('smiler',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('smilodon','Smilodon','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('smilodon','Smilodon','bite','1 * bite (2d8)','OSE','Action','OSR',2),('smilodon','Smilodon','claw','2 * claw (1d8)','OSE','Action','OSR',1),('smilodon','Smilodon','Favoured prey','Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.','OSE','Special','OSR',2),('smilodon','Smilodon','Feat 1','Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 3',' Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 4',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 5',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 6',' Weapon Focus (bite','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Feat 7',' claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Inquisitive','May follow PCs out of curiosity.','OSE','Special','OSR',3),('smilodon','Smilodon','Melee 1','2 claws +18 (2d4+8 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Melee 2',' bite +18 (2d6+8/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('smilodon','Smilodon','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('smilodon','Smilodon','Pursuit','See main entry.','OSE','Special','OSR',4),('smogGiant',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('smogGiant',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('smogWraith',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('smogWraith',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('smogWraith',NULL,'Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('smokeMephit','Smoke Mephit','2 claw','3 (1d3)','d20web','Action','d20',1),('smokeMephit','Smoke Mephit','Ember Storm (Sp)','','d20web','Special (Sp)','d20',1),('smokeMephit','Smoke Mephit','Fast Healing','','d20web','Special (Ex)','d20',1),('smokeMephit','Smoke Mephit','Sooty Breath (Su)','','d20web','Special (Su)','d20',1),('smolderingLeopard',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('smolderingLeopard',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('snallygaster','Snallygaster','Aerial Charge','','d20web','Special (Ex)','d20',1),('snallygaster','Snallygaster','Aerial Charge (Ex)','When a snallygaster charges downward at an angle of 45 degrees or more, its bite attack deals double damage (or triple damage on a critical hit). Bleed damage is not multiplied for this attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('snallygaster','Snallygaster','bite','6 (1d8+3/×3 plus','d20web','Action','d20',1),('snallygaster','Snallygaster','Feat 1','Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('snallygaster','Snallygaster','Feat 2',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('snallygaster','Snallygaster','Magic Resistance','The snallygaster has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('snallygaster','Snallygaster','Melee 1','bite +6 (1d8+3/×3 plus bleed)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('snallygaster','Snallygaster','Melee 2',' 2 claws +6 (1d4+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('snallygaster','Snallygaster','Melee 3',' sucking tentacles +1 (1d4+1 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('snallygaster','Snallygaster','Multiattack','The snallygaster makes one Slimy Tentacles attack and three Talons attacks. If the snallygaster hits one creature with two Talons attacks, the target must succeed on a DC 18 Strength saving throw or take 11 (2d10) piercing damage and be forced prone.','5e SRD','Action','D&D 5e',1),('snallygaster','Snallygaster','Nimble Flier','The snallygaster takes the Dash or Disengage action. It must be flying to use this bonus action.','5e SRD','Bonus Action','D&D 5e',1),('snallygaster','Snallygaster','Parry Spell','If the snallygaster succeeds on a saving throw against a spell of 5th level or lower that targets only the snallygaster, the spell has no effect. If the snallygaster succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.','5e SRD','Reaction','D&D 5e',1),('snallygaster','Snallygaster','Regeneration','The snallygaster regains 15 hp at the start of its turn if it has at least 1 hp.','5e SRD','Special','D&D 5e',1),('snallygaster','Snallygaster','Screech (Recharge 5-6)','The snallygaster emits a loud squawk like a screeching whistle in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 49 (14d6) thunder damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn\'t stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('snallygaster','Snallygaster','Slimy Tentacles','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 18 (4d8) acid damage at the start of each of its turns, and the snallygaster can\'t use its Slimy Tentacles on another target.','5e SRD','Action','D&D 5e',1),('snallygaster','Snallygaster','Sucking Tentacles','','d20web','Special (Ex)','d20',1),('snallygaster','Snallygaster','Sucking Tentacles (Ex)','A snallygaster uses its retractable tentacles to suck blood from its victim\'s bleeding wounds. If a target has a bleed effect and the snallygaster grabs it with tentacles or maintains a grapple against it, the target takes double the normal bleed damage at the beginning of its next turn. When the snallygaster is using its tentacles, it cannot make bite attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('snallygaster','Snallygaster','Talons','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('snappingFlytrap',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('snappingFlytrap',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('snappingTurtle',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('snowCat','Snow Cat','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('snowCat','Snow Cat','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('snowCat','Snow Cat','Keen Senses','The snow cat has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.','5e SRD','Special','D&D 5e',1),('snowCat','Snow Cat','Snow Camouflage','The snow cat has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.','5e SRD','Special','D&D 5e',1),('snowCat','Snow Cat','Stalker','If the snow cat surprises a creature and hits it with a bite attack, the target is grappled (escape DC 12) if it is a Medium or smaller creature.','5e SRD','Special','D&D 5e',1),('snowcloak','Snowcloak','2 claws','5 (1d4+1 plus','d20web','Action','d20',1),('snowcloak','Snowcloak','Keen Scent','','d20web','Special (Ex)','d20',1),('snowcloak','Snowcloak','Wind Rider (Su)\n','','d20web','Special (Su)','d20',1),('soddenSentinel',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sodHound',NULL,'Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('sodHound',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('solar',NULL,'Angel','This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have darkvision, and have a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('solar',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('solarDragon','Solar Dragon','unknown','unknown','d20web','Action','d20',1),('solarGlassGolem',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('solarGlassGolem',NULL,'Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('solarGlassGolem',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('solarIbis',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('somnalu',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('somnalu',NULL,'Dream','Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm\'s freezing temperatures.','fan json','Trait','Pathfinder 2e',1),('somnaluOculus',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('somnaluOculus',NULL,'Dream','Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm\'s freezing temperatures.','fan json','Trait','Pathfinder 2e',1),('sorcerousSkullSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('sorcerousSkullSwarm',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sordesdaemon','Sordesdaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('sordesdaemon','Sordesdaemon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('soulboundDoll','Soulbound Doll','1/day','levitate, one additional ability dependent on alignment','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('soulboundDoll','Soulbound Doll','3/day','light, mage hand, open/close, prestidigitation','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('soulboundDoll','Soulbound Doll','Alignment Variation (Ex)','Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('soulboundDoll','Soulbound Doll','CL','7th; Price 4,300 gp','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('soulboundDoll','Soulbound Doll','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('soulboundDoll','Soulbound Doll','dagger','3 (1d2-2/19-20)','d20web','Action','d20',1),('soulboundDoll','Soulbound Doll','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('soulboundDoll','Soulbound Doll','Feat 2',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('soulboundDoll','Soulbound Doll','Melee 1','dagger +3 (1d2-2/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('soulboundDoll','Soulbound Doll','Requirements','Craft Construct, false life, lesser geas, magic jar, minor creation, soul of a living creature who dies or is slain during the creation process; Skill Craft (sculptures); Cost 2,300 gp.