is typical of excitable rural folk. A male hodag measures 10 feet long and weighs 700 pounds.',0),('Homunculus',NULL,'Archives Of Nethys 1e',3,'Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. A homunculus never willingly travels more than a mile from its master, though it can be removed forcibly. If this occurs, the creature does everything in its power to return to this range, as it cannot communicate with its master beyond this distance. An attack that destroys a homunculus deals 2d10 points of damage to its master. If the creature\'s master is slain, the homunculus goes insane-it loses its Intelligence score, all feats, and all skill ranks, and generally claims the immediate surroundings as its domain, mindlessly attacking any who intrude upon its lair.',0),('Horse',NULL,'Archives Of Nethys 1e',3,'The statistics above are for a typical riding horse, called by some a \"light horse.\" Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called \"heavy horses\" and gain the following adjustments to the base statistics detailed above.',0),('Hydra',NULL,'Archives Of Nethys 1e',3,'Cryohydra/Pyrohydra (+2 CR): Variants of the standard hydra, the cryohydra lives in cold marshes or on glaciers, while the pyrohydra prefers deserts or volcanic mountains. A cryohydra gains the Cold subtype, while a pyrohydra gains the Fire subtype. Each of its heads has a breath weapon (15-ft. cone, 3d6 cold damage [cryohydra] or 3d6 fire damage [pyrohydra], Reflex half) useable every 1d4 rounds. The save DC is 10 + 1/2 the hydra\'s HD + the hydra\'s Con modifier. Although fire attacks cannot prevent a pyrohydra\'s neck stump from growing new heads (since it is immune to fire), 5 points of cold damage does. Acid works normally on both hydra variants.',0),('Hyena',NULL,'Archives Of Nethys 1e',3,'Hyenas tend to hunt alone, but when hunting as a pack they typically send one or two members against a foe\'s front while the rest of the pack circles and attacks from behind.',0),('Hypnalis',NULL,'Archives Of Nethys 1e',3,'Different hypnalises deal with such interlopers in their own ways. Some sinister or young and hotheaded hypnalises hunt such trespassers for sport, tormenting them for a while before killing them or expelling them to the Material Plane. Other older or inquisitive hypnalises are more curious about such strangers and pragmatic in their dealings with them, approaching interlopers in attempts to find out their method for traveling to the Ethereal Plane and whether or not they can return. If they can, these hypnalises might request that these interlopers leave, backing such requests with threats if the interlopers seem uncooperative. If the interlopers don\'t have a method to return to their home, some rare good-natured hypnalises may help them find a way to leave the Ethereal Plane without using its poison. Even when this is the case, hypnalises are wary creatures, and are always on guard against treachery.',0),('Ijiraq',NULL,'Archives Of Nethys 1e',3,'Few can honestly claim to have ever seen an ijiraq\'s true face, as the creatures wear skulls taken from impressive specimens of their alternate forms as masks. Ijiraqs typically stand about 5 feet tall-though that height reaches over 6 feet including their impressive horns-and weigh approximately 175 pounds.',0),('Iron Cobra',NULL,'Archives Of Nethys 1e',3,'Iron is the most common material for these creations, but some crafters prefer more exotic materials when creating the serpentine constructs.',0),('Janni',NULL,'Archives Of Nethys 1e',3,'Jann are physically strong and courageous, and do not take kindly to insult or injury. Most are quite prone to seeing insult even when none is intended by the speaker. If overwhelmed in battle, they escape using flight and invisibility, returning later with reinforcements.',0),('Jubjub Bird',NULL,'Archives Of Nethys 1e',3,'Like the bandersnatch and other legendary creatures such as the jabberwock, the jubjub bird originally hails from the primal world of the fey. It has the dubious honor of being the least powerful and least intelligent of these creatures, which are known collectively as the \"Tane,\" yet one should never assume that the jubjub bird is a pushover-its penchant for snapping off heads with its razor-sharp beak can quickly put such ideas to rest.',0),('Juggernaut',NULL,'Archives Of Nethys 1e',3,'A juggernaut gain special abilities from two domains granted by the deity to which the juggernaut is dedicated. If an ability requires a saving throw, the save DC is Wisdom-based (DC 19 for most juggernauts). The caster level is equal to the juggernaut\'s Hit Dice (CL 15th for most juggernauts).',0),('Julunggali',NULL,'Archives Of Nethys 1e',3,'A julunggali is wise and can be entreated to perform helpful tasks, such as carving new river channels or pulling water into dry wells. But it is also vengeful, and has been known to punish those who break social taboos or intrude upon sacred places without permission. Those who have undergone rites of passage chosen for them by the julunggali face the harshest repercussions if they act wrongly.',0),('Kangaroo',NULL,'Archives Of Nethys 1e',3,'While not particularly dangerous, a kangaroo is more than capable of defending itself if cornered or when forced to protect its young, striking out at foes with a powerful kick capable of knocking unwary antagonists off their feet.',0),('Karkinoi',NULL,'Archives Of Nethys 1e',3,'Large hordes of karkinoi come together to hunt inhabitants of coastal settlements. Striking at night, they do as much damage as possible before dragging their meals into the sea. They make such attacks night after night until the settlement is destroyed or the resistance becomes too fierce, at which point the horde disbands and each karkinoi makes its own way in the sea. While karkinoi can walk on land, they do not enjoy long periods away from the sea, as they dry out, crack, and eventually suffocate.',0),('Kirin',NULL,'Archives Of Nethys 1e',3,'Rare in the extreme, kirin seldom meddle openly in worldly affairs, preferring a subtle hand in overturning the schemes of wicked spirits such as hags and oni. The blood of young kirin runs hot, however, and such spirited youths may serve as mounts for cavaliers and paladins of clever wit and untarnished moral quality.',0),('Kitsune',NULL,'Archives Of Nethys 1e',3,'Quick-witted and nimble, kitsune delight in the creative arts, particularly riddles, storytelling, pranks, and tall tales, and have garnered a well-deserved reputation and duplicitous tricksters. They are a good-natured folk and greatly value friendship.',0),('Kobold',NULL,'Archives Of Nethys 1e',3,'While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.',0),('Kongamato',NULL,'Archives Of Nethys 1e',3,'Kongamatos are apex predators that make their lairs in the tops of the oldest and strongest trees, or in caves and ruins. Kongamatos are carnivorous and prey on large herd animals. Although they do not have teeth, their beaks are sharp and strong, allowing them to carve their kills with precision and to punch through wood, rock, and even metal. When possible, kongamatos hunt on the perimeter of their territories, gliding silently and gracefully through even the thickest forest foliage to surprise prey.',0),('Kraken',NULL,'Archives Of Nethys 1e',3,'A kraken measures nearly 100 feet in length and weighs 4,000 pounds.',0),('Kuwa',NULL,'Archives Of Nethys 1e',3,'Likewise, all but the most ambitious kuwa avoid positions of true authority, such as king or mayor. Kuwa are most comfortable in the upper echelon of command, but avoid positions so important that they have too many eyes on them. To a kuwa, a position of leadership that doesn\'t allow frequent abuse of that power is a waste, and by aiming for less publicly visible positions, the kuwa increases its opportunities for such abuse.',0),('Kyton',NULL,'Archives Of Nethys 1e',3,'The kyton presented here is a typical member of this fiendish race of outsiders, but is by no means the only type of its kind. Just as there are numerous different species of demon and devil, rumor holds that different kinds of kytons dwell in their jangling cities in Hell and on the Plane of Shadow. These kytons are invariably more powerful than the one presented here, often having spell-like abilities or hideous and unsettling special attacks along the themes of torture and pain. Rumor holds that the most powerful kytons are completely inhuman, and that these monsters are the true progenators of the kyton race-the kyton presented here but the result of unholy dalliances with their unfortunate victims.',0),('Lammasu',NULL,'Archives Of Nethys 1e',3,'Although most of these winged sentinels prove wise and knowledgeable about those who would seek to do evil in their lands, many races find lammasus arrogant, dismissive, and patronizing, taking umbrage at their superior attitudes and affectations. Such reactions confuse and sometimes insult these highly honorable creatures, who seek only to do good and aid those weaker than themselves. Lammasus who witness members of other races actively combating evil typically prove more sensitive and address such allies as equals. Should good-aligned creatures prove their skill and overcome any differences of attitude they might have with one of these majestic beings, they find a true and noble ally and an invaluable resource for those hoping to defeat evil.',0),('Leopard',NULL,'Archives Of Nethys 1e',3,'Leopards eat almost any animal they can run down and catch, preferring Small prey but capable of downing Large herbivores or surviving on rodents, birds, and insects. Healthy leopards are generally not aggressive toward humanoids, and if they aren\'t hungry and don\'t feel threatened, it is possible to approach closely without a hostile reaction. Yet a leopard that settles in an area bordered by humanoid civilization can easily and swiftly become a dangerous predator.',0),('Lich',NULL,'Archives Of Nethys 1e',3,'The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster\'s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike-a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster\'s transformation are left to the GM\'s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.',0),('Lion',NULL,'Archives Of Nethys 1e',3,'Lions are usually the top animal predators in their territories, though they resort to scavenging if convenient or necessary. They may kill other predators (such as leopards and hyenas) that encroach upon their haunts, but rarely eat these kills unless game is scarce. Most lions do not selectively hunt humanoids, but occasionally one learns what easy kills they are and becomes a man-eater.',0),('Locathah',NULL,'Archives Of Nethys 1e',3,'Locathah matriarchs serve their undersea tribes not only as chieftains, but also as the primary egg layers of the community. Each adult member of the tribe is responsible for raising a single young locathah as his or her own. Locathahs tame moray eels, keeping them near their lairs as humans keep dogs. Some locathah soldiers and hunting groups use giant moray eels as mounts, chasing down their quarry and attacking with narrow-tipped spears. More powerful aquatic races use locathahs as slaves, abducting breeding matriarchs to produce a constant wave of new workers.',0),('Maenad',NULL,'Archives Of Nethys 1e',3,'Maenads can live for thousands of years. They insinuate themselves into normal society before attempting to influence the community. They travel their entire lives in search of creatures to influence into debauchery, cannibalism, and gluttony.',0),('Manticore',NULL,'Archives Of Nethys 1e',3,'Manticores eat any meat, even carrion, though they prefer human flesh and rarely pass up an opportunity for such a delicacy. They are smart and social enough to bargain with or bully evil humanoids into alliances or offering tribute, and more powerful creatures may hire or bribe them to guard or patrol a place or area. They like lairs in high places, such as hilltops and caves in cliffs.',0),('Marid',NULL,'Archives Of Nethys 1e',3,'The marids are perhaps the most unpredictable and capricious of the genies, a quality that the others (particularly shaitans) find to be both aggravating and embarrassing to the entire genie culture. Many marids become dancers, storytellers, performers, or other types of artists, and often travel to the Material Plane in disguise to seek out new audiences.',0),('Mastodon',NULL,'Archives Of Nethys 1e',3,'Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack gore (1d8), slam (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7; Special Abilities low-light vision, scent.',0),('Medusa',NULL,'Archives Of Nethys 1e',3,'Used to concealing themselves, medusas in cities are usually rogues, while those in the wilderness often pass themselves off as rangers or trackers. The most notorious and legendary medusas, though, are those who take levels as bards or clerics. Charismatic and intelligent, urban medusas are often involved with thieves\' guilds or other aspects of the criminal underworld. Medusas may form alliances with blind creatures or intelligent undead, both of which are immune to their stony gaze. Spellcasting medusas often serve as oracles or prophets, usually dwelling in remote locations of legendary power or infamous history. Such oracle medusas take great delight in their roles, and if presented with the proper gifts and flattery, the secrets they offer can be quite helpful. Of course, the lairs of such potent creatures are liberally decorated with statues of those who have offended them, so the seeker of knowledge is well advised to tred carefully during such meetings.',0),('Merfolk',NULL,'Archives Of Nethys 1e',3,'It is quite rare for a merfolk to make contact with a creature not of its kind. In fact, many go to great lengths to steer sailors away from their lands, even resorting to violence if necessary. Ancient accounts hint at merfolk protecting a terrible secret bound to the depths, and though no reports mention what this secret is, the lengths merfolk go to remain isolated from other races highlight the importance of this safeguard.',0),('Mi-Go',NULL,'Archives Of Nethys 1e',3,'Although a mi-go\'s shape might suggest it is an arthropod, the creature is in fact a highly evolved form of extraterrestrial fungus. Mi-go communicate via a combination of clicking pincers and subtle shifts in the coloration of their bulbous heads.',0),('Minotaur',NULL,'Archives Of Nethys 1e',3,'The traditional minotaur\'s lair is a maze, be it a legitimate labyrinth constructed to baffle and confuse, an accidental one such as a city sewer system, or a naturally occurring one such as a tangle of caverns and other underground passageways. Employing their innate cunning, minotaurs use their maze lairs to vex unwary foes who seek them out or who simply stumble into the lairs and become lost, slowly hunting the intruders as they try in vain to find a way out. Only when despair has truly set in does the minotaur move in to strike at its lost victims. When dealing with a group, minotaurs often let one creature escape, to spread the tale of horror and lure others to their mazes in hope of slaying the beasts. Of course, to minotaurs, these would-be heroes make for delicious meals.',0),('Mobogo',NULL,'Archives Of Nethys 1e',3,'Mobogos reside in the most