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('soulboundDoll','Soulbound Doll','Soul Focus (Su)','The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll\'s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('soulboundDoll','Soulbound Doll','Soulbound','These constructs are mentally augmented by a fragment of a once-living creature\'s soul.','fan json','Trait','Pathfinder 2e',1),('soulboundDoll','Soulbound Doll','Susceptible to Mind-Affecting Effects','','d20web','Special (Ex)','d20',1),('soulboundDoll','Soulbound Doll','Susceptible to Mind-Affecting Effects (Ex)','The weakened conviction of a soulbound doll\'s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('soulboundRuin',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('soulboundRuin',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('soulEater',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('soulSkelm',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('soulSkelm',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('soulSkelm',NULL,'Skelm','These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.','fan json','Trait','Pathfinder 2e',1),('soulSlime',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('soulSlime',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('soulSwarm',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('soulSwarm',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can’t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space.\n\n An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('soulSwarm',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('soulSwarm',NULL,'Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('soulSwarm',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sparkBat',NULL,'Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('sparkBat',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('spawnOfChernobog',NULL,'Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become infected with the night\'s blood disease (see the Night\'s Blood trait).','5e SRD','Action','D&D 5e',1),('spawnOfChernobog',NULL,'Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('spawnOfChernobog',NULL,'Multiattack','The spawn of Chernobog makes two attacks: one with its bite and one with its claws.','5e SRD','Action','D&D 5e',1),('spawnOfChernobog',NULL,'Night\'s Blood','If a bite wound from the spawn of Chernobog results in an infection, the black oil that drips from the spawn\'s jaws seeps into the wound and vanishes. After each long rest, the creature must make a DC 14 Constitution saving throw. On two successes, the disease is cured. On a failure, the disease progresses, forcing the creature to undergo a series of changes, in the following order.','5e SRD','Special','D&D 5e',1),('spawnOfChernobog',NULL,'Sunlight Sensitivity','While in sunlight, the spawn of Chernobog has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('spawnOfKothogaz',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('spearFrog',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('speartooth',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('specter',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('specter',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('spectralDevil',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('spectralDevil',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('spectralDevil',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('spectralDevil',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('spectre','Spectre','Create Spawn (Su)','Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('spectre','Spectre','Energy drain','A successfully hit target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character\'s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a spectre next night, under the control of the spectre that killed them.','OSE','Special','OSR',3),('spectre','Spectre','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('spectre','Spectre','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('spectre','Spectre','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('spectre','Spectre','Feat 4',' Weapon Focus (touch)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('spectre','Spectre','Melee 1','incorporeal touch +10 (1d8 plus energy drain)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('spectre','Spectre','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',2),('spectre','Spectre','Resurrection Vulnerability (Su)','A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('spectre','Spectre','Sunlight Powerlessness (Ex)','Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('spectre','Spectre','touch','1 * touch (1d8 + energy drain)','OSE','Action','OSR',1),('spectre','Spectre','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',1),('spectre','Spectre','Unnatural Aura (Su)','Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('spectre','Spectre','z','You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',1),('spectre','Spectre','zz','Create Spawn Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -4 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d4 points of maximum HP on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.','aquilae','Special','OSR',2),('spectre','Spectre','zzz','Energy Drain You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d6 necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this damage.','aquilae','Special','OSR',3),('spectre','Spectre','zzzz','Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.','aquilae','Special','OSR',4),('spectre','Spectre','zzzzz','Resurrection Vulnerability A raise dead or similar spell cast on a spectre destroys it (Death save negates). Using the spell in this way does not require a material component.','aquilae','Special','OSR',5),('spectre','Spectre','zzzzzz','Sunlight Powerlessness Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.','aquilae','Special','OSR',6),('spellhound','Spellhound','Arcane Sense','The spellhound can pinpoint, by scent, the location of spellcasters within 60 feet of it.','5e SRD','Special','D&D 5e',1),('spellhound','Spellhound','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('spellhound','Spellhound','Channel Breaker','The spellhound has advantage on attack rolls against a creature, if the creature is concentrating on a spell.','5e SRD','Special','D&D 5e',1),('spellhound','Spellhound','Keen Hearing and Smell','The spellhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('spellhound','Spellhound','Magic Resistance','The spellhound has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('spellhound','Spellhound','Multiattack','The spellhound makes two bite attacks.','5e SRD','Action','D&D 5e',1),('spellhound','Spellhound','Nullifying Howl (1/Day)','The spellhound lets out a high-pitched, multiphonic howl to disrupt magical effects within 60 feet of it. Any spell of 3rd level or lower within the area ends. For each spell of 4th-level or higher in the area, the spellhound makes an ability check, adding its Constitution modifier to the roll. The DC equals 10 + the spell\'s level. On a success, the spell ends. In addition, each spellcaster within 30 feet of the spellhound that can hear the howl must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('spellParrot','Spell Parrot','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('spellParrot','Spell Parrot','Spell Mimicry','Whenever the spell parrot hears a cantrip or a 1st through 5th 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 1st level spell, the casting succeeds if the result is a 3-6. If the spell is 2nd level or higher, the casting succeeds on the result of a 5 or 6. Once the spell parrot mimics a spell, it forgets the spell. 