primal swamps of the world, grotesque eldritch wildernesses unchanged for centuries. Boggards believe that in ancient times, after their fecund demon goddess deposited her frogspawn in the muddy morass of the world\'s still-forming continents, mobogos were among the first creatures to emerge. Ever since, the mobogos have slept and fed, preying upon the beasts of their fetid meres, growing huge and lethargic, and dreaming inscrutable amphibious dreams of their godly mother\'s return. Nearly all mobogos are attended by tribes of boggards. Mobogos care little for matters of origins and philosophies-they care only for the endless sacrifices of food, victims, and pleasing swamp art brought to them by their obedient tribes.',0),('Mummy',NULL,'Archives Of Nethys 1e',3,'Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body\'s major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell.',0),('Myceloid',NULL,'Archives Of Nethys 1e',3,'Most myceloids have deep purple caps studded with white lumps, and paler purple necks and bodies of tough, leathery fungus. Their spores grow tenaciously in living flesh, causing a rapid spread of painful purple lesions that, in advanced stages of the sickness, sprout tiny purple mushrooms; plucking these mushrooms is painful to the victim and causes bleeding. This condition, known as purple pox, is the method by which myceloids both season their meat and procreate.',0),('Nalfeshnee',NULL,'Archives Of Nethys 1e',3,'Nalfeshnees stand 20 feet tall and weigh 8,000 pounds. They form from the souls of greedy or avaricious evil mortals, particularly those who ruled over empires of slavery, theft, banditry, and more violent vices.',0),('Ningyo',NULL,'Archives Of Nethys 1e',3,'A slain ningyo always returns to life by night, adopting old habits or searching for its killer, and reverting to a corpse at dawn. Sometimes its corpse washes up on shore as a gruesome and fascinating curiosity, animating the next night to attack its would-be collector.',0),('Nixie',NULL,'Archives Of Nethys 1e',3,'Nixies avoid combat if possible, using charm person to lead humanoids away from their lairs. They sometimes use this ability to enslave people to act as protectors or help with a task that is simply too big for them to deal with. They cast water breathing on charmed creatures helping with tasks below the surface. Nixies are reclusive and prefer to keep their presence hidden. They make lairs underwater, forming small communities if their numbers are great enough. Legends speak of a secret nixie kingdom at the bottom of a great lake, but no one has yet confirmed its location.',0),('Nuckelavee',NULL,'Archives Of Nethys 1e',3,'Folktales tell of talismans to carry-fetishes of seaweed garlands, horsehair soaked in brine, or vials of sanctified seawater-or of prayers to recite to ward away nuckelavees or convince them the bearer is innocent. In truth, however, these old solutions offer no protection from the vile plague-bearers.',0),('Nycar',NULL,'Archives Of Nethys 1e',3,'A nycar keeps a small subterranean lair, often accessed from an underwater entrance similar to the entrance to a beaver\'s den. Like a linnorm, it seeks treasure and hoards it in its lair. Much of its treasure is worthless trinkets and shiny baubles of little value, but by random chance one may discover a few valuable items over the course of its lifetime. A nycar usually sets simple traps and snares to protect its lair and treasure hoard while it is away or sleeping.',0),('Octopus',NULL,'Archives Of Nethys 1e',3,'Starting Statistics: Size Small; AC +1 natural; Speed 20 ft., swim 30 ft., jet 200 ft.; Attack bite (1d3), tentacles (grab); Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 3; Special Qualities low-light vision, ink cloud.',0),('Ogre',NULL,'Archives Of Nethys 1e',3,'An ogre revels in the misery of others. When smaller races aren\'t available to crush between meaty fists or defile in blood-red lusts of violence, they turn to each other for entertainment. Nothing is taboo in ogre society. One would think that, left to themselves, an ogre tribe would quickly tear itself apart, with only the strongest surviving in the end-yet if there is one thing ogres respect, it is family.',0),('Orc',NULL,'Archives Of Nethys 1e',3,'An adult male orc is roughly 6 feet tall and 210 pounds. Orcs and humans interbreed frequently, though this is almost always the result of raids and slave-taking rather than consensual unions. Many orc tribes purposefully breed for half-orcs and raise them as their own, as the smarter progeny make excellent strategists and leaders for their tribes.',0),('Otyugh',NULL,'Archives Of Nethys 1e',3,'Intelligent creatures dwelling in subterranean areas near an otyugh often form a partnership of convenience with the disgusting beast. These creatures gladly provide their refuse and piles of raw meat to the otyugh, transforming the creature into an effective form of trash disposal. In return, the otyugh leaves its benefactors alone, and does not attack them, possibly even acting as a guardian.',0),('Owlbear',NULL,'Archives Of Nethys 1e',3,'Owlbears are notoriously bloodthirsty killers, well known for their short tempers, aggression, and savage nature. They tend to attack without provocation, slaughtering any living creatures that cross their paths. Many scholars that have encountered these creatures in the wild have noted that they all have red-rimmed eyes that roll about wildly when they close in for an attack. This is sometimes presented as a sign of madness, suggesting that all owlbears are born with a pathological need to fight and kill, but more level-headed researchers believe that it\'s simply part of the way the massive bird-beast\'s keen eyes are constructed.',0),('Pazuzu',NULL,'Archives Of Nethys 1e',3,'Pazuzu appears as a four-winged, 15-foot-tall fiend. He takes great delight in corrupting mortals, particularly those of a pure heart and soul, offering them any one wish in return for nothing but their innocence.',0),('Pegasus',NULL,'Archives Of Nethys 1e',3,'The pegasus is, despite its appearance, as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent. A pegasus cannot speak, but it understands Common and greatly prefers the company of a good companion. The proper method to convince a pegasus to serve as a mount is to befriend it with diplomacy, favors, and good deeds. A pegasus is generally indifferent to a good-aligned creature, unfriendly to a neutral one, and hostile to an evil one-before a pegasus will serve as a mount, a pegasus must be made helpful via Diplomacy checks or other means. Riding a pegasus requires an exotic saddle or no saddle at all, as a regular saddle\'s straps interfere with the creature\'s wings. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Trained pegasi are not afraid of combat, and the rider does not need to make a Ride check each round merely to control his mount.',0),('Peluda',NULL,'Archives Of Nethys 1e',3,'A typical peluda is 15 feet long and weighs 300 pounds.',0),('Peri',NULL,'Archives Of Nethys 1e',3,'Peris hate the evil fiends known as divs, who constantly seek to ruin the good works of mortals. Peris often work to repair damage wrought by the destructive divs. For their part, the divs take great pleasure in tormenting and persecuting peris, locking the fiery-winged celestials in cages of cold iron and endlessly torturing them.',0),('Phantom Fungus',NULL,'Archives Of Nethys 1e',3,'A phantom fungus\'s primary advantage as a predator is its ability to vanish from sight. Stealthily patrolling the perimeters of caverns, a phantom fungus remains invisible until it is behind its prey, at which point it snaps at its victim with its vicious maw.',0),('Phase Spider',NULL,'Archives Of Nethys 1e',3,'Phase spiders are the natural enemy of another denizen of the Ethereal Plane-the xill. The two races have long fought a bloody war with no real prospect of a resolution anytime soon. Were phase spiders less horrifying and alien in appearance, they might find the allies they need to defeat the sinister xill among other races, but their monstrous forms and often overwhelming hunger make diplomacy difficult.',0),('Phoenix',NULL,'Archives Of Nethys 1e',3,'The phoenix is a benevolent creature, aiding those who do good and actively harming those who do evil.',0),('Pixie',NULL,'Archives Of Nethys 1e',3,'Strange beings both of and beyond the natural world, pixies have magic that occasionally favors them in strange ways. For example, one out of every 10 pixies exhibits an additional spell-like ability that it can use once per day (caster level 8th), usually baleful polymorph, beast shape II (Tiny creatures only), or even a powerful spell like irresistible dance. Alternatively, you can change the types of effects that pixie dust can have on arrows-as a general rule, these alternate effects should be mind-affecting effects. Confusion, fear, hideous laughter, and hypnotism are all good choices for variant pixie arrow powers. You should take care when assigning alternate powers to a pixie, though, since doing so can create a threat that far exceeds what their physical statistics (and relatively low CR) can logically support.',0),('Pony',NULL,'Archives Of Nethys 1e',3,'A light load for a pony is up to 100 pounds, a medium load is 101-200 pounds, and a heavy load is 201-300 pounds. A pony can drag 1,500 pounds.',0),('Purple Worm',NULL,'Archives Of Nethys 1e',3,'Although they seek to consume living creatures, purple worms also consume vast amounts of dirt and minerals as they burrow underground. The insides of a purple worm may contain a considerable number of gemstones and other items able to withstand the corrosive acid inside its gullet. In areas filled with valuable minerals, such as those near dwarven mines, the natural tunnels created by burrowing purple worms are often filled with vast amounts of unrefined ores.',0),('Qallupilluk',NULL,'Archives Of Nethys 1e',3,'When one grabs a victim, she either drowns her prey, saving the body to eat later, or transforms her prey into a monstrous servant that she treats as her own child-and eventually, as a mate. All qallupilluks are female, but they can reproduce with other aquatic monsters. Their offspring are always qallupilluks.',0),('Quasit',NULL,'Archives Of Nethys 1e',3,'A typical quasit stands a foot and a half tall, and weighs only 8 pounds. Alone among the demonic horde, quasits do not form from the dead souls of evil mortals. Instead, they form from living souls-when a spellcaster seeks out a quasit to serve him as a familiar, his soul brushes against the Abyss and it reacts, carving from itself a quasit linked to that spellcaster\'s soul and forming a powerful bond between the two. Newly created quasits are birthed directly into the Material Plane, where they become familiars, and while bonded to their masters\' wills, all quasits hate and loathe their lieges, as they can feel the pulse of their lords\' souls and know that they could have been more. A quasit serves, yet it watches and waits for mistakes that might cost its master\'s life, or even better, an error that might let the quasit turn against its master.',0),('Rakshasa',NULL,'Archives Of Nethys 1e',3,'When not disguised as a humanoid, the otherwise humanoid rakshasa has the head of an animal. Often, they possess the heads of great cats (such as a tiger or panther) or a snake (like a cobra or viper), yet other heads are not unknown-apes, jackals, vultures, elephants, mantises, lizards, rhinos, boars, and more are possible. In most cases, the type of head a rakshasa possesses speaks in some way to its personality-a tiger-headed rakshasa is stealthy and ravenous, while a boar-headed one might be gluttonous and crude. These changes rarely impact the rakshasa\'s base statistics, although there are more powerful variants of the standard rakshasa that possess multiple heads, more potent spellcasting powers, and additional deadly and unusual special abilities.',0),('Remorhaz',NULL,'Archives Of Nethys 1e',3,'Remorhazes dwell in extensive warrens carved into the hearts of glaciers. The beasts use their heat to melt tunnels through ice, tunnels whose smooth glassy sides swiftly refreeze in their wake to create uncommonly stable and numerous mazes.',0),('Rhinoceros',NULL,'Archives Of Nethys 1e',3,'Starting Statistics: Size Medium; AC +4 natural; Speed 40 ft.; Attack gore (1d8); Ability Scores Str 14, Dex 14, Con 15, Int 2, Wis 13, Cha 5; Special Qualities scent.',0),('Roc',NULL,'Archives Of Nethys 1e',3,'Rocs are equally comfortable over land and sea. While they are capable of sleeping in the air as they soar solo across great ranges in search of food, they generally return home to the mountains to roost and procreate. They prefer rocky crags that are completely inaccessible by terrestrial means, building vast nests of tree trunks and ruined masonry. Once a decade, a mated pair lays a clutch of 3-5 eggs and raises its young. Outside of mating, rocs are extremely antisocial, and may attack others of their kind in vicious aerial battles in order to establish their territorial boundaries. When a nest contains eggs or chicks, parents trade off in their long-ranging flights, with one restricting its wanderings to within a 10-mile radius of the nest.',0),('Saguaroi',NULL,'Archives Of Nethys 1e',3,'Saguarois live in small nomadic tribes, traveling under the life-giving sun by day and rooting themselves each night in places where they can draw minerals from the pebbly and sandy soil and absorb water. Saguarois produce flowers once a year that go to seed and grow into young saguarois if the adult creatures properly care for them. If planted, a seed must be attended by one or more saguarois over the course of a year before the infant saguaroi sprouts. After sprouting, it takes 4 years before the infant saguaroi can uproot itself and move about, and decades more to reach maturity. Some saguarois have lived for hundreds of years, and these old cactusfolk often sprout additional limbs or strange twisting growths stretching out from their cylindrical torsos. Usually these additional limbs and growths are nonfunctional, but significantly advanced saguarois have been known to learn how to use them as if they were their primary arms and legs.',0),('Salamander',NULL,'Archives Of Nethys 1e',3,'Though their lairs typically hover in temperatures of 500 degrees F or more, salamanders can tolerate lower temperatures. They generally do so only when forced, and are even surlier and more short-tempered than normal in such environments. Although they hail from the Plane of Fire, the salamander race identifies more with the Abyss, and they hold demons (particularly those associated with fire, like balors and certain fire-themed demon lords) in great esteem. It\'s not unusual to encounter large groups of salamanders in the Abyss as a result.',0),('Satyr',NULL,'Archives Of Nethys 1e',3,'Though their bodies are almost always those of attractive and well-built men, much of the satyrs\' talent for seduction lies in their talent for music. With the aid of his eponymous pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires.',0),('Sea Cat',NULL,'Archives Of Nethys 1e',3,'While only the back half of a sea cat looks fishlike, its entire body from the neck down is covered in fine scales and fins. Among individual sea cats, these scales vary greatly in color and pattern, often influenced by the primary habitat of a given specimen; the most common sea cats, have bright coloration in striped or spotted patterns. A typical sea cat is 12 feet long and weighs upward of 800 pounds.',0),('Sea Serpent',NULL,'Archives Of Nethys 1e',3,'Although sea serpents are little more than animals, they possess about them an air of mysticism that even old salts and cynics are forced to admit quickens the heart and buoys (or sinks) the spirit. Reports of sea serpent sightings are just as likely to encourage travel as they are to cause panic among seafarers, as explorers and adventurers flock to the site in hopes of sighting such a legendary creature.',0),('Seps',NULL,'Archives Of Nethys 1e',3,'An adult seps is 30 feet long and weighs 1,500 pounds.',0),('Shark',NULL,'Archives Of Nethys 1e',3,'The shark presented here is a 10-foot-long, 300-pound blue shark. Smaller sharks exist, although these are not dangerous. The same cannot be said of larger sharks, such as the following (you can create stats for these sharks by applying the indicated simple templates).',0),('Shedu',NULL,'Archives Of Nethys 1e',3,'Shedus rarely make their homes near each other. This is not out of any sort of animosity, but rather from a feeling that having two or more shedus within close proximity wastes the opportunity to provide aid to a larger region. When a shedu roams through the lands of another, it always seeks out the local shedu for an opportunity to talk and share knowledge over the course of 3 days. After this period, the visiting shedu departs with a new perspective and more points to ponder in its eternal struggle against the evils of the world.',0),('Shocker Lizard',NULL,'Archives Of Nethys 1e',3,'A shocker lizard colony is usually located near a source of water. Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them. A solitary shocker lizard is a timid and hesitant creature-but when several of them gather they become formidable and fearsome opponents capable of killing creatures several times their own size.',0),('Shoggoth',NULL,'Archives Of Nethys 1e',3,'The first shoggoths were created in eons past, long before the first gods turned their attentions to the Material Plane. Some hold that the aboleths engineered them, while certain strange texts hint of a race even older that engineered the first shoggoths as slaves. Eventually, these dread beasts developed enough intelligence to rebel against their creators, and now they lurk, patient but potent, in the lightless deep.',0),('Snallygaster',NULL,'Archives Of Nethys 1e',3,'A typical snallygaster measures 9 feet from the tip of its tail to the point of its beak, with a wingspan of 15 feet and a weight of approximately 200 pounds.',0),('Soulbound Doll',NULL,'Archives Of Nethys 1e',3,'A soulbound doll\'s body is made from wood, stone, or porcelain, with one exquisite item worth at least 300 gp to serve as the soul focus. Creation requires a soul fragment from a deceased creature that must die at some point during the creation of the doll-as a result, most soulbound dolls are created by evil spellcasters. Other spellcasters can create soulbound dolls, but if the donor soul is unwilling, they may have alignment repercussions. An unwilling soul can resist the procedure with a DC 20 Will save. Stripping a soul fragment from the dead does not prevent the rest of the soul from continuing on to the afterlife, nor does it prevent the body from later being resurrected or raised from the dead.',0),('Spectre',NULL,'Archives Of Nethys 1e',3,'A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual\'s face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.',0),('Sprite',NULL,'Archives Of Nethys 1e',3,'A sprite\'s body is naturally luminous, although the sprite can vary the color and intensity of its body as it wishes. Shortly after death, a sprite\'s body simply melts away to a twinkling vapor. Sprites are among the smallest of fey, standing just over 9 inches in height and rarely weighing more than 1 or 2 pounds.',0),('Squid',NULL,'Archives Of Nethys 1e',3,'Starting Statistics: Size Medium; AC +1 natural; Speed swim 60 ft., jet 240 ft.; Attack tentacles (1d4 plus grab), bite (1d3); Ability Scores Str 14, Dex 15, Con 11, Int 2, Wis 12, Cha 2; Special Qualities low-light vision, ink cloud.',0),('Stirge',NULL,'Archives Of Nethys 1e',3,'Closer to mammals than insects, stirges carry their bodies through the air on four fleshy wings, searching out warm-blooded prey. They are fond of hiding near watering holes and waiting for travelers to drop their guard, then swooping out to attach and drink their fill by thrusting their long feeding tubes into unprotected veins. After feeding they flap heavily off into the mud and reeds to lay their eggs and rest until hunger drives them to hunt again.',0),('Sylph',NULL,'Archives Of Nethys 1e',3,'Sylphs are defined by class levels-they do not possess racial Hit Dice. Sylphs have the following racial traits.',0),('Tanuki',NULL,'Archives Of Nethys 1e',3,'Mostly encountered in disguise, tanukis enjoy visiting humanoid settlements and interacting with the people. They usually visit taverns and eateries, joining in feasts and celebrations whenever possible. Tanukis always change their disguises and rarely visit the same town twice in the same month.',0),('Tarrasque',NULL,'Archives Of Nethys 1e',3,'Although far from intelligent, the tarrasque is smart enough to understand a few words in Aklo (though it cannot speak). Likewise, it isn\'t mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.',0),('Tatzlwyrm',NULL,'Archives Of Nethys 1e',3,'Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, tatzlwyrms have only two limbs and no wings, and possess a weak poisonous breath similar to the breath weapons of their true dragon relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless tail, and it weighs between 400 and 500 pounds. A tatzlwyrm\'s scales give the creature limited camouflage, ranging through various shades of green, brown, and gray.',0),('Tengu',NULL,'Archives Of Nethys 1e',3,'Like the crows they share physical traits with, tengus are naturally covetous, especially of shiny or colorful items, and prone to bouts of good-natured kleptomania if they don\'t carefully keep themselves in check. Vain and prideful creatures, they are easily persuaded with flattery.',0),('Tiger',NULL,'Archives Of Nethys 1e',3,'Tigers are usually the top animal predators in their territories, and have been known to kill bears, crocodiles, giant snakes, wolves, and even other great cats. Even humanoids are far from safe, especially in cases where a tiger has developed a taste for humanoid flesh. Tigers prefer terrain with plenty of cover and proximity to water as their hunting grounds.',0),('Troglodyte',NULL,'Archives Of Nethys 1e',3,'The troglodyte is one of the oldest of intelligent races, and ruins found in some remote caverns testify to the fact that their empire was once among the largest in the world. At the dawn of time, the troglodyte civilization was generations ahead of other humanoid races-while those races hid in caves and worshiped fire, the troglodytes raised vast cities of stone ziggurats and twisting canals, kept other races as slaves, and worshiped ancient and inhuman gods and demons. Yet as the other races evolved and grew increasingly civilized, they outstripped their onetime troglodyte oppressors. Today, the roles have changed-now it is the troglodyte that hides in caves and lives the life of a feral savage.',0),('Troll',NULL,'Archives Of Nethys 1e',3,'A troll\'s appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a troll\'s advance. Those who commonly battle with trolls know to locate and burn any pieces after a fight, for even the smallest scrap of flesh can regrow a full-size troll given enough time. Fortunately, only the largest part of a troll regrows in this way.',0),('Tzitzimitl',NULL,'Archives Of Nethys 1e',3,'Some claim ancient and forgotten deities of death and destruction created the first tzitzimitls as instruments of apocalypse, while others speculate they come from faraway worlds where immense planets teem with creatures of this scale, and that the immortal dead of these dark globes are banished to other worlds to spread devastation.',0),('Unicorn',NULL,'Archives Of Nethys 1e',3,'Unicorns mate for life, and the pairs generally make their homes in specific glades or dells within the vast forests they protect (these regions can cover anywhere from a few dozen square miles to hundreds). They allow good and neutral creatures to pass through, hunt for food, or reside in their woods unharmed, but evil creatures and those who damage the local ecosystem more than necessary through sport hunting or commercial logging are swiftly driven out or killed. On rare occasions, lone unicorns without mates or whose partners have been slain have been known to adopt young women of exceptionally pure virtue as surrogates, allowing the women to ride on their backs and becoming their guardians and protectors for life. This bond generally ends amiably if the woman becomes more committed to someone else-such as a lover or child-giving rise to the myth that unicorns only befriend virgins.',0),('Vampire',NULL,'Archives Of Nethys 1e',3,'\"Vampire\" is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature\'s stats and abilities except as noted here.',0),('Vanara',NULL,'Archives Of Nethys 1e',3,'Vanaras live in large, tree-top villages connected by rope-bridges and ladders. Homes are carved out of trees but usually left open to the elements except for woven leaf canopies and overhangs. Vanara villages are typically led by the community\'s religious leader-usually a cleric, oracle, or monk.',0),('Voonith',NULL,'Archives Of Nethys 1e',3,'Although they look like little more than wild beasts, vooniths are actually rather intelligent. While certainly not as sharp as the average human, a voonith is smart enough to know how to speak and often does so with others of its kind. Vooniths do not often choose to communicate with other creatures, giving rise to the misconception that they\'re little more than dumb animals, but on occasion, travelers in swampy regions tell tales of overhearing strange piping voices speaking among the reeds. Those few who know the secrets of the Aklo tongue can understand these words, although understanding of what the vooniths whisper in the night when they think no one else can hear is not always for the best.',0),('Vrock',NULL,'Archives Of Nethys 1e',3,'A typical vrock stands 8 feet tall and weighs 400 pounds. Vrocks generally form from the evil souls of hateful and wrathful mortals, particularly those who were career criminals, mercenaries, or assassins.',0),('Vulture',NULL,'Archives Of Nethys 1e',3,'Despite dining on carrion, vultures prefer their corpses newly dead rather than rotten. Some even hunt smaller prey when food is scarce.',0),('Walrus',NULL,'Archives Of Nethys 1e',3,'A typical male walrus weighs 1 to 2 tons and measures 10 feet in length, with females about a third lighter and about 9 feet long. Both sexes have tusks up to 3 feet long, and stiff whiskers used to feel out the hiding places of shellfish. A walrus lives up to 40 years.',0),('Wayang',NULL,'Archives Of Nethys 1e',3,'Wayangs are defined by class levels-they don\'t have racial Hit Dice. Wayangs have the following racial traits.',0),('Wight',NULL,'Archives Of Nethys 1e',3,'As undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn\'t as much of a liability.',0),('Wikkawak',NULL,'Archives Of Nethys 1e',3,'Like most bugbears, wikkawaks normally lead a solitary existence, preying on isolated settlers and hunters like pale arctic serial killers. Their powerful noses can sniff out a humanoid or animal over great distances. The rank smell of fear is a powerful stimulant to wikkawaks, and an individual wikkawak hunter might stalk and terrorize a potential victim for several nights, \"steeping\" its prey in dread and terror before finally pouncing. Wikkawaks consider humanoid flesh a great delicacy, and one might freeze a dead humanoid in a remote area, only to return to its grisly cache again and again to savor the taste of the victim for weeks on end. Wikkawaks enjoy keeping mementos of their victims, and prefer fingers as trophies.',0),('Wolverine',NULL,'Archives Of Nethys 1e',3,'Armed with powerful jaws, strong legs, and a thick hide, wolverines are remarkably strong for their size. They are reckless in battle and throw themselves at their foes, clawing and biting furiously.',0),('Worg',NULL,'Archives Of Nethys 1e',3,'Worgs hunt in packs, running down and surrounding their prey like common wolves, but their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy, pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush. Worgs that travel with goblins often allow them to ride on their backs, but in such situations it is usually the worg that is the master, not the rider.',0),('Wraith',NULL,'Archives Of Nethys 1e',3,'A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. This causes the wraith to increase in size and strength, and to inflict 2d6 points of negative energy damage and 1d8 Constitution drain with its incorporeal touch. You can create a dread wraith by applying the giant and advanced simple templates, or you can increase the basic wraith to a Large 16 HD undead.',0),('Wyvaran',NULL,'Archives Of Nethys 1e',3,'Many civilized races dismiss wyvarans as fast, dumb, selfish brutes. However, a creature who respects the wyvarans\' rules about their property finds that they make steadfast and loyal allies. Adventuring wyvarans often view their companions as clutchmates, and are willing to take great risks to protect them.',0),('Wyvern',NULL,'Archives Of Nethys 1e',3,'Wyverns are territorial creatures. Though they occasionally hunt in small groups for large prey, they are generally solitary creatures, hunting in areas ranging in size from 100 to 200 square miles. Wyverns have been known to fight to the death among themselves for the right to hunt a territory rich with prey.',0),('Xorn',NULL,'Archives Of Nethys 1e',3,'Treasure found carried by a xorn or stashed in its lair amounts to little more than snacks set aside for another day. An offering of a particularly delicious (and expensive) jewel or piece of precious metal can swiftly secure a xorn\'s temporary allegiance. Since xorns can swim through solid rock with ease, they make excellent guides in underground regions.',0),('Yamaraj',NULL,'Archives Of Nethys 1e',3,'Impossibly old, yamarajes are outsiders forged from lesser psychopomps or the souls of legendary mortals. As with other outsiders, they need not eat, drink, or sleep to survive, and the grave magistrates normally remain perched upon Purgatory\'s ruins for months at a time, overseeing the smooth organization of their realm. Hard work wears at their immortal drive, and like living lords, they eagerly indulge in exquisite banquets during their infrequent personal time. These bacchanals make for strange bedfellows among outsiders, as solars and pit fiends may hobnob alongside one another, vying for the attention of a yamaraj to help organize the release of judged souls and attempting to win future favors.',0),('Yellow Musk Creeper',NULL,'Archives Of Nethys 1e',3,'A yellow musk zombie is a rotting creature from which wet green vines have sprouted. Treat a yellow musk zombie as a standard zombie, but with this special quality.',0),('Yeti',NULL,'Archives Of Nethys 1e',3,'Although yeti stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures, they are not when it comes to ascribing the yeti\'s temperament and source. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe such yeti are often driven to raiding lowlander settlements, thus perpetuating the myth of the yeti as a demon made flesh.',0),('Ypotryll',NULL,'Archives Of Nethys 1e',3,'In the wild, ypotrylls spend their time roaming their territory looking for enough food to support their massive bodies. While they prefer meat, these creatures are omnivores and will eat almost anything. Ypotrylls are especially fond of the scraps they can find in the trash heaps of civilized races, which can mean disaster for a settlement.',0),('Yuki-Onna',NULL,'Archives Of Nethys 1e',3,'The transition from life to undeath corrupts a yuki-onna\'s soul, and even a well-intentioned, good-hearted individual who freezes in the snow may become a treacherous yuki-onna. Most yuki-onnas immediately seek out those who wronged them in life, after which they reside in an area near what was their home, haunting and killing anyone who dares to come near. Yuki-onnas hardly ever make their presences known in rural areas with larger populations, and they prefer inhabiting the countryside and wilderness.',0),('Zuvembie',NULL,'Archives Of Nethys 1e',3,'Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim. The method of transforming into a zuvembie involves the creation and consumption of a vial of oil of animate dead, plus the performance of additional dark rites that take a day to perform and cost 3,000 gp. The ritual kills the target, who must make a DC 20 Will save. Failure results in the victim\'s death, while success means it reanimates as a free-willed zuvembie.',0),('Ahuizotl',NULL,'Archives Of Nethys 1e',4,'Ahuizotls are exceptionally long-lived, and a single individual might live and feed in a particular area for several human generations. An ahuizotl is 9 feet long and weighs 1,200 pounds.',0),('Akhlut',NULL,'Archives Of Nethys 1e',4,'Each akhlut fiercely defends its hunting grounds from other predators, and especially against other akhluts. While this does reduce the number of dangerous predators in a region, it\'s unclear whether replacing lesser predators with something as dangerous as an akhlut is actually preferable. Typically, an akhlut considers its territory to be the boundaries of the storm created by its control weather spell-like ability, and rarely travels far from this storm\'s borders.',0),('Almiraj',NULL,'Archives Of Nethys 1e',4,'Almirajes are fiercely territorial, although they flee if unable to fight on their terms, only to return later to defend their territory. They demonstrate their territorial claims to others of their kind with acrobatic displays and mock horn battles rather than fighting in earnest. Other intruders are met with aggressive posturing and warning calls, though almirajes prefer not to fight. If an interloper refuses to withdraw, however, the almiraj will fight to the death to defend its claim.',0),('Ankheg',NULL,'Archives Of Nethys 1e',4,'Ankhegs burrow with their legs and mandibles, moving with unsettling speed through loose soil, sand, gravel, and the like-they cannot burrow through solid stone. Burrowing ankhegs can construct tunnels by pausing frequently to shore up the walls with a thicker, less caustic secretion from their mouths. If an ankheg chooses to make a permanent tunnel when burrowing, it moves at half speed. A typical ankheg tunnel is 10 feet tall and wide, roughly circular in cross-section, and from 60 to 150 feet long ([1d10 + 5] &times; 10). Clusters of ankhegs often share the same territory and create intricate winding networks of tunnels under farmlands, sometimes resulting in sinkholes where too many burrow at once.',0),('Antelope',NULL,'Archives Of Nethys 1e',4,'The statistics presented above work well not only for numerous species of antelope, but also for smaller-sized, deerlike herbivores found throughout the world.',0),('Axe Beak',NULL,'Archives Of Nethys 1e',4,'An axe beak requires training before it will bear a rider. Taming an axe beak requires 6 weeks of work and a DC 25 Handle Animal check, after which it can be taught tricks as normal. Riding an axe beak requires an exotic saddle. Axe beak eggs are worth 1,000 gp apiece on the open market, while young are worth 1,500 gp each. A light load for an axe beak is up to 200 pounds; a medium load, 201-400 pounds; and a heavy load, 401-600 pounds.',0),('Babau',NULL,'Archives Of Nethys 1e',4,'A babau is 6 feet tall but weighs only 140 pounds. They form from mortal souls of lone killers-those who, in life, took pleasure in more personal and intimate murders. Loosed upon the Material Plane, a babau often finds itself in the same role, haunting the shadowy corners of the world as remorseless assassins.',0),('Baku',NULL,'Archives Of Nethys 1e',4,'Given their connection to dreams and nightmares, bakus are mortal enemies of night hags. Though usually calm and gentle creatures, bakus that encounter night hags dedicate themselves to hunting them down and ridding the world of their dark influence. A baku uses its ethereal jaunt spell-like ability to fight night hags as they inflict nightmares on their victims.',0),('Balor',NULL,'Archives Of Nethys 1e',4,'In combat, a balor relies upon its spell-like abilities to fight foes wise enough to avoid melee range, favoring destructive powers like fire storm or implosion and saving dominate monster for use against the rare foe it would prefer to capture alive. A balor usually uses telekinesis to disarm ranged weapons or pull foes into melee-with the use of a quickened telekinesis, a balor can use the latter tactic and still inflict a full-round attack on a hapless foe. A balor reduced to fewer than 50 hit points almost always seeks to flee via teleportation, but if that and flight prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host.',0),('Bandersnatch',NULL,'Archives Of Nethys 1e',4,'In appearance, a bandersnatch resembles a tawny, six-legged great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. Its quills serve to deter attackers, but also act as a formidable weapon. With a single flick of its muscular tail, a bandersnatch can fling as many as a half-dozen quills at distant foes with surprising accuracy. A bandersnatch captivates any prey that meets the gaze of its saucerlike, luminous eyes. A bandersnatch measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Despite their bulk, bandersnatches move with speed, grace, and even considerable stealth when required.',0),('Baregara',NULL,'Archives Of Nethys 1e',4,'Even when knuckle-walking on their enormous hands, baregaras stand over 12 feet high when measured to the top of their horns, and their dense bodies can weigh up to 1,500 pounds.',0),('Basilisk',NULL,'Archives Of Nethys 1e',4,'Basilisks have the ability to consume the creatures they petrify, their churning stomach acid dissolving and extracting nutrients from the stone, but the process is slow and inefficient, making them lazy and sluggish. As a result, basilisks rarely stalk prey or chase those who avoid their gaze, counting on their stealth and the element of surprise to keep them safe and fed. When not lying in wait for the small mammals, birds, and reptiles that normally make up their diet, basilisks spend their time sleeping in their lairs, and those brave enough to capture basilisks or hide treasure near them find that they make natural guardians and watchdogs.',0),('Behir',NULL,'Archives Of Nethys 1e',4,'While territorial and bestial in its fury, the behir is neither stupid nor necessarily evil, though its self-centeredness and tendency to lay claim to everything visible from its high lairs frequently bring it into conflict with other races. As such, a behir can often be bought off or reasoned with by those brave negotiators willing to get close enough to make their pitch. In these cases, a behir\'s tendency to attack first and ask questions later (or not at all) means that anyone seeking to strike a deal must bring powerful incentives and impress the behir immediately with his offer.',0),('Bhole',NULL,'Archives Of Nethys 1e',4,'Regions inhabited by bholes are always wastelands. Bholes seem able to eat and digest anything and everything, and in time can reduce a huge area to just a honeycombed network of immense tunnels. These regions swiftly collapse in on themselves, leaving rubble-filled pits of terrifying size.',0),('Blink Dog',NULL,'Archives Of Nethys 1e',4,'A pack\'s alpha selects the wisest and most intelligent member of the pack to serve as its sage. This blink dog often has sorcerer levels (typically with the celestial or destined bloodline) and is charged with maintaining the long-running oral histories of the pack, which extend back for centuries and link the packs together. A blink dog sage also decides when a pup is old enough to join his first hunt, performs birth and burial rites, and counsels the alpha on the meaning of omens or upon tactical matters involving interactions with neighboring races and creatures. In some packs, the sage is the alpha\'s mate, while in others the sage is always a gray-muzzled elder hound beyond breeding age.',0),('Boar',NULL,'Archives Of Nethys 1e',4,'A boar is four feet long and weighs 200 pounds.',0),('Bugbear',NULL,'Archives Of Nethys 1e',4,'A typical bugbear stands 7 feet in height and weighs 400 pounds.',0),('Bulette',NULL,'Archives Of Nethys 1e',4,'Bulettes are perfect eating machines, consuming bones, armor, and even magical items with their powerful jaws and churning stomach acid. Lacking other food, the bulette might gnaw on inanimate objects, yet for unknown reasons no bulette voluntarily consumes elf flesh-a peccadillo many point to as evidence that elven wizardry was involved in its creation. Dwarves are also rarely eaten by the beasts, though the bulette still slaughters members of either race on sight. Halflings, on the other hand, are among the beast\'s favorite meals, and no halfling with any sense ventures into bulette country casually.',0),('Carbuncle',NULL,'Archives Of Nethys 1e',4,'A neutral spellcaster with the Improved Familiar feat can gain a carbuncle as a familiar at 5th level.',0),('Catfolk',NULL,'Archives Of Nethys 1e',4,'Catfolk have no racial Hit Dice, gaining their capabilities from class levels. All catfolk have the following racial traits.',0),('Catrina',NULL,'Archives Of Nethys 1e',4,'Catrinas rarely ever visit the Material Plane, but when they do so it\'s typically at the command of a more powerful psychopomp or deity of death who seeks to ease the passing of a mortal of singular importance-such as a high-ranking priest of a death goddess. In such instances they serve as companions and ushers into the realm of the dead, not executioners. However, they\'re capable of serving in both capacities, especially if misguided mortals try to keep them from their duty, using their deadly but painless kisses to end a life in an instant.',0),('Cave Fisher',NULL,'Archives Of Nethys 1e',4,'Although cave fishers have many superficial similarities to crabs, they do not fare well in water and aren\'t very good swimmers. Nevertheless, many cave fishers lair upon ledges overlooking swift-flowing subterranean rivers, giving them a relatively steady stream of food, especially in cases where such rivers are used as trade routes. Those who ply these rivers frequently travel with a few spare slaves or some unwanted livestock, and when they approach a known cave fisher haunt, they send down the unfortunate animal or slave on a raft to distract the monster\'s hunger.',0),('Chaneque',NULL,'Archives Of Nethys 1e',4,'Driven by malice, chaneques see themselves as dutiful punishers of the fey. They hunt heads of brownies, pixies, sprites, and nearly any other fey they encounter. They collect these creatures\' skulls and through dark rituals transform them into powerful, soul-stealing weapons. The chaneques then hurl the skulls at any creatures that dare transgress upon their territories. Anyone struck by a skull risks having his soul ripped from his mortal body and imprisoned within the fey skull.',0),('Chuul',NULL,'Archives Of Nethys 1e',4,'Chuuls are surprisingly intelligent, leading many to speculate fruitlessly on their origins and motivations. They speak a chittering, burbling dialect of Common, but few are inclined to speak to those outside their race, and if chuul society exists beyond their frenzied mating season, humanoids have yet to record it. Instead, chuul intellects seem entirely devoted to seeking out the perfect ambush sites to attack other intelligent creatures and decorating their elaborate lairs with trophies from their kills. Though the chuuls themselves seem uninterested in using tools of any kind, they have an almost compulsive need to collect keepsakes from their victims.',0),('Cockatrice',NULL,'Archives Of Nethys 1e',4,'The cockatrice\'s strange ability to turn other creatures to stone is the creature\'s greatest defense, and a cockatrice lair is invariably littered with petrified remnants of foes. In an ironic twist of fate, however, weasels and ferrets-the creatures most likely to slip into cockatrices\' nests and consume their eggs-appear to be completely immune to the effect. For unknown reasons, cockatrices are both terrified of and enraged by conventional roosters, and are equally likely to flee or attack when confronted by one.',0),('Couatl',NULL,'Archives Of Nethys 1e',4,'As they would rather spend their time promoting their agenda than hunting, couatls appreciate offers of food, particularly small boars and large game fowl.',0),('Criosphinx',NULL,'Archives Of Nethys 1e',4,'Some criosphinxes set themselves as soothsayers of the desert, trading upon the storied wisdom of androsphinxes and gynosphinxes to deceive gullible travelers. Like their more blustering brethren, they seek wealth from passersby, but for the purposes of dispersing information rather than in exchange for safe passage. Such reliable information as they possess usually comes from idle conversation with the creatures of the desert, with criosphinxes using their inborn ability to speak with animals. A criosphinx lacking in sound information usually fabricates a pleasing lie.',0),('Cthulhu',NULL,'Archives Of Nethys 1e',4,'Although Cthulhu is imprisoned on a far-flung world, his dreams span the gulfs of existence and are capable of touching upon the sleeping minds of sensitive or artistic souls, inspiring them with insane visions and driving the creation of all manner of eldritch artistry. In such ways, his cult spreads like a night-borne virus of the dreaming mind across all worlds on which sapient life dwells. Cthulhu is worshiped by various aquatic races and folk who dwell along coasts, but also among certain decadent or fringe societies of artists, poets, and philosophers. When they form, his cults are secretive and careful to hide their allegiance to the Great Old One, meeting only in desolate and otherwise abandoned locales hidden from society\'s notice. Central among his cult\'s beliefs is the prophecy that one day, the stars will be right and Great Cthulhu shall rise from his corpse-city to usher in the end times, wiping clean all worlds to make them ready for his kind. The cultists believe they might be spared this fate through proper obeisance and fealty, when in truth Cthulhu is unlikely to notice the difference between those who worship him and anyone else.',0),('Dagon',NULL,'Archives Of Nethys 1e',4,'Dagon began life not as a demon lord but as a powerful qlippoth-the reasons for his transformation into a demon lord are not understood by mortal scholars, but there is certainly no love lost between Dagon and the qlippoth race.',0),('Darkmantle',NULL,'Archives Of Nethys 1e',4,'Darkmantles prefer to dwell and hunt in the caves and passageways that are closest to the surface, as these tend to possess more traffic for the monsters to feed upon. Yet they do not confine themselves to these dark caverns, and can sometimes be found dwelling in ruined fortresses or even in the sewers of bustling cities. Anywhere food is plentiful and there\'s a ceiling to cling to is a possible den for a darkmantle.',0),('Derhii',NULL,'Archives Of Nethys 1e',4,'Derhii often roost in jungle canopies and in cliff dwellings, preferring nests woven in tall trees or cliff-side caves high above ground level. From these roosts, derhii sometimes demand tribute from lesser apes, while allying themselves with even more powerful flying creatures, such as dragons or dragonnes. Occasionally, derhii can be found inhabiting crumbling and overgrown ruins hidden deep in the jungle.',0),('Dire Corby',NULL,'Archives Of Nethys 1e',4,'In addition to being savage predators, dire corbies are also notorious cannibals when it comes to their young, and a mother dire corby must carefully defend her eggs lest a flock of males from the same rookery descend on her nest and devour the unborn children in a flurry of yolk and blood. This ultimately counterproductive tendency only further supports the impression most races have of dire corbies as dangerously unbalanced beings, and may explain why the creatures remain relatively rare.',0),('Djinni',NULL,'Archives Of Nethys 1e',4,'Among other genies, djinn get along well with jann and marids. They are frequently at odds with the shaitans, and are sworn enemies of the efreet, despising these fiery genies more than any other genie race. So legendary is the conflict between the efreet and the djinn that many spellcasters attempt (to varying degrees of success) to secure a djinni\'s servitude by promising to aid the cause against their hated enemies.',0),('Dolphin',NULL,'Archives Of Nethys 1e',4,'4th-Level Advancement: Ability Scores Str +2, Dex +2, Con +2; Special Qualities blindsight 120 ft.',0),('Dossenus',NULL,'Archives Of Nethys 1e',4,'Dossenuses are gifted climbers and burrowers and use their talents to clamber up or through walls, floors, ceilings, and over their fellows to quickly surround and overwhelm prey.',0),('Dracolisk',NULL,'Archives Of Nethys 1e',4,'Type: Creature type changes to dragon. Do not recalculate HD, BAB, or saves.',0),('Dragon Horse',NULL,'Archives Of Nethys 1e',4,'Peaceful creatures by nature, dragon horses prefer to avoid combat by flying away. When they are forced to fight (often in response to an evil creature\'s mayhem), they attempt to deal nonlethal damage to all but evil-aligned foes, leaving any unconscious opponents unharmed. Those who have chosen evil ways may sometimes receive the same mercy, in the hope that it helps them see the light, but innately evil foes are dispatched as quickly and cleanly as possible.',0),('Dragon Turtle',NULL,'Archives Of Nethys 1e',4,'Dragon turtles claim vast territories in the open seas, encompassing regions often in excess of 50 square miles. Here, these dangerous beasts capsize ships that fail to respect their territories, adding the sunken wrecks and their valuable cargoes to their lairs. Dragon turtles generally make their homes in deep caves only accessible through the water, and often decorate their lairs not only with the wealth seized from ships they\'ve sunk, but the wrecks of these unfortunate ships themselves. Their territorial natures and fondness for these types of lairs put them in direct conflict with other undersea races such as merfolk and sahuagin.',0),('Dragonne',NULL,'Archives Of Nethys 1e',4,'Although many creatures rightly fear these ferocious hunters, few dragonnes are blatantly evil-most are just highly territorial and seek to defend their homes and hunting grounds from interlopers. Creatures that draw too close to a dragonne\'s lair are typically met by the resident\'s fearsome roar, followed by its claws and fangs if this warning is ignored. Those who attempt to settle in a dragonne\'s territory find themselves harassed constantly until they decide to leave or the dragonne is slain. These intimidating predators spend the majority of their time on the ground, even when in combat, since their wings prove somewhat ungainly. They typically search for prey and intruders from the air, then land nearby to charge and pounce.',0),('Dretch',NULL,'Archives Of Nethys 1e',4,'Unlike most demons, a dretch\'s slovenly personality and disdain for prolonged physical labor rarely result in success. Advanced dretches are rare, but those who do find it within themselves to be more than they were at creation often become the pauper-kings of the Abyss, cruel and bitter in their rule over vermin, broken souls, mindless undead, and other dretches. Their empires are confined to abandoned stretches of sewers under backwater cities, unstable reaches of swampland avoided by more sensible minds, and other undesirable corners of the Abyss that even demons find uncomfortable or foul. Yet to the dretch lords, these realms are their empires, and they defend them with a pitiful tenacity.',0),('Eagle',NULL,'Archives Of Nethys 1e',4,'Eagles typically build their massive nests in the tops of tall trees or among the rocky crags of steep cliffs. During breeding season, an eagle lays two eggs, but only one chick normally survives, as the stronger of the two usually kills and eats the weaker.',0),('Efreeti',NULL,'Archives Of Nethys 1e',4,'A small percentage of efreet are noble. Noble efreet, often called maliks, have 13 Hit Dice and gain the following spell-like abilities: 3/day-fireball, heat metal; 1/day-greater invisibility, pyroclastic storm (as ice storm, with fire instead of cold damage). A noble efreeti\'s caster level for its spell-like abilities is 15th. Noble efreet are CR 10.',0),('Ettercap',NULL,'Archives Of Nethys 1e',4,'Ettercap Spear Trap: CR 2; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +15 melee (1d6+6).',0),('fixme-bhuta',NULL,'Archives Of Nethys 1e',4,'A bhuta might have tasks it wishes to complete from its previous existence as a living creature, or it might work against those who slew its living form. This link to its past life is vague and compulsive rather than clear, unlike that of a ghost.',0),('fixme-kech',NULL,'Archives Of Nethys 1e',4,'A kech tribe is typically led by a chieftain with 2-4 levels of ranger or fighter. Keches value magical support, particularly divine magic, for the jungle has no shortage of methods to wound, poison, or sicken those who dwell within. A kech cleric is as likely to worship an evil deity as it is one of the Four Horsemen or an evil elemental lord, but most kech priests are in fact druids. The combination of restorative magic and power over the natural world is often too seductive a path for a devout kech to ignore. Kech druids typically take apes as animal companions, and even tribes that lack druids generally have a few well-trained guard apes among them.',0),('fixme-nependis',NULL,'Archives Of Nethys 1e',4,'A full-grown nependis stands 9 feet tall and weighs 600 pounds. A newborn nependis takes 4 years to reach maturity. Nependises rarely die from natural causes, and they live as long as 80 years.',0),('fixme-vargouille',NULL,'Archives Of Nethys 1e',4,'A vargouille\'s low power and hideous method of reproduction make for a dangerous combination. Vargouilles are relatively easy to summon to the Material Plane, and once here, they can swiftly reproduce, creating more and more of their hideous kind from those who fall victim to their kiss. Vargouilles created on the Material Plane in this manner are still extraplanar creatures, and as such can be banished with the right magic.',0),('fixme-zoog',NULL,'Archives Of Nethys 1e',4,'Commonly, zoogs eat fungi and plants, but they also have a taste for the meat of sentient creatures, treating the butchering and consumption of such beings as a rare privilege. Zoogs also detest cats, and go to great lengths to slay felines of any sort and devour them.',0),('Froghemoth',NULL,'Archives Of Nethys 1e',4,'A froghemoth is 22 feet tall at the shoulder and weighs 16,000 pounds.',0),('Fungal Crawler',NULL,'Archives Of Nethys 1e',4,'Thanks to the bizarre energies that suffuse their homes, fungal crawlers are incredibly diverse. They have adapted over millennia to fill every environment: flying variants fill subterranean rifts with the deafening drone of their wings, while aquatic breeds skim across the surfaces of underground lakes, and still others thrive in the fiery chambers and tunnels of volcanic networks.',0),('Gargoyle',NULL,'Archives Of Nethys 1e',4,'One unusual variant of gargoyle dwells not amid buildings and ruins but under the waves of the sea. These creatures are known as kapoacinths-they have the same basic statistics as normal gargoyles, save that they have the aquatic subtype and their wings grant them a swim speed of 60 feet (but are useless for actual flight). Kapoacinths dwell in shallow, coastal regions where they can shamble up from the surf to prey on those that reside there. They are more likely to form wings, as kapoacinths prefer group living to a solitary lifestyle.',0),('Ghoul',NULL,'Archives Of Nethys 1e',4,'Ghasts are ghouls with the advanced monster template. A ghast\'s paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).',0),('Girallon',NULL,'Archives Of Nethys 1e',4,'While most girallons are little more than beasts, ancient carvings and the oral traditions of some tribes hint that the girallon wasn\'t always the stupid creature it is today. According to these legends, the first girallons were men who called upon savage demon gods to gain great strength, yet in so doing abandoned their humanity. With each generation, these first girallons grew more and more savage and feral, and the same legends maintain that these intelligent girallons still dwell in the darkest part of the jungle.',0),('Gnoll',NULL,'Archives Of Nethys 1e',4,'Creatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more \"civilized\" gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands.',0),('Goblin',NULL,'Archives Of Nethys 1e',4,'Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn\'t require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.',0),('Gorgon',NULL,'Archives Of Nethys 1e',4,'Their flesh is tough but beefy (once the armored hide is removed), and to those who acquire the taste, quite filling. Many stone giant tribes believe eating gorgon meat enhances their own natural armor. Powdered gorgon horn is worth 250 gp as an alternate material component for magic items using bull\'s strength, stoneskin, flesh to stone, statue, and similar magic.',0),('Griffon',NULL,'Archives Of Nethys 1e',4,'Griffons mate for life, and will often search for years to take vengeance over a slain mate or child. It was likely this innate stubbornness and fierce loyalty that first brought them into domestic use as mounts and guardians of treasure hoards. Despite the inherent danger, trade in captured griffons and stolen eggs is brisk, with their eggs worth up to 3,500 gp apiece and live young twice that. Characters eager for griffon mounts, however, should note that buying or forcibly domesticating intelligent creatures like griffons is still recognized as slavery by most good deities, and winning a griffon\'s allegiance of its own free will is no easy task. Reaching a mutually agreeable accord (or even a friendship) is a much more elegant and safe route to securing a griffon mount.',0),('Grindylow',NULL,'Archives Of Nethys 1e',4,'While grindylows can take class levels to gain power, certain grindylows are freakish throwbacks to a primal age-these grindylows never cease growing, and in time can become massive beasts of Huge size. Unlike the typical grindylow, these giants can attack with all six of their tentacles and constrict with great effect. Giant grindylows are fortunately quite rare.',0),('Grootslang',NULL,'Archives Of Nethys 1e',4,'All grootslangs covet gems, particularly diamonds, and despite the creatures\' lust for cruelty, victims can often bargain for their freedom by offering a grootslang enough precious gems.',0),('Guecubu',NULL,'Archives Of Nethys 1e',4,'A guecubu is 6 feet tall and weighs 100 pounds.',0),('Harionago',NULL,'Archives Of Nethys 1e',4,'Destroying a harionago doesn\'t always lay her to rest for good. On rare occasions and by mysterious means, a harionago rises again after a year and a day to resume her hunt. She can only rest after she takes her revenge on those who murdered her. If her murderers are already dead when she returns, she will rest only once every member of her murderers\' family lines has been slaughtered.',0),('Harpy',NULL,'Archives Of Nethys 1e',4,'Harpies tend to wear baubles and trinkets stolen from their victims, as they like to indulge in the shiny ornaments of mankind. Up close, these creatures reek with the stench of consumed victims, and they rarely let creatures not yet captivated too near, lest they smell the gore and decay upon their feathers. For this reason, many harpies wear perfumes and scented oils.',0),('Hezrou',NULL,'Archives Of Nethys 1e',4,'These monstrous and bestial creatures form from the souls of evil mortals who poisoned themselves, their kin, or their surroundings, such as drug addicts, assassins, and alchemists who cared not how their experiments polluted the environment.',0),('Hieracosphinx',NULL,'Archives Of Nethys 1e',4,'As they lack the ego and resourcefulness of the rest of their breed, hieracosphinxes can be pressed into service of mounts, particularly by those of similarly evil dispositions. Hieracosphinxes chafe under such service but submit to more powerful riders, though they still inflict their foul tempers on any weaker creatures that happen by. A grown hieracosphinx can easily consume a full horse\'s worth of meat in a day, making their upkeep rather expensive. Even with these drawbacks, hieracosphinx eggs command values of up to 1,500 gp on the open market, as do young hieracosphinxes. It takes 3 years for a hieracosphinx to reach maturity, after which an untrained hieracosphinx only rarely accepts a rider without magical compulsion. Trainers, though hard to come by, charge thousands of gold pieces to rear and train a hieracosphinx, owing to the risk to life and limb.',0),('Hobgoblin',NULL,'Archives Of Nethys 1e',4,'Many hobgoblin tribes combine their love of warfare with keen intellects. The science of siege engines, alchemy, and complex feats of engineering fascinate most hobgoblins, and those who are particularly skilled are treated as heroes and invariably secure high-ranking