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.','5e SRD','Special','D&D 5e',1),('spellscarFext',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('spellskein',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('spermWhale','Sperm Whale','ram','1 * bite (3d20) or 1 * ram (6d6 hull damage)','OSE','Action','OSR',1),('spermWhale','Sperm Whale','Ram ships','10% likely to attack vessels','OSE','Special','OSR',2),('spermWhale','Sperm Whale','Swallow whole','An attack roll of 4 or more than the target number required indicates a human-sized (or smaller) victim is swallowed. Inside the whale\'s belly: suffer 3d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',1),('sphinx',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('spiderSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('spiderSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('spinosaurus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('spinosaurus',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('spinosaurus','Spinosaurus','|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',1),('spinyEurypterid',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('spinyEurypterid',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('spiralCenturion',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('spiralCenturion',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('spiritboundAluum',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('spiritboundAluum',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('spiritboundAluum',NULL,'Soulbound','These constructs are mentally augmented by a fragment of a once-living creature\'s soul.','fan json','Trait','Pathfinder 2e',1),('spiritNaga','Spirit Naga','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('spiritNaga','Spirit Naga','bite','10 (2d6+6 plus','d20web','Action','d20',1),('spiritNaga','Spirit Naga','Poison','','d20web','Special (Ex)','d20',1),('spiritOfStisshak',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('spiritOfStisshak',NULL,'Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('spiritTurtle',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('spittingCobra','Spitting Cobra','bite','1 * spit (blindness) or 1 * bite (1d3 + poison)','OSE','Action','OSR',1),('spittingCobra','Spitting Cobra','Blinding spit','Range: 6\'. A hit causes permanent blindness (save vs poison).','OSE','Special','OSR',1),('spittingCobra','Spitting Cobra','Poison','Causes death in 1d10 turns (save versus poison).','OSE','Special','OSR',2),('sportleboreSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('sportleboreSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('spriggan','Spriggan','1/day','shatter','5e SRD','Special','D&D 5e',1),('spriggan','Spriggan','At will','druidcraft','5e SRD','Special','D&D 5e',1),('spriggan','Spriggan','Enlarge (1/day)','The spriggan\'s size triples in all dimensions, and its weight is multiplied by 10. This growth increases its size from Small to Large. The spriggan remains changed for one hour, or until it takes a bonus action to end the effect. The spriggan has advantage on Strength checks and Strength saving throws, and the spriggan\'s weapons grow to match its new size. While these weapons are enlarged, the spriggan\'s attacks deal an additional die of damage on a hit.','5e SRD','Action','D&D 5e',1),('spriggan','Spriggan','Innate Spellcasting','The spriggan\'s innate spellcasting ability is Constitution (spell save DC 11). The spriggan can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('spriggan','Spriggan','Magic Resistance','The spriggan has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('spriggan','Spriggan','Multiattack','The spriggan makes two Shortsword attacks.','5e SRD','Action','D&D 5e',1),('spriggan','Spriggan','mwk morningstar','5 (1d6-1)','d20web','Action','d20',1),('spriggan','Spriggan','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('spriggan','Spriggan','Size Alteration (Su)','','d20web','Special (Su)','d20',1),('spriggan','Spriggan','Spriggan Magic','','d20web','Special (Ex)','d20',1),('spriggan','Spriggan','Spriggan Skills','','d20web','Special (Ex)','d20',1),('sprigganBully',NULL,'Gnome','A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.','fan json','Trait','Pathfinder 2e',1),('sprigganBully',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('sprigganBully',NULL,'Spriggan','Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants.','fan json','Trait','Pathfinder 2e',1),('sprigganWarlord',NULL,'Gnome','A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.','fan json','Trait','Pathfinder 2e',1),('sprigganWarlord',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('sprigganWarlord',NULL,'Spriggan','Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants.','fan json','Trait','Pathfinder 2e',1),('spring-HeeledJack',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('sprite','Sprite','1/day','color spray (DC 11)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('sprite','Sprite','At will','dancing lights, daze (DC 10)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('sprite','Sprite','Constant','detect evil, detect good','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('sprite','Sprite','Curse','Five sprites can collectively curse a target (no attack roll; save versus spells). The effect is determined by the referee, but will always be used to comical effect (e.g. target trips, target\'s nose grows).','OSE','Special','OSR',1),('sprite','Sprite','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('sprite','Sprite','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('sprite','Sprite','Heart Sight','The sprite touches a creature and magically knows the creature\'s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature\'s alignment. Celestials, fiends, and undead automatically fail the saving throw.','5e SRD','Action','D&D 5e',1),('sprite','Sprite','Immortal','','d20web','Special (Ex)','d20',1),('sprite','Sprite','Invisibility','The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.','5e SRD','Action','D&D 5e',1),('sprite','Sprite','Longsword','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.','5e SRD','Action','D&D 5e',1),('sprite','Sprite','Luminous (Su)','A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('sprite','Sprite','Melee 1','short sword +0 (1d2-4/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('sprite','Sprite','Poison Use','','d20web','Special (Ex)','d20',1),('sprite','Sprite','Pranksters','Even if attacked, sprites have no interest in killing, merely in making practical jokes.','OSE','Special','OSR',2),('sprite','Sprite','Ranged 1','short bow +7 (1d2-4/x3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('sprite','Sprite','short sword','5 (1d4-1/19-20)','d20web','Action','d20',1),('sprite','Sprite','Shortbow','Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.','5e SRD','Action','D&D 5e',1),('sprite','Sprite','Speak with Animals (Su)','','d20web','Special (Su)','d20',1),('sprite','Sprite','spell','1 * spell (curse)','OSE','Action','OSR',1),('sprite','Sprite','Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('sprite','Sprite','z','A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.','aquilae','Special','OSR',1),('squid','Squid','bite','4 (1d3+2)','d20web','Action','d20',1),('squid','Squid','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('squid','Squid','Feat 2',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('squid','Squid','Feat 3',' MultiattackB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('squid','Squid','Ink Cloud','','d20web','Special (Ex)','d20',1),('squid','Squid','Ink Cloud (Ex)','A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('squid','Squid','Jet','','d20web','Special (Ex)','d20',1),('squid','Squid','Jet (Ex)','A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('squid','Squid','Melee 1','bite +4 (1d3+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('squid','Squid','Melee 2',' tentacles +2 (1d4+1 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('squid','Squid','tentacles','2 (1d4+1 plus','d20web','Action','d20',1),('squid','Squid','|Ink Cloud|Jet','A squid can emit a 5 foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.','aquilae','Special','OSR',1),('squid','Squid','|Ink Cloud|Jet','A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.','aquilae','Special','OSR',2),('squirmingSwill',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('squirrelSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('squirrelSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('ssadar','Ssadar','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) fire damage.','5e SRD','Action','D&D 5e',1),('ssadar','Ssadar','Kinship with Fire','When the ssadar is subjected to fire damage, it takes no damage and instead has advantage on melee attack rolls until the end of its next turn.','5e SRD','Special','D&D 5e',1),('ssadar','Ssadar','Longsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.','5e SRD','Action','D&D 5e',1),('ssadar','Ssadar','Multiattack','The ssadar makes two attacks: one with its bite and one with its longsword. Alternatively, it can use Spit Fire twice.','5e SRD','Action','D&D 5e',1),('ssadar','Ssadar','Spit Fire','Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2 (1d4) fire damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('ssumzili',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('stagLordBandit',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('stagLordBandit',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('stankHog','Stank Hog','Bite','Melee Weapon Attack: +5 to hit. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('stankHog','Stank Hog','Cut and Run','Melee Weapon Attack: +5 to hit. Hit: 12 (2d8 + 3) slashing damage. The stank hog charges its opponent, often emerging from the cover of thick underbrush, and attempts to gore with its tusks and keep running to the safety of more underbrush, if present, or simply to put space between itself and the opponent. Any opponent gored in such a manner must make a DC 12 Dexterity saving throw or be knocked prone. The hog may or may not release its mephitic gas attack during this charge.','5e SRD','Action','D&D 5e',1),('stankHog','Stank Hog','Mephitic Gas (recharge 3-6)','While making an attack, the stank hog lets forth a vile gust of air accumulated in its specialized anal gland. Roll 1d20. On a result of less than 10, the anal gland deflates and adheres to itself, rendering the mephitic gas for that stank hog unusable until it completes a long or short rest. A result of 10 or higher creates a 10-foot-diameter gas cloud; 15 or higher creates a 20-foot-diameter gas cloud; and a roll of 20 creates a 30-foot-diameter gas cloud. The effect is immediate and profound, affecting all creatures within the cloud. Any creature that starts its turn within the gaseous cloud or enters the cloud on its turn must make a successful Constitution saving throw, the save DC equaling the stank hog\'s roll, or become incapacitated. While incapacitated from the mephitic gas, the creature lies upon the ground with eyes stinging and vomit flowing. An incapacitated creature may make another saving throw at the start of its turn, ending the effect upon itself on a success. The mephitic gas lasts for 1d4 + 1 rounds, lingering in the same area unless a strong wind disperses it. The stank hog is immune to its own and other stank hogs\' mephitic gas.','5e SRD','Action','D&D 5e',1),('stankHog','Stank Hog','Stank\'s Revenge','Any piercing attack from the flank or rear has a 10% chance of popping the inflated anal gland of the stank hog, releasing the noxious flatulence and causing the full effect as described under the mephitic gas action. Additionally, any piercing or slashing critical hit from the flank or rear has a 50% chance of popping the inflated anal gland and triggering the mephitic gas action, the mighty blow cutting deep into the stank hog\'s thick hide and puncturing the gas-filled gland. If stank\'s revenge is activated, the hog can no longer use the mephitic gas attack until it is able to heal for one week.','5e SRD','Special','D&D 5e',1),('starArchon',NULL,'Archon','Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('starArchon',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('starDrake',NULL,'1/day each','gate, planar binding','5e SRD','Special','D&D 5e',1),('starDrake',NULL,'2 claws','24 (1d8+7)','d20web','Action','d20',1),('starDrake',NULL,'3/day','plane shift','5e SRD','Special','D&D 5e',1),('starDrake',NULL,'At will','faerie fire, moonbeam','5e SRD','Special','D&D 5e',1),('starDrake',NULL,'Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('starDrake',NULL,'bite','24 (2d6+7)','d20web','Action','d20',1),('starDrake',NULL,'Bite Attack','The drake makes one bite attack.','5e SRD','Action','D&D 5e',1),('starDrake',NULL,'Breath Weapon (Recharge 5-6)','The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw.','5e SRD','Action','D&D 5e',1),('starDrake',NULL,'Claw','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('starDrake',NULL,'Innate Spellcasting','The drake\'s innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('starDrake',NULL,'Legendary Resistance (2/day)','If the star drake fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('starDrake',NULL,'Magic Resistance','The drake has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('starDrake',NULL,'Magic Weapons','The drake\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('starDrake',NULL,'Multiattack','The drake makes one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('starDrake',NULL,'Nimbus of Stars','The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character\'s turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character\'s eyes are averted.','5e SRD','Action','D&D 5e',1),('starDrake',NULL,'Nova (Costs 2 Actions)','The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova.','5e SRD','Action','D&D 5e',1),('starDrake',NULL,'Pale Sparks','The drake casts faerie fire or moonbeam.','5e SRD','Action','D&D 5e',1),('starDrake',NULL,'Searing Star (1/Day)','Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.','5e SRD','Action','D&D 5e',1),('starvedStaff',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('steamMephit','Steam Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('steamMephit','Steam Mephit','Boiling Rain (Su)','','d20web','Special (Su)','d20',1),('steamMephit','Steam Mephit','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('steamMephit','Steam Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('steamMephit','Steam Mephit','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('steamMephit','Steam Mephit','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('stegocentipede','Stegocentipede','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('stegocentipede','Stegocentipede','bite','8 (2d6+4 plus','d20web','Action','d20',1),('stegocentipede','Stegocentipede','Multiattack','The stegocentipede makes one Bite attack and one Sting attack.','5e SRD','Action','D&D 5e',1),('stegocentipede','Stegocentipede','Spines','A creature that makes a melee attack against a stegocentipede while within five feet of the stegocentipede must make a successful DC 12 Dexterity saving throw or take 6 (1d8 + 2) slashing damage from spines on the stegocentipede\'s carapace.','5e SRD','Special','D&D 5e',1),('stegocentipede','Stegocentipede','Sting','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned. While poisoned, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the start of its turn, ending the effect on itself with a success.','5e SRD','Action','D&D 5e',1),('stegosaurus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('stegosaurus',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('sthenoHarpist',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('sthenoHarpist',NULL,'Stheno','Stheno are humanoids related to medusas, with snakes for hair.','fan json','Trait','Pathfinder 2e',1),('sthira',NULL,'Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('sthira',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('stingray','Stingray','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('stingray','Stingray','Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('stingray','Stingray','Keen Smell','The medium stingray has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('stingray','Stingray','Sting','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour.','5e SRD','Action','D&D 5e',1),('stingray','Stingray','Water Breathing','The medium stingray can breathe only underwater.','5e SRD','Special','D&D 5e',1),('stinkweedShambler',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('stirge','Stirge','Attach','','d20web','Special (Ex)','d20',1),('stirge','Stirge','Attach (Ex)','When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target\'s flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself-if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('stirge','Stirge','beak','1 * beak (1d3 + blood sucking)','OSE','Action','OSR',1),('stirge','Stirge','Blood Drain','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage, and the dire stirge attaches to its target. While attached, the dire stirge does not attack, but at the start of each of its turns, the target automatically loses 9 (1d10 + 4) hp due to blood loss. The dire stirge can detach from a target by spending 5 feet of its movement. It does this after draining 30 HP of blood from a creature or if the creature dies. A creature, including the target, can spend its action to pull the dire stirge off them.','5e SRD','Action','D&D 5e',1),('stirge','Stirge','Blood Drain','','d20web','Special (Ex)','d20',1),('stirge','Stirge','Blood Drain (Ex)','A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge\'s appetite has been sated, the stirge detaches and seeks a new target.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('stirge','Stirge','Blood sucking','Upon a successful attack, attaches and drains victim\'s blood: 1d3 automatic damage per round.','OSE','Special','OSR',2),('stirge','Stirge','Detach','If stirge or victim dies.','OSE','Special','OSR',3),('stirge','Stirge','Diseased','','d20web','Special (Ex)','d20',1),('stirge','Stirge','Diseased (Ex)','Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge\'s blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (Pathfinder RPG Core Rulebook 557). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('stirge','Stirge','Dive attack','First attack is at +2 to hit.','OSE','Special','OSR',1),('stirge','Stirge','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('stirge','Stirge','Melee 1','touch +7 (attach)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('stirge','Stirge','touch','7 (attach)','d20web','Action','d20',1),('stirge','Stirge','|Attach|Blood Drain|Disease','When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage each round so long as you are attached. Enemies of this creature who succeed in striking it in melee can forego inflicting damage in favor of removing the attached creature from the victim.','aquilae','Special','OSR',1),('stirge','Stirge','|Attach|Blood Drain|Disease','The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid damage.','aquilae','Special','OSR',2),('stirge','Stirge','|Attach|Blood Drain|Disease','Any creature subjected to a stirge\'s blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.','aquilae','Special','OSR',3),('stoneGhost',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('stoneGhost',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('stoneGhost',NULL,'Oread','Oreads are planar scions descended from shaitans.','fan json','Trait','Pathfinder 2e',1),('stoneGiant','Stone Giant','boulder','1 * boulder (3d6)','OSE','Action','OSR',1),('stoneGiant','Stone Giant','Boulder throwing','Up to 300\'.','OSE','Special','OSR',2),('stoneGiant','Stone Giant','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('stoneGiant','Stone Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('stoneGiant','Stone Giant','Greatclub','Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('stoneGiant','Stone Giant','greatclub','16/+11 (2d8+12) or 2 slams +16 (1d8+8)','d20web','Action','d20',1),('stoneGiant','Stone Giant','Guardians','50% chance of 1d4 cave bears.','OSE','Special','OSR',3),('stoneGiant','Stone Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('stoneGiant','Stone Giant','Improved Rock Catching','','d20web','Special (Ex)','d20',1),('stoneGiant','Stone Giant','Multiattack','The giant makes two greatclub attacks.','5e SRD','Action','D&D 5e',1),('stoneGiant','Stone Giant','Rock','Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('stoneGiant','Stone Giant','Rock Catching','If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.','5e SRD','Action','D&D 5e',1),('stoneGiant','Stone Giant','Stone Camouflage','The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('stoneGiant','Stone Giant','Weapons','Stone clubs made from huge stalactites.','OSE','Special','OSR',1),('stoneGiant','Stone Giant','|Rock Catching|Rock Throwing','You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Breath save to catch it as a free action. You must be aware of the attack in order to make a rock catching attempt.','aquilae','Special','OSR',1),('stoneGiant','Stone Giant','|Rock Catching|Rock Throwing','You are an accomplished rock thrower and have a +4 bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size.','aquilae','Special','OSR',2),('stoneGiant','Stone Giant','|Rock Catching|Rock Throwing','A \"rock\" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage.','aquilae','Special','OSR',3),('stoneGolem','Stone Golem','2 slams','22 (2d10+9)','d20web','Action','d20',1),('stoneGolem','Stone Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('stoneGolem','Stone Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('stoneGolem','Stone Golem','Immunity to Magic','','d20web','Special (Ex)','d20',1),('stoneGolem','Stone Golem','Immutable Form','The golem is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('stoneGolem','Stone Golem','Magic Resistance','The golem has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('stoneGolem','Stone Golem','Magic Weapons','The golem\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('stoneGolem','Stone Golem','Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('stoneGolem','Stone Golem','Multiattack','The golem makes two slam attacks.','5e SRD','Action','D&D 5e',1),('stoneGolem','Stone Golem','Slam','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('stoneGolem','Stone Golem','Slow (Recharge 5-6)','The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can\'t use reactions, its speed is halved, and it can\'t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('stoneGolem','Stone Golem','Slow (Su)','','d20web','Special (Su)','d20',1),('stoneGolem','Stone Golem','|Slow','A stone golem can use a slow effect, as the spell, once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a Spell save to negate.','aquilae','Special','OSR',1),('stonehorn','Stonehorn','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) piercing damage.','5e SRD','Action','D&D 5e',1),('stonehorn','Stonehorn','Claws','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) slashing damage.','5e SRD','Action','D&D 5e',1),('stonehorn','Stonehorn','False appearance','While it remains motionless, the stonehorn is indistinguishable from an inanimate statue.','5e SRD','Special','D&D 5e',1),('stonehorn','Stonehorn','Leaping Strike','If the stonehorn is more than 20 feet from a victim, it will leap at its victim, attempting to crush it with its bulk. It makes a ram attack, and if successful, the victim must succeed at a Dexterity save (DC 16) or be crushed under the creature, suffering an additional 13 (2d12) bludgeoning damage and be grappled and restrained. While thus restrained, the stonehorn may automatically inflict claw damage on the victim every round. The victim may attempt to escape at the end of each of its turns, with an escape DC of 16.','5e SRD','Action','D&D 5e',1),('stonehorn','Stonehorn','Multiattack','The stonehorn makes three attacks each round, two claws and one bite.','5e SRD','Action','D&D 5e',1),('stonehorn','Stonehorn','Ram','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d12+5) bludgeoning damage, and the victim must succeed at a DC 16 Strength check or be forced prone. Against prone victims, the stonehorn may immediately attempt a claw attack','5e SRD','Action','D&D 5e',1),('stonehorn','Stonehorn','Surprise Attack','If the stonehorn is motionless when first encountered, it gains advantage on initiative unless its opponent succeeds at a Wisdom (perception) check against its passive stealth of 20.','5e SRD','Special','D&D 5e',1),('stoneLion',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('stoneLionCub',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('stoneMauler',NULL,'Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('stoneMauler',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('stoneSister',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('storm-StruckArboreal',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('stormboar','Stormboar','Iron Scent','The boar can pinpoint, by scent, the location of ferrous metal within 60 feet of it.','5e SRD','Special','D&D 5e',1),('stormboar','Stormboar','Lightning Hide','A creature that touches the boar or hits it with a melee attack while within 5 feet of it takes 5 (2d4) lightning damage.','5e SRD','Special','D&D 5e',1),('stormboar','Stormboar','Lightning Run (Recharge 6)','The boar becomes a bolt of living lightning and moves up to its speed without provoking opportunity attacks. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object. Each creature in the boar\'s path must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('stormboar','Stormboar','Relentless (Recharges after a Short or Long Rest)','If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.','5e SRD','Special','D&D 5e',1),('stormboar','Stormboar','Thunder Charge','If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 11 (2d10) thunder damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be forced&nbsp;prone.','5e SRD','Special','D&D 5e',1),('stormboar','Stormboar','Thunder Leap (Recharge 6)','The boar moves up to 20 feet, jumping over obstacles in its way. Difficult terrain doesn\'t cost it extra movement when it leaps. Each creature within 10 feet of the boar when it leaps and each creature within 10 feet of where it lands must make a DC 15 Constitution saving throw. On a failure, a creature takes 16 (3d10) thunder damage and is pushed up to 10 feet away from the boar. On a success, a creature takes half the damage and isn\'t pushed.','5e SRD','Action','D&D 5e',1),('stormboar','Stormboar','Tusk','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 11 (2d10) lightning damage. In addition, nonmagical metal armor worn by the target is partly devoured by the boar and takes a permanent and cumulative ?2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.','5e SRD','Action','D&D 5e',1),('stormDragon','Storm Dragon','1/day','chain lightning, conjure elemental (water), control weather, plane shift, tsunami','5e SRD','Special','D&D 5e',1),('stormDragon','Storm Dragon','2/day','control water, dispel magic, fog cloud, gust of wind','5e SRD','Special','D&D 5e',1),('stormDragon','Storm Dragon','Bite','Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('stormDragon','Storm Dragon','Breath Weapon (Recharge 5-6)','The storm&nbsp;dragon shoots out a powerful burst of water in a 120-ft. line that is 10 feet wide. Each creature in that line must make a successful DC 22 Dexterity saving throw or take 88 (16d10) force damage and be knocked prone, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('stormDragon','Storm Dragon','Claw','Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('stormDragon','Storm Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('stormDragon','Storm Dragon','Innate Spellcasting','The storm dragon\'s innate spellcasting ability is Wisdom (spell save DC 22). The storm dragon can innately cast the following spells, requiring no components.','5e SRD','Special','D&D 5e',1),('stormDragon','Storm Dragon','Legendary Resistance (3/day)','If the storm dragon fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('stormDragon','Storm Dragon','Multiattack','The storm dragon makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('stormDragon','Storm Dragon','Siege Monster','The storm dragon does double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('stormDragon','Storm Dragon','Storm Vision','The storm dragon can see normally through light or heavy obscurement caused by high winds, heavy rain, fog, clouds, or mist.','5e SRD','Special','D&D 5e',1),('stormDragon','Storm Dragon','Tail Attack','Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Legendary Action','D&D 5e',1),('stormDragon','Storm Dragon','Wing Attack (Costs 2 Actions)','The storm dragon beats its wings. Each creature within 10 feet of the storm dragon must succeed on a DC 22 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The storm dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('stormGiant','Storm Giant','1/day','control weather, water breathing','5e SRD','Special','D&D 5e',1),('stormGiant','Storm Giant','Amphibious','The giant can breathe air and water.','5e SRD','Special','D&D 5e',1),('stormGiant','Storm Giant','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('stormGiant','Storm Giant','At will','detect magic, feather fall, levitate, light','5e SRD','Special','D&D 5e',1),('stormGiant','Storm Giant','Castle','High among mountain peaks, atop banks of clouds, or in deep waters.','OSE','Special','OSR',4),('stormGiant','Storm Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('stormGiant','Storm Giant','Greatsword','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.','5e SRD','Action','D&D 5e',1),('stormGiant','Storm Giant','Guardians','2d4 griffons. Underwater: 3d6 giant crabs.','OSE','Special','OSR',5),('stormGiant','Storm Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('stormGiant','Storm Giant','Innate Spellcasting','The giant\'s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('stormGiant','Storm Giant','lightning','1 * lightning bolt','OSE','Action','OSR',2),('stormGiant','Storm Giant','Lightning bolts','In a storm, may throw lightning every 5 rounds: 60\' long, 5\' wide; inflicts damage equal to the giant\'s current hit point total (save versus spells for half damage); will bounce off of hard surfaces in path.','OSE','Special','OSR',2),('stormGiant','Storm Giant','Lightning immunity','Unharmed by lightning. Enjoy basking in storms.','OSE','Special','OSR',3),('stormGiant','Storm Giant','Lightning Strike (Recharge 5-6)','The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('stormGiant','Storm Giant','Militant','','d20web','Special (Ex)','d20',1),('stormGiant','Storm Giant','Multiattack','The giant makes two greatsword attacks.','5e SRD','Action','D&D 5e',1),('stormGiant','Storm Giant','mwk greatsword','27/+22/+17 (4d6+21/17-20) or 2 slams +26 (2d6+14)','d20web','Action','d20',1),('stormGiant','Storm Giant','Rock','Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('stormGiant','Storm Giant','Summon storm','Takes 1 turn.','OSE','Special','OSR',1),('stormGiant','Storm Giant','Water Breathing','','d20web','Special (Ex)','d20',1),('stormGiant','Storm Giant','weapon','1 * weapon (8d6)','OSE','Action','OSR',1),('stormGiant','Storm Giant','|Rock Catching|Water Breathing','You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Breath save to catch it as a free action. You must be aware of the attack in order to make a rock catching attempt.','aquilae','Special','OSR',1),('stormGiant','Storm Giant','|Rock Catching|Water Breathing','Storm giants can breathe water as well as air.','aquilae','Special','OSR',2),('stormHag',NULL,'Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('stormHag',NULL,'Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('stormHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('stormHag',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('stormLord',NULL,'Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('stormLord',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('straugh',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('straugh',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('streetSkelm',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('streetSkelm',NULL,'Skelm','These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.','fan json','Trait','Pathfinder 2e',1),('stridingFire',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('stridingFire',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('strigoiProgenitor',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('strigoiProgenitor',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('strigoiProgenitor',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('strigoiServant',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('strigoiServant',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('strigoiServant',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('strix',NULL,'spear','2 (1d8+1/×3)','d20web','Action','d20',1),('strix',NULL,'z','Strix gain a +2 racial bonus on perception and stealth based checks in dim light or darkness.','aquilae','Special','OSR',1),('strixKinmate',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('strixKinmate',NULL,'Strix','Winged humanoids, most of whom live in and around Cheliax.','fan json','Trait','Pathfinder 2e',1),('stryx',NULL,'3/day','comprehend languages','5e SRD','Special','D&D 5e',1),('stryx',NULL,'False Appearance','Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl.','5e