positions in the tribe. Slaves with analytical minds are quite valued, and as such raids on dwarven cities are commonplace.',0),('Homunculus',NULL,'Archives Of Nethys 1e',4,'On rare occasions, a homunculus freed from its servitude rises above its master\'s original intent and becomes more than a half-insane construct guardian of a long-forgotten lair. In some cases, a homunculus might even come to see itself as the rightful heir to its master\'s legacy, or even the reincarnated spirit of the master himself.',0),('Horse',NULL,'Archives Of Nethys 1e',4,'Heavy Horse: A heavy horse gains the advanced simple template. In addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof damage increases to 1d6. As with a light horse, a heavy horse can be specifically trained for combat with the Handle Animal skill.',0),('Hyena',NULL,'Archives Of Nethys 1e',4,'Many of the savage humanoid races, particularly gnolls, use hyenas as guard dogs. Such hyenas typically wear leather barding and are trained from birth to be vicious and savage-many such creatures are advanced hyenas.',0),('Hypnalis',NULL,'Archives Of Nethys 1e',4,'A hypnalis is approximately 8 feet long and weighs about 20 pounds.',0),('Iron Cobra',NULL,'Archives Of Nethys 1e',4,'An iron cobra\'s body is built from 100 pounds of magically treated materials (typically iron).',0),('Janni',NULL,'Archives Of Nethys 1e',4,'Jann enjoy their privacy, preferring the solitude of the deep desert and isolated oases. They are usually suspicious of humans, but are often willing to give them the benefit of the doubt. Jann have a strong cultural tradition of hospitality, and will never turn away someone in need of food, water, or shelter, though they might expect payment in the form of a favor at some later date.',0),('Jubjub Bird',NULL,'Archives Of Nethys 1e',4,'Powerful fey sometimes keep jubjub birds as guardians, and there are even reports of giants (particularly powerful tribes of jungle giants) using them as mounts. Such avian allies must be carefully trained, for few giants and fey are able to comfortably exist alongside a creature so prone to uttering such stunning shrieks so often.',0),('Juggernaut',NULL,'Archives Of Nethys 1e',4,'The sample juggernaut is keyed to the domains of Death and War-a juggernaut dedicated to some other deity has abilities based on that deity\'s domains.',0),('Kangaroo',NULL,'Archives Of Nethys 1e',4,'A kangaroo stands over 6-1/2 feet tall and weighs upward of 200 pounds. To represent a smaller species standing about 4 feet tall and weighing 110 pounds, apply the young simple template or manually reduce the size from Medium to Small. Kangaroos reach maturity in less than a year and can live up to 20 years, but most individuals in the wild are hunted by predators within their first decade.',0),('Karkinoi',NULL,'Archives Of Nethys 1e',4,'Coastal raids are part of the karkinoi breeding cycle. The corpses that they drag off into the ocean are tethered to masses of eggs, and serve as food for karkinoi spawn. The spawn develop a taste for land-meat and crave it, ensuring the next generation of hungry raiders.',0),('Kirin',NULL,'Archives Of Nethys 1e',4,'The wisest and most powerful kirin are known as emperor kirin, having earned this title through the respect of their peers and the strength of their powers. They resemble standard kirin, except their hooves give off sparks as they gallop through the air.',0),('Kitsune',NULL,'Archives Of Nethys 1e',4,'When encountered outside human settlements, kitsune tend to live in small and remote villages run by elders of ancestral clans. In human settlements, kitsune usually remain in human form to avoid conflict.',0),('Kobold',NULL,'Archives Of Nethys 1e',4,'Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.',0),('Kongamato',NULL,'Archives Of Nethys 1e',4,'Both males and females grow to a length of almost 30 feet, with an equally broad wingspan, and can weigh up to 7 tons. Kongamatos live between 500 and 600 years.',0),('Kuwa',NULL,'Archives Of Nethys 1e',4,'Once a kuwa secures a position in a human society, the accumulation of wealth becomes its primary motivation. A kuwa wants to live a life of decadence and sensual pleasure, and like any oni, it wants to propagate its own kind. Its strength and magical powers enable it to easily dominate normal folk, allowing it to gather groups of thuggish, like-minded humans to lead in banditry and worse.',0),('Lammasu',NULL,'Archives Of Nethys 1e',4,'Lammasus are quite parental toward those who join their cause, bringing a lifetime of experience to any struggle. This often makes them stern, but those who know lammasus find them to be extremely caring about those they protect. A lammasu eagerly lays down its own life to protect those in peril if such a sacrifice might win the day. Most lammasus are 8 feet in length and weigh approximately 900 pounds.',0),('Lich',NULL,'Archives Of Nethys 1e',4,'An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed (see Creating a Lich, below).',0),('Lion',NULL,'Archives Of Nethys 1e',4,'Lions prefer plains but can adapt to living in shallow caves as long as there\'s a large and stable supply of prey to keep them fed.',0),('Locathah',NULL,'Archives Of Nethys 1e',4,'Locathah stand roughly as tall as humans, yet their fins jut out, giving them an imposing stature. Lean and strong, locathahs weigh roughly 160 pounds.',0),('Marid',NULL,'Archives Of Nethys 1e',4,'A small percentage of marids can lay claim to nobility. Noble marids, often called shahzadas, have 14 Hit Dice and gain the following spell-like abilities: 3/day-cone of cold, ice storm; 1/day-elemental swarm (water elementals only), permanent image. A noble marid\'s caster level for its spell-like abilities is 20th. Noble marids are CR 11.',0),('Mastodon',NULL,'Archives Of Nethys 1e',4,'7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (2d6), slam (1d8); Ability Scores +8 Str, -2 Dex, +4 Con; Special Abilities trample (2d6).',0),('Medusa',NULL,'Archives Of Nethys 1e',4,'All known medusas are female. Rarely, a medusa may decide to keep a male humanoid as a mate, usually with the help of elixirs of love or similar magic, and is always careful to not petrify her prisoner-at least until she grows tired of his company.',0),('Merfolk',NULL,'Archives Of Nethys 1e',4,'While merfolk outwardly appear to be a beautiful and powerful race, some sages and seafarers whisper that degenerate and mutated merfolk roam the deepest, most isolated regions of the seas and oceans. Some evidence states that this offshoot fell to the worship of twisted and sinister powers lurking in the darkness below, while other theories include all merfolk in this sinister agenda, holding that even those merfolk who believe they control their own destinies are, in fact, merely unknowing puppets of a sinister and unknown master race deep under the sea.',0),('Mi-Go',NULL,'Archives Of Nethys 1e',4,'A typical mi-go is roughly the size of a human, but weighs only 90 pounds.',0),('Minotaur',NULL,'Archives Of Nethys 1e',4,'Minotaurs might also be found in the employ of a more powerful monster or evil creature, serving it so long as they can still hunt and dine as they please. Usually this means guarding some powerful object or valuable location, but it can also be a sort of mercenary work, hunting down the foes of its master.',0),('Mobogo',NULL,'Archives Of Nethys 1e',4,'A mobogo is 18 feet tall and weighs 12,000 pounds.',0),('Mummy',NULL,'Archives Of Nethys 1e',4,'Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death-usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife.',0),('Myceloid',NULL,'Archives Of Nethys 1e',4,'Myceloids prefer to capture victims alive for later infection and control. To a myceloid, a living creature has three uses-first as a slave, second as a host from which to birth new myceloids, and finally as a banquet to feast upon once the first two destinies have played out.',0),('Ningyo',NULL,'Archives Of Nethys 1e',4,'A ningyo measures approximately 2 to 2-1/2 feet long from head to tail, and weighs 6 to 9 pounds.',0),('Nuckelavee',NULL,'Archives Of Nethys 1e',4,'A nuckelavee is the same size as a horse.',0),('Nycar',NULL,'Archives Of Nethys 1e',4,'A nycar is about 2-1/2 feet long with two diminutive legs that it uses to pull its serpentine body along with deceptive speed. Nycars are jealous creatures and usually hunt alone, although a mated pair may stay together until the female lays her eggs. Nycar eggs are black and about the size of an adult human\'s fist; a female will feed and look after hatchlings for up to a year, so long as they remain in her territory. Upon reaching adulthood, a nycar weighs about 12 pounds, and can live up to 90 years.',0),('Octopus',NULL,'Archives Of Nethys 1e',4,'4th-Level Advancement: Attack bite (1d3 plus poison); Ability Scores Str +2, Con +2.',0),('Ogre',NULL,'Archives Of Nethys 1e',4,'Ogre tribes are known as families, and many of their deformities and hideous features arise from the common practice of incest. The leader of a tribe is most often the father of the tribe, although in some cases a particularly violent or domineering ogress claims the title of mother. Ogre tribes bicker among themselves, a trait that thankfully keeps them busy and turned against each other rather than neighboring races. Yet time and again, a particularly violent and feared patriarch rises among the ogres, one capable of gathering multiple families under his command.',0),('Orc',NULL,'Archives Of Nethys 1e',4,'Orcs are defined by their class levels-they do not possess racial Hit Dice. All orcs have the following racial traits.',0),('Otyugh',NULL,'Archives Of Nethys 1e',4,'The most horrifying thing to most races about the notorious otyugh is not the nature of its diet or its choice of lairs, but rather that a creature with an otyugh\'s tastes can be anything other than a mindless scavenger. In fact, otyughs are surprisingly intelligent, and often quite eager to form alliances with those who offer them a steady supply of delicious diversions in the form of offal and waste. Most otyughs understand the fact that other creatures find them unpleasant and hideous, but few really care.',0),('Owlbear',NULL,'Archives Of Nethys 1e',4,'Owlbears generally inhabit desolate areas of the wilderness, making their messy lairs within wild forests or inside dark, shallow caverns. They are equally adept at hunting during the day and at night, depending upon the prey available near their lairs.',0),('Pazuzu',NULL,'Archives Of Nethys 1e',4,'Pazuzu, King of the Wind Demons, is worshiped by harpies and other evil avians, and by a large number of antipaladins who were once honorable but were tempted to chaos and evil-often by Pazuzu himself. His sacred places and temples are cliffside cathedrals, desert ruins, and spires atop mountain peaks.',0),('Pegasus',NULL,'Archives Of Nethys 1e',4,'Pegasi lay eggs-they are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. However, as they are intelligent, good-aligned creatures, selling eggs and young is essentially slavery and is looked down on or outlawed in good societies.',0),('Phantom Fungus',NULL,'Archives Of Nethys 1e',4,'A phantom fungus prefers to ambush lone creatures. When it encounters a larger group, a phantom fungus often stalks prey for hours, waiting for the targets to spread out or make camp so that it may attack a single foe at its leisure. Though phantom fungi are not normally pack hunters, there are reports of groves working together to bring down larger foes. When faced with no other option than to attack multiple foes, a group of phantom fungi focuses its attacks on single targets. They prefer to attack noisier foes if possible-characters wearing heavy armor or those that make heavy use of loud attacks (such as bards or spellcasters) are preferred over quieter creatures.',0),('Phase Spider',NULL,'Archives Of Nethys 1e',4,'On the Ethereal Plane, phase spiders can manipulate the raw smoky ether in a manner similar to how a spider manipulates webs. Vast, complex nests of semisolid ether float idly through the eddies of the Ethereal Plane, each supporting numerous phase spiders. The creatures enjoy each other\'s company, but have no real concept of family-a newborn phase spider is fully capable of fending for itself and is treated no differently by its parents or siblings than any other.',0),('Pony',NULL,'Archives Of Nethys 1e',4,'The statistics presented above are for a typical pony. Tougher ponies with the advanced simple template exist, but are relatively uncommon and, unlike horses, these creatures are not generally called \"heavy ponies.\" Like horses, ponies can be trained for combat with the Handle Animal skill, and such mounts often serve halflings, gnomes, and other small races as steeds in combat.',0),('Purple Worm',NULL,'Archives Of Nethys 1e',4,'A purple worm usually claims a large underground cavern as its den, and while it returns here to rest and digest food, it spends the majority of its time on the prowl, burrowing through the endless dark or slithering along established tunnels in the constant drive to feed its immense hunger. Although not completely mindless, purple worms are rather stupid. They make popular guardians for those who have the magic to control them or a chamber in their lair large enough to hold one captive.',0),('Qallupilluk',NULL,'Archives Of Nethys 1e',4,'Qallupilluks may craft hovels or lodges from stone or coral on the seabed. A few craft semipermanent homes in the submerged recesses of icebergs. They often know fragments of ancient and obscure natural secrets.',0),('Quasit',NULL,'Archives Of Nethys 1e',4,'When a quasit\'s master dies, the quasit can attempt to follow the master\'s soul into the Great Beyond by making a DC 15 Will save. This functions as plane shift, but affects only the quasit and transports it into the Abyss and places its master\'s soul in the quasit\'s possession as a writhing larvae rather than using the evil master\'s soul to create new demonic life. In this manner, a quasit can use its newly captured soul to bargain with more powerful denizens of the lower planes, and perhaps secure a vile transformative \"promotion\" to a more powerful form of life in the process.',0),('Rakshasa',NULL,'Archives Of Nethys 1e',4,'Rakshasas scoff at religion-they understand the power of the divine, but see themselves as the only thing worthy of worship from the mortal races. Rakshasa clerics are thus quite rare. Although rakshasas are outsiders, they are also very much creatures of the Material Plane, and many believe the first rakshasas chose this exile over some other role offered them by a long-forgotten god. Although they usually work alone, it isn\'t unheard of to find extended families of rakshasas working together to ruin a mortal civilization from the inside out over the course of many generations. A rakshasa is 6 feet tall and weighs 180 lbs.',0),('Remorhaz',NULL,'Archives Of Nethys 1e',4,'Although the remorhaz has much in common superficially with lesser vermin, the beast is surprisingly intelligent. While not capable of speech, the typical remorhaz has a good grasp of the Giant tongue, and tribes of giants often use this to their advantage to secure allegiances with the great beasts. Frost giants are particularly obsessed with them, for those giants who brave the cruel and deadly burns a remorhaz can inflict to become \"worm friends\" gain a potent weapon to use against their enemies-an assassin capable of burrowing up through the floor of a glacial keep to strike directly against a frost giant\'s greatest weakness: fire. Other giants use the beasts as living forges, for their backs are hot enough to melt metal.',0),('Rhinoceros',NULL,'Archives Of Nethys 1e',4,'7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (2d6); Ability Scores Str +8, Dex -2, Con +4; Special Qualities powerful charge.',0),('Roc',NULL,'Archives Of Nethys 1e',4,'Rocs are most commonly white but can be a number of different colors, from dark brown or gold to black or blood red. Their massive feathers are highly prized, and their eggs even more so. Due to their scarcity and the high risk involved in harvesting them, a single man-sized roc egg can net 4,000 gp if transported to market undamaged. A roc can be trained as well as any other animal, but its great size makes this a daunting task for most would-be trainers of human size. The same isn\'t true for giants-particularly cloud and storm giants, who often use trained rocs as guardians for their lairs. Rocs are even large enough to serve as mounts for the most prestigious of giants.',0),('Salamander',NULL,'Archives Of Nethys 1e',4,'Salamanders are often conjured to the Material Plane to serve as guardians or, more commonly, to craft weapons, armor, and other metalwork, for their skill in these areas is legendary. Salamanders also infest areas of the Material Plane where the boundaries between this world and the Plane of Fire have worn thin, such as in and near volcanoes.',0),('Satyr',NULL,'Archives Of Nethys 1e',4,'In addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr\'s lust to wrath are likely to find themselves facing down dangerous animals surrounding the faun. Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce. Children born from such encounters are always full-blooded satyrs, and are generally spirited away by their riotous kin soon after birth.',0),('Sea Cat',NULL,'Archives Of Nethys 1e',4,'Sea cats can survive in both fresh and salt water, though most live in the ocean, where they can hunt a varied and consistent supply of food. A sea cat\'s diet typically consists of fish, crustaceans, and aquatic mammals (including seals and otters), but the creature\'s overpowering predatory and territorial instincts often lead it to attack ocean birds, humanoids, and even other aquatic predators like sharks and crocodiles. Coastal fishermen in areas where sea cats are known to dwell watch vigilantly for the predators, because the beasts have learned that netted or hooked prey is easier to kill and steal from the line.',0),('Sea Serpent',NULL,'Archives Of Nethys 1e',4,'Typical sea serpents are 60 feet in length and weigh 4,500 pounds, but their upward size limit is unknown. Certainly, the sea is a vast and mysterious place more than capable of supporting whales and other such leviathans, and tales of sea serpents that exceed lengths of 300 feet or more are not unheard of. You can generate statistics for a sea serpent of such tremendous size by applying the advanced simple template or the giant simple template to the statistics presented here. Alternatively, you can advance this sea serpent to Colossal size, increasing its Hit Dice to 25 and its CR to 18.',0),('Shark',NULL,'Archives Of Nethys 1e',4,'Hammerhead Shark (CR 3): This shark has a distinctive hammer-shaped head. It is an advanced shark.',0),('Shocker Lizard',NULL,'Archives Of Nethys 1e',4,'A shocker lizard relies on its electricity abilities in combat, and a lizard tends to bite only after its shock has rendered an opponent unconscious, or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade\'s discharges and attempt to administer lethal shocks to their foe.',0),('Snallygaster',NULL,'Archives Of Nethys 1e',4,'The snallygaster is an ambush predator, attacking its prey from above. Once it spots a potential victim, it dives toward its unsuspecting foe, using the fall to build up momentum. Once its foe lies dead or unconscious, the snallygaster uses its tonguelike tentacles to slurp up the victim\'s blood. The only thing a snallygaster craves more than blood is alcohol, and it spends much of each autumn scouring its territory for fermenting fruit, on which it gorges itself until thoroughly inebriated. Intoxicated snallygasters are extremely aggressive.',0),('Sprite',NULL,'Archives Of Nethys 1e',4,'Sprites are more primitive in many ways than most fey. They enjoy each other\'s company, but tend to be distrustful of other fey and assume any humanoids and any other creatures that they haven\'t expressly chosen to protect mean to do them ill. Even animals are generally regarded as dangerous. Much of this is due to sprites\' diminutive size, which makes them popular targets for predators. As a result, a sprite\'s initial reaction to danger is typically to flee-it uses its spell-like abilities to delay or distract pursuers, and relies on its speed in flight and its size to allow it to escape in the end.',0),('Squid',NULL,'Archives Of Nethys 1e',4,'4th-Level Advancement: Ability Scores Str +2, Con +2.',0),('Stirge',NULL,'Archives Of Nethys 1e',4,'Stirges are usually 1 foot long, with a wingspan of twice that, and weigh just under a pound. Their coloration is rust-red or reddish-brown with a dirty yellow underbelly, though stirges that have not fed in some time are often pale pink, their color deepening as they gorge.',0),('Tanuki',NULL,'Archives Of Nethys 1e',4,'Tanuki mischief becomes spiteful to those who defile nature. Hunters who kill for sport or those who log trees from the forest without seeding new ones find their weapons and tools transformed into bowls and teacups. Tanukis also put more effort into their pranks when the target is a braggart, a bully, or someone of poor moral character. They like to prank brooding types as well, always hoping to bring a smile to the hard faces of such dour folk. Because of their trickster nature, tanukis get along with many fey creatures. Some tanukis even deal well with spirits, often helping them pass from this world.',0),('Tatzlwyrm',NULL,'Archives Of Nethys 1e',4,'Like true dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage.',0),('Tengu',NULL,'Archives Of Nethys 1e',4,'Tengus are defined by their class levels-they do not possess racial Hit Dice. All tengus have the following racial traits.',0),('Tiger',NULL,'Archives Of Nethys 1e',4,'While the tiger itself is a fearsome predator, its strength and ferocity pales in comparison to that of the larger dire tiger. Known to many scholars as the smilodon and to tribal societies as the saber-toothed tiger, the dire tiger is invariably one of the region\'s top predators. Its defining feature is a pair of huge incisors that hang down like fearsome knives from the upper jaw, protruding menacingly even when the creature\'s mouth is shut.',0),('Troglodyte',NULL,'Archives Of Nethys 1e',4,'Religion is strong among troglodyte tribes, and their shamans and priests are universally the highest regarded members of a clan. A troglodyte chieftain is not always a cleric or druid, but those who do not have divine power are usually mere mouthpieces and puppet lords that answer to the beck and call of the local seer or shaman. Troglodytes generally worship one of the countless demon lords, particularly those of a reptilian or primeval shape and form or those whose Abyssal domains most closely resemble the tangled caverns troglodytes prefer. Troglodyte druids are usually neutral evil if they dwell with their own kind (and are universally feared and respected for the eerie command they have over beasts).',0),('Troll',NULL,'Archives Of Nethys 1e',4,'Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. While these are usually nonlethal, trolls are aware of each others\' weaknesses and will use such knowledge to kill their own kind if food is scarce.',0),('Tzitzimitl',NULL,'Archives Of Nethys 1e',4,'Tzitzimitls as a whole offer neither affirmation nor denial for these claims, and in fact seem to glory in such legends. Certainly, the arrival of a tzitzimitl upon a world heralds the advent of a time of great trouble, although whether or not the tzitzimitl actually presages such dark times or is the cause of them is a matter of debate. On some planets, tzitzimitls have already arrived, yet they lie dormant in ancient tombs, imprisoned ages ago by heroes who are long forgotten today.',0),('Unicorn',NULL,'Archives Of Nethys 1e',4,'A unicorn\'s horn is the focus for its powers, and in order to use its spell-like abilities on other creatures the unicorn must touch them with it. Evil creatures greatly value unicorn horns as reagents for healing potions and other dark rites, and a single powdered unicorn horn counts as 1,600 gp when used as a component for crafting healing magic.',0),('Vampire',NULL,'Archives Of Nethys 1e',4,'CR: Same as the base creature + 2.',0),('Voonith',NULL,'Archives Of Nethys 1e',4,'While not evil, vooniths have a decidedly dark sense of humor, and take great pleasure in concocting violent poems or grisly jokes. Punch lines in which non-voonith creatures-particularly humans, cats, and gnomes-meet gory and ironic fates are the most entertaining to vooniths. Some tales speak of canny travelers who, with the ability to speak Aklo, manage to strike up unlikely conversations with lurking vooniths. In truth, vooniths are quite social, and when one breeches the awkwardness arising from interspecies conflict, a friendship with a voonith can be an unexpected reward. Vooniths who befriend travelers often escort them, quietly and unseen, through dangerous bogs, and when such travelers fall prey to other dangers of the swamp, a friendly voonith will provide what aid it can.',0),('Walrus',NULL,'Archives Of Nethys 1e',4,'Owing to their fearsome tusks, prodigious strength, and willingness to fight as a herd, only the most aggressive or hungry polar predators risk attacking an adult walrus. People hunt walruses for meat and for their tusks, valued for their worth as ivory and as impressive trophies in their own right.',0),('Wayang',NULL,'Archives Of Nethys 1e',4,'+2 Dexterity, +2 Intelligence, -2 Wisdom: Wayangs are nimble and cagey, but their worldview is strange.',0),('Wight',NULL,'Archives Of Nethys 1e',4,'The wight presented here is a typical example of its kind, but sometimes when a wight creates spawn from particularly unusual humanoids, the resulting wights are quite different in power, such as the following three variants.',0),('Wikkawak',NULL,'Archives Of Nethys 1e',4,'Wikkawaks occasionally congregate in larger groups, either to find mates or to better terrorize a large settlement. Wikkawak pairings seldom last longer than a winter, and young wikkawaks are pushed out into the cold to fend for themselves as soon as they\'ve grown their fur. Wikkawaks don\'t enjoy the company of other goblinoids, and are just as likely to kill and eat a tribe of snow goblins as they are to rule their lesser kin.',0),('Wyvaran',NULL,'Archives Of Nethys 1e',4,'Wyvarans are defined by their class levels-they don\'t have racial Hit Dice. All wyvarans have the following racial traits.',0),('Wyvern',NULL,'Archives Of Nethys 1e',4,'Although constantly hungry and prone to mayhem, a wyvern that can be befriended (usually through a delicate combination of flattery, intimidation, food, and treasure) becomes a powerful ally. They often serve giants and monstrous humanoids as guardians, and some lizardfolk and boggard tribes even use them as mounts, although such arrangements are quite costly in terms of food and gold, for few are the wyverns who would willingly serve as steeds for lesser creatures for long.',0),('Xorn',NULL,'Archives Of Nethys 1e',4,'Xorns grow in size as they age. The youngest xorns are approximately 3 feet in size, and can be represented by applying the young simple template to the statistics presented here. The most commonly encountered xorns are about 5 feet tall (and wide), while the largest are 8 feet or more and weigh upward of 9,000 pounds. These elder xorns are giant advanced xorns, but some even greater xorns exist as well, with upward of 15 Hit Dice.',0),('Yamaraj',NULL,'Archives Of Nethys 1e',4,'When called into physical action, all yamarajes can breathe raw decay in the form of clouds of carrion-eating insects, and their venom saps the youth and vitality from living creatures.',0),('Yellow Musk Creeper',NULL,'Archives Of Nethys 1e',4,'Plant Traits (Ex) This zombie\'s animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.',0),('Yeti',NULL,'Archives Of Nethys 1e',4,'The source of such cruel madness can often be traced to a singular source-proximity to strange, eldritch dimensions. The yetis\' mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the yeti are invaders from these dimensions or Material Plane natives influenced by otherworldly realms, but it seems certain that whatever their origins, the yeti are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.',0),('Yuki-Onna',NULL,'Archives Of Nethys 1e',4,'When a yuki-onna is destroyed, her body melts as though ice, leaving only a small pool of water in its stead. A yuki-onna is 5-1/2 feet tall.',0),('Zuvembie',NULL,'Archives Of Nethys 1e',4,'Zuvembies stand between 5 and 6 feet tall and rarely weigh over 100 pounds.',0),('Akhlut',NULL,'Archives Of Nethys 1e',5,'An akhlut is 22 feet long and weighs 8,000 pounds.',0),('Almiraj',NULL,'Archives Of Nethys 1e',5,'It\'s unclear how almirajes reproduce, since females are rare and the creatures are always encountered alone. Records indicate that they live for 40 to 60 years and some communities are able to build respectful, if wary, relationships with them.',0),('Ankheg',NULL,'Archives Of Nethys 1e',5,'Although ankhegs resemble immense vermin, they are in fact much more intelligent than the typical arachnid and, given time and a talented trainer, can even be trained to serve as mounts or beasts of burden. The fact that even \"domesticated\" ankhegs are prone to squirting acid when frightened or startled makes them unsafe at best in most heavily populated regions, but for more savage races like hobgoblins, troglodytes, and particularly orcs, ankhegs make popular guardians or even pets.',0),('Antelope',NULL,'Archives Of Nethys 1e',5,'Of course, not all antelopes are Small. You can generate statistics for larger antelope species, such as elands or kudus, by advancing the antelope presented above by 2 Hit Dice and increasing its size category to Medium. All antelopes of this size are CR 1 creatures.',0),('Axe Beak',NULL,'Archives Of Nethys 1e',5,'Other types of large, predatory flightless birds exist-the axe beak is but the most commonly encountered and well known of this breed of predator. Two less common variants of the axe beak are summarized below.',0),('Balor',NULL,'Archives Of Nethys 1e',5,'A balor stands 14 feet in height and weighs 4,500 pounds. Only the cruelest mortal souls can fuel the creation of a balor-unlike in the cases of most other demons, it often takes multiple souls of powerful villains to trigger the birthing of a new balor.',0),('Bandersnatch',NULL,'Archives Of Nethys 1e',5,'Bandersnatches were once native to the primal world of the fey, where they preyed on the greatest hunters of that ancient realm. As with other legendary creatures from this realm, such as the jabberwock, bandersnatches belong to a group of creatures known collectively as the \"Tane.\" Whether the fey were careless in guarding their portals or released the first bandersnatches into Material Plane deliberately cannot be said with certainty. Rare in the extreme on the Material Plane, bandersnatches lair within forgotten forests where ancient beasts walk the world.',0),('Basilisk',NULL,'Archives Of Nethys 1e',5,'An adult basilisk is 13 feet long, with fully half of that made up by its long tail, and weighs 300 pounds. Some breeds have short, curved horns on their noses or small crests of bony growths topping their heads like crowns. Though normally solitary creatures, coming together only to mate and lay eggs, in particularly dangerous areas small groups may band together for protection and attack intruders en masse.',0),('Behir',NULL,'Archives Of Nethys 1e',5,'It\'s often been speculated that behirs are somehow related to blue dragons, but the exact nature of this link remains unknown. Most dragons deny any such association and look down on the behir for its relative lack of intelligence-a snubbing that infuriates the already short-tempered behir. Thanks to this casual disparagement, many behirs carry deep grudges against dragons, and attack without pause any who cross into their territories.',0),('Bugbear',NULL,'Archives Of Nethys 1e',5,'Goblins, hobgoblins, and bugbears, despite having superficial similarities, each represent a different face of evil. Hobgoblins are ordered and methodical in their evil, forming vast armies, warbands, and despotic nations. Goblins are the primal evil, seeking only cruelty and petty victimization as they can find it, be that among their own kind or against their neighbors. Yet the evil personified by the bugbear may be the most terrifying, for they actively seek to inflict pain and suffering in the most destructive ways possible. When a hobgoblin kills, it\'s because of tradition and order. When a goblin kills, it\'s for fun. But when a bugbear holds its blade, it kills only when it can be assured that the murder will cause maximum pain and suffering to those its weapon does not touch; to a bugbear, the true goal of murder is to strike not at the victim, but at those who held the victim dear.',0),('Bulette',NULL,'Archives Of Nethys 1e',5,'The bulette is a cunning fighter, surprising foes with its impressive agility. One of its favorite tactics is to charge forward and launch itself into the air in order to drop on its prey with all four razor-sharp claws extended. Folklore claims that the flesh behind the beast\'s dorsal crest is particularly tender, and that those willing and able to wait until the fin is raised in the excitement of combat or mating can target it for a killing blow-yet most who have faced the landshark agree that the best way to win a fight with a bulette is to avoid it entirely.',0),('Catfolk',NULL,'Archives Of Nethys 1e',5,'+2 Dexterity, -2 Wisdom, +2 Charisma: Catfolk are agile and amiable, but they are known for their lack of common sense and self-control.',0),('Catrina',NULL,'Archives Of Nethys 1e',5,'Catrinas always appear as festively dressed skeletons-usually in women\'s garb but sometimes in colorful men\'s formal wear, and usually decorated with or carrying flowers. They do not have true genders, but an individual catrina may have a more masculine or feminine voice and personality. They typically stand between 5 and 6 feet tall and weigh about 20 to 30 pounds.',0),('Cave Fisher',NULL,'Archives Of Nethys 1e',5,'A cave fisher is 7 feet long and weighs 400 pounds.',0),('Chaneque',NULL,'Archives Of Nethys 1e',5,'These skulls are created in a special ritual that involves nearly all of the chaneques in the colony. But first, the skulls must steep in a special stew prepared from mashed fairy brains, a rare variety of black mushroom, and a magically potent nectar that chaneques secrete and collect over time.',0),('Chuul',NULL,'Archives Of Nethys 1e',5,'A typical chuul is 8 feet tall and weighs 650 pounds.',0),('Couatl',NULL,'Archives Of Nethys 1e',5,'A couatl sometimes shows its favor to an adventurer or party that has done it a service by gifting the group with 1d4 of its brightly colored feathers. Such a freely given feather, if used as an additional material component, allows a spellcaster to cast planar ally to conjure that specific couatl without expending the typical payment of gold or other valuables-provided the the couatl approves of the service asked for by the spellcaster.',0),('Criosphinx',NULL,'Archives Of Nethys 1e',5,'Criosphinxes detest hieracosphinxes, regarding them as little more than beasts and a disgrace to their noble race. They drive off their falcon-headed cousins with mock-charges and posturing, escalating to full-fledged attacks if ignored. Androsphinxes they view with mixed fear and respect, and gynosphinxes with disdain and lust.',0),('Cthulhu',NULL,'Archives Of Nethys 1e',5,'Cthulhu\'s cult is associated with cataclysms, dreams, and the stars, and his sacred symbol is a complex rune surrounding an open eye. Cthulhu\'s temples are monolithic structures of a stark and cyclopean architectural style, but most of his faithful lack the resources to build such temples and instead make do with what they can, hiding away personal shrines in underground chambers or in shacks or glades in the remote wilderness. Cthulhu\'s clerics have access to the domains of Chaos, Evil, Madness, and Void, and to the subdomains of Dark Tapestry, Insanity, Nightmare, and Stars. His favored weapon is the dagger-often one with a curving blade.',0),('Dagon',NULL,'Archives Of Nethys 1e',5,'Dagon is worshiped primarily by boggards, heretical sahuagin and skum, marsh giants, and desperate or insane coastal dwellers. Most of his worshipers are grotesquely deformed or engage in various abhorrent practices of interbreeding with strange ichthyic or aquatic creatures that dwell nearby. His holy places are often decaying seaside churches, lighthouses, sea caves, or darkly beautiful underwater cathedrals. Often his worshipers also venerate various Great Old Ones, in particular Cthulhu, and it\'s not unusual to find priests of Dagon and Cthulhu working side by side in a community.',0),('Darkmantle',NULL,'Archives Of Nethys 1e',5,'A darkmantle\'s life cycle is swift-young grow to maturity in a matter of months, and most die of old age after only a few years. As a result, generations of darkmantles quickly accrue, and over the years the evolution of these creatures is similarly swift. In this manner, a cavern\'s ecosystem can have a significant effect on a group of darkmantles\' appearance, abilities, and tactics. Aquatic caverns might develop darkmantles that can swim, while those beset with volcanism might generate darkmantles with a resistance to fire. Other darkmantle variants might develop much stonier hides, and instead of swooping down to crush prey might simply drop and pierce them through with their stalactite-like lengths. The deepest, darkest caverns are rumored to host darkmantles of incredible size, capable of smothering multiple human-sized foes at once in their leathery folds.',0),('Derhii',NULL,'Archives Of Nethys 1e',5,'Derhii are carnivorous by nature and hunters by preference, attacking prey from high above with javelins thrown from their powerful arms before descending to finish things off with their blades, but when meat is scarce, they eat fruits and roots or whatever else they can forage.',0),('Dire Corby',NULL,'Archives Of Nethys 1e',5,'A typical dire corby stands 5 feet tall and weighs between 125 and 150 pounds.',0),('Djinni',NULL,'Archives Of Nethys 1e',5,'A small percentage of djinn are noble. Noble djinn, often called viziers, have 10 Hit Dice, Strength 23, and Charisma 17, and can grant three wishes to any being (nongenies only) who captures them. Djinn nobles are CR 8.',0),('Dossenus',NULL,'Archives Of Nethys 1e',5,'Once one of these extremely tenacious creatures lays eyes on potential prey, it does not give up the chase until it or its target is dead, or enters or crosses a body of water. A dossenus cannot swim (it sinks to the bottom) and has an intense fear of deep water.',0),('Dracolisk',NULL,'Archives Of Nethys 1e',5,'Armor Class: Nat. armor improves by +4.',0),('Dragon Turtle',NULL,'Archives Of Nethys 1e',5,'Large fish, such as tuna, sturgeons, and even sharks, rank among dragon turtles\' favorite foods, but being omnivores, they also sometimes feed on large undersea fields of seaweed. They certainly aren\'t above supplementing their diets with the passengers of ships they sink, although such feeding is not borne of any intrinsic evil or cruelty. Dragon turtles possess shells 15 feet in diameter, with their appendages stretching a few feet further, and measure over 25 feet long from the tip of their noses to the ends of their powerful tails.',0),('Dragonne',NULL,'Archives Of Nethys 1e',5,'Despite their deadliness, dragonnes form strong bonds with those they consider members of their pride, sometimes even adopting creatures of other races. A character with the Leadership feat can take a dragonne as a cohort. Such characters must have an effective leadership level of 10th. Most dragonne cohorts gain levels in barbarian, fighter, or ranger.',0),('Dretch',NULL,'Archives Of Nethys 1e',5,'A dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals-yet it only takes a small fragment of a soul to trigger such a hideous birth. A single soul can often trigger the manifestation of a small army of dretches, and the sight of a horde of fresh-birthed dretches pulling free from the heaving protomatter of the Abyss is a nauseating and terrifying one indeed.',0),('Eagle',NULL,'Archives Of Nethys 1e',5,'Eagles generally weigh between 8 and 15 pounds, with a wingspan of up to 7 feet, depending on the species.',0),('Ettercap',NULL,'Archives Of Nethys 1e',5,'Ettercaps are typically 6 feet tall and weigh about 200 pounds. They are solitary creatures and rarely group with others of their kind, even to mate. When they do group, they tend to attract a variety of different spiders, forming a strange collective of ettercaps and arachnids. Ettercaps are known for building cunning traps out of webs and other natural materials, using them to trap prey. They build shelters out of webbing, often high up in the trees away from other ground-based predators, and use monstrous spiders as lookouts and guardians.',0),('fixme-bhuta',NULL,'Archives Of Nethys 1e',5,'Bhutas who have no specific target for retribution still seek to trouble those living in or near their domains, coaxing passersby into accepting them as traveling companions and using their influence over animals as a testament to their benevolence. When invited to join a group, a bhuta can journey outside its normal territory. However, a bhuta\'s hunger for living blood usually drives it to attack its companions before it wanders far.',0),('fixme-kech',NULL,'Archives Of Nethys 1e',5,'Cannibalism is seen as a particularly vile taboo by keches-this prohibition extends to the consumption of ape or monkey flesh, but notably does not extend to the flesh of humanoids.',0),('fixme-zoog',NULL,'Archives Of Nethys 1e',5,'Occasionally a zoog allows a spellcaster of especial depravity, or with interests in the mysteries of realms and creatures beyond the mortal world, to employ it as a familiar. A spellcaster must have the Improved Familiar feat, be chaotic evil, and have an arcane caster level of 5th or higher to gain a zoog familiar.',0),('Ghoul',NULL,'Archives Of Nethys 1e',5,'These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends. Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.',0),('Girallon',NULL,'Archives Of Nethys 1e',5,'In addition to their intellects, these girallons retain a vast appetite for cruelty. Called \"high girallons,\" these creatures are almost always chaotic evil, and have Intelligence scores of 6 or higher. An intelligent girallon generally speaks whatever language the local humans speak. Often, they become leaders of unusually large troops of their less-intelligent kin, inhabit strange ruined cities in the jungle or mountains, and conduct raids on villages for food and treasure. Some primitive tribes worship these girallons as the agents of evil gods or demons, and a few high girallons have been known to work for or even breed with tribal orcs, inspiring legends of four-armed \"white orcs.\"',0),('Gnoll',NULL,'Archives Of Nethys 1e',5,'Gnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one\'s tail entirely.',0),('Goblin',NULL,'Archives Of Nethys 1e',5,'Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won\'t turn down any food-except, perhaps, vegetables.',0),('Griffon',NULL,'Archives Of Nethys 1e',5,'Before it can be ridden in combat, a griffon requires practice bearing the weight of its rider. In order to be trained successfully, a griffon must first be helpful toward its trainer (possibly requiring a Diplomacy, Intimidate, or Handle Animal check). After that, 6 weeks of practice and a successful DC 20 Handle Animal check is sufficient for the beast to be comfortable with its burden, and due to their intelligence, trained griffons can be treated as knowing every trick listed in the Handle Animal skill description, possibly even responding to new, simple requests made in Common.',0),('Harpy',NULL,'Archives Of Nethys 1e',5,'Harpies appear wildly different in different lands. Some seem like an amalgam of vultures and women, while others bear the regal markings of hawks or falcons in their feathers. Rare clutches of harpies in isolated and tropical parts of the world even have colorful feathers akin to parrots.',0),('Hieracosphinx',NULL,'Archives Of Nethys 1e',5,'A light load for a hieracosphinx is up to 350 pounds; a medium load, 351-700 pounds; and a heavy load, 701-1,050 pounds. A typical hieracosphinx is just short of 9 feet long and weighs 600 pounds. Hieracosphinxes detest bearing a rider into battle, thus increasing the DCs of any combat-related Ride checks by +5.',0),('Hobgoblin',NULL,'Archives Of Nethys 1e',5,'It is well known that hobgoblins mistrust and even despise magic, particularly arcane magic. Their shamans are treated with a mix of fear and respect, and are usually forced to live alone on the fringes of the tribe\'s lair. It is all but unheard of to find a hobgoblin practicing arcane magic, or as hobgoblins call it, \"elf magic.\" This is the root of their hatred of magic-the hobgoblins\' hatred of elves.',0),('Homunculus',NULL,'Archives Of Nethys 1e',5,'A homunculus is shaped from a mixture of clay, ash, mandrake root, spring water, and one pint of the creator\'s own blood. These materials cost 50 gp. After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist\'s laboratory, and costing an additional 1,000 gp to supply. If the creator is personally constructing the creature\'s body, the building and ritual can be performed together. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.',0),('Hyena',NULL,'Archives Of Nethys 1e',5,'Starting Statistics: Size Small; Speed 50 ft.; AC +2 natural armor; Attack bite (1d4 plus trip); Ability Scores Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 6; Special Qualities low-light vision, scent.',0);