SRD','Special','D&D 5e',1),('stryx',NULL,'Flyby','The stryx doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('stryx',NULL,'Innate Spellcasting','The stryx\'s innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components:','5e SRD','Special','D&D 5e',1),('stryx',NULL,'Keen Hearing and Sight','The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight.','5e SRD','Special','D&D 5e',1),('stryx',NULL,'Talons','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.','5e SRD','Action','D&D 5e',1),('sturzstromer',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('sturzstromer',NULL,'Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('sturzstromer',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('stygira',NULL,'Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('stygira',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('subek','Subek','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('subek','Subek','Blood Frenzy','The subek has advantage on melee attack rolls against any creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('subek','Subek','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('subek','Subek','Flood Fever','During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation.','5e SRD','Special','D&D 5e',1),('subek','Subek','Hold Breath','The subek can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('subek','Subek','Multiattack','The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target.','5e SRD','Action','D&D 5e',1),('subek','Subek','Thrash','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.','5e SRD','Action','D&D 5e',1),('succubus','Succubus','1/day','dominate person (DC 23), summon (level 3, 1 babau 50%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('succubus','Succubus','1/day each','hypnotic pattern, suggestion','5e SRD','Special','D&D 5e',1),('succubus','Succubus','3/day each','hallucinatory terrain','5e SRD','Special','D&D 5e',1),('succubus','Succubus','At Will','tongues (this spell should always be considered as cast unless there is a reason it would not be)','5e SRD','Special','D&D 5e',1),('succubus','Succubus','At will','charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('succubus','Succubus','Claws','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.','5e SRD','Action','D&D 5e',1),('succubus','Succubus','Constant','detect good, tongues','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('succubus','Succubus','Dagger','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.','5e SRD','Action','D&D 5e',1),('succubus','Succubus','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('succubus','Succubus','Energy Drain (Su)','A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus\'s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('succubus','Succubus','Fair Form','The succubus has two forms. The first is its demonic form. The second is the form of a beautiful maiden. The succubus has limited control over this form, being able to choose hair color and alter the appearance cosmetically. However, the form is always attractive and always female. The succubus has its wings in its Fair Form, but may hide them if it chooses. If the succubus is damaged while in its fair form, it must make a concentration test with advantage, resuming its demonic form if it fails. The succubus can maintain the form while asleep if it wishes.','5e SRD','Special','D&D 5e',1),('succubus','Succubus','Feat 1','Agile Maneuvers','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('succubus','Succubus','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('succubus','Succubus','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('succubus','Succubus','Feat 4',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('succubus','Succubus','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('succubus','Succubus','Innate Spellcasting','The succubus\' innate spellcasting ability is Charisma (Spell Save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('succubus','Succubus','Kiss of Doom','In either form, the succubus can use her magical kiss. The target must kiss her willingly. The target must make a Charisma save (DC 14). If the save is failed, the target is immediately rendered unconscious. They remain unconscious until revived with a greater restoration or the succubus releases them. Once the succubus renders someone asleep, she has the option to slowly begin devouring their soul. Each day, the target suffers 5 (1d10) necrotic damage. This damage cannot be healed while the target is unconscious. If this damage reduces the target to 0hp, the target dies.','5e SRD','Special','D&D 5e',1),('succubus','Succubus','Magic Resistance','The succubus has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('succubus','Succubus','Melee 1','2 claws +11 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('succubus','Succubus','Multiattack','While in its demonic form, the succubus can make two claw attacks and one tail attack. While in fair form, it may strike once with its dagger.','5e SRD','Action','D&D 5e',1),('succubus','Succubus','Profane Gift (Su)','Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('succubus','Succubus','Tail','Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4+1) Piercing damage.','5e SRD','Action','D&D 5e',1),('succubus','Succubus','Wings of Insanity','While in its demonic form, the succubus can unfurl its wings, revealing bizarre magical patterns. Any creature viewing the wings must make a Wisdom save (DC 14). Anyone who fails the save is immediately paralyzed. At the end of each of their turns, any paralyzed creature can repeat the save, removing the paralysis if they succeed. Should a creature fail three consecutive saves, the paralysis ends and the creature is immediately feebleminded. The feeblemind condition remains until removed with a greater restoration.','5e SRD','Special','D&D 5e',1),('succubus','Succubus','|Change Shape','You have the ability to assume the appearance of a small or medium humanoid, but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',1),('succubus','Succubus','|Change Shape','Energy Drain You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts 1d4 points of Constitution damage in the victim. If an attack that includes an energy drain scores a critical hit, it instead inflicts 1d6 points of Constitution damage. A draining creature regains 5 hit points Profane Gift Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel magic. The succubus can remove it as well as a free action (causing 2d6 Charisma damage to the victim, no save).','aquilae','Special','OSR',2),('succubus','Succubus','|Change Shape','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('succubus','Succubus','|Change Shape','Tongues You can speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect, as per the spell Tongues, as a constant ability.','aquilae','Special','OSR',4),('sulfurZombie',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('sulfurZombie',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('sulfurZombie',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sulfurZombie',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('suliDuneDancer',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('suliDuneDancer',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('suliDuneDancer',NULL,'Suli','Sulis are planar scions descended from jann.','fan json','Trait','Pathfinder 2e',1),('sulvik',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sumbreiva',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('sumbreiva',NULL,'Negative','Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Planes with this trait are vast, empty reaches that suck the life from the living. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('summerHora',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('summerHora',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('summerHoraQueen',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('summerHoraQueen',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('sunburstCorpse',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sunflowerLeshy',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('sunflowerLeshy',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('sunsetRaptor','Sunset Raptor','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage','5e SRD','Action','D&D 5e',1),('sunsetRaptor','Sunset Raptor','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage','5e SRD','Action','D&D 5e',1),('sunsetRaptor','Sunset Raptor','Hypnotic Plumage','When a creature that can see the sunset raptor\'s tail starts its turn within 100 feet of the raptor, the raptor can force it to make a DC 12 Wisdom saving throw if the raptor isn\'t incapacitated and can see the creature. On a failure, a creature becomes charmed until the start of its next turn. While charmed, the creature is incapacitated as it suffers from surreal hallucinations and must move up to its speed closer to the raptor that charmed it. It doesn\'t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sunset raptor, a target can repeat the saving throw, ending the effect on itself on a success. Other sunset raptors are immune to this effect. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\'t see the sunset raptor until the start of its next turn, when it can avert its eyes again. If the creature looks at the sunset raptor in the meantime, it must immediately make the save.','5e SRD','Special','D&D 5e',1),('sunsetRaptor','Sunset Raptor','Multiattack','The sunset raptor makes two attacks: one with its bite and one with its claw.','5e SRD','Action','D&D 5e',1),('sunsetRaptor','Sunset Raptor','Pack Tactics','The sunset raptor has advantage on attack rolls against a creature if at least one of the raptor\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('suturefly',NULL,'Camouflage','A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks.','5e SRD','Special','D&D 5e',1),('suturefly',NULL,'Detect Blasphemy','The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw.','5e SRD','Special','D&D 5e',1),('svartalfarKiller',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('swampNaga','Swamp Naga','1st level (4 slots)','charm person, fog cloud, silent image, sleep','5e SRD','Special','D&D 5e',1),('swampNaga','Swamp Naga','2nd level (3 slots)','blindness/deafness, hold person, suggestion','5e SRD','Special','D&D 5e',1),('swampNaga','Swamp Naga','3rd level (3 slots)','hypnotic pattern, stinking cloud, water breathing','5e SRD','Special','D&D 5e',1),('swampNaga','Swamp Naga','Bite','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 13 (3d8) poison damage.','5e SRD','Action','D&D 5e',1),('swampNaga','Swamp Naga','blight','4th level (2 slots)','5e SRD','Special','D&D 5e',1),('swampNaga','Swamp Naga','Cantrips (at will)','dancing lights, mage hand, message, poison spray','5e SRD','Special','D&D 5e',1),('swampNaga','Swamp Naga','Cloud of Insects','A cloud of biting and stinging insects surrounds the swamp naga. A creature that starts its turn within 5 feet of the naga must make a DC 14 Constitution saving throw. On a failure, a creature takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn\'t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A wind of moderate or greater speed (at least 10 miles per hour) disperses the insect cloud for 1 minute. As a bonus action, the naga can disperse the cloud for 1 minute.','5e SRD','Special','D&D 5e',1),('swampNaga','Swamp Naga','Constrict','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can\'t constrict another target.','5e SRD','Action','D&D 5e',1),('swampNaga','Swamp Naga','Insect and Serpent Passivism','No insects or serpents can willingly attack the swamp naga. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('swampNaga','Swamp Naga','Rejuvenation','If it dies, the swamp naga returns to life in 1d6 days and regains all its hp. Only a wish spell or removing the naga from its swamp for 1 year can prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('swampNaga','Swamp Naga','Spellcasting','The swamp naga is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It knows the following sorcerer spells:','5e SRD','Special','D&D 5e',1),('swampTroll','Swamp Troll','2 claws','6 (1d6+4)','d20web','Action','d20',1),('swampTroll','Swamp Troll','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('swampTroll','Swamp Troll','bite','6 (2d6+4)','d20web','Action','d20',1),('swampTroll','Swamp Troll','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('swampTroll','Swamp Troll','Keen Smell','The swamp troll has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('swampTroll','Swamp Troll','Multiattack','The swamp troll makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('swampTroll','Swamp Troll','Overwhelming Stench','Creatures that start their turn or move within 5 feet of the swamp troll must succeed on a DC 15 Constitution saving throw or become poisoned. The creature can repeat the saving throw at the start of each of their turns, ending the effect on itself on a success. If the creature stays at least 10 feet away from the swamp troll for an entire round they automatically succeed on saving throws to end the effect. After a successful saving throw, a creature is immune to the swamp troll\'s stench for 24 hours.','5e SRD','Special','D&D 5e',1),('swampTroll','Swamp Troll','Regeneration','The swamp troll regains 10 hit points at the start of its turn. If the swamp troll takes acid or fire damage, this trait doesn\'t function at the start of the swamp troll\'s next turn. The swamp troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('swampTroll','Swamp Troll','Swamp Camouflage','The swamp troll has advantage on Dexterity (Stealth) checks made to hide while in swamps or murky water.','5e SRD','Special','D&D 5e',1),('swordkeeper',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('swordkeeper',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('syarstikPainted-Tiger',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('syarstikPainted-Tiger',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('syarstikPainted-Tiger',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('syarstikPainted-Tiger',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sykever',NULL,'Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('sykever',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('sykever',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('sylph','Sylph','1/day','conjure minor elementals&nbsp;(air)','5e SRD','Special','D&D 5e',1),('sylph','Sylph','1/day','feather fall','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('sylph','Sylph','Air Affinity (Ex)','Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('sylph','Sylph','At will','invisibility','5e SRD','Special','D&D 5e',1),('sylph','Sylph','Beat Wings','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage and target must make a DC 13 Strength saving throw or fall prone.','5e SRD','Action','D&D 5e',1),('sylph','Sylph','dagger -1 (1d4-1/19-20)','dagger -1 (1d4-1/19-20)','d20web','Action','d20',1),('sylph','Sylph','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('sylph','Sylph','Innate Spellcasting','The sylph\'s innate spellcasting ability is Wisdom (spell save DC 13). The sylph can innately cast the following spells, requiring no components.','5e SRD','Special','D&D 5e',1),('sylph','Sylph','Magic Resistance','The sylph has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('sylph','Sylph','Melee 1','dagger -1 (1d4-1/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('sylph','Sylph','Ranged 1','dagger +3 (1d4-1/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('sylphSneak',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('sylphSneak',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('sylphSneak',NULL,'Sylph','Sylphs are planar scions descended from djinn.','fan json','Trait','Pathfinder 2e',1),('syrinx','Syrinx','Speak with Avians','','d20web','Special (Ex)','d20',1),('ta\'apundo',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('ta\'apundo',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('tabaxi','Tabaxi','2 claws','3 (1d4+1 plus','d20web','Action','d20',1),('taer','Taer','2 slams','6 (1d4+3)','d20web','Action','d20',1),('taer','Taer','bite','6 (1d4+3)','d20web','Action','d20',1),('taigaGiant','Taiga Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('taigaGiant','Taiga Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('taigaGiant','Taiga Giant','spear','19/+14/+9 (3d6+15/×3) or 2 slams +19 (1d8+10)','d20web','Action','d20',1),('taigaGiant','Taiga Giant','|Rock Catching|Rock Throwing|Spirit|Summoning','You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Breath save to catch it as a free action. You must be aware of the attack in order to make a rock catching attempt.','aquilae','Special','OSR',1),('taigaGiant','Taiga Giant','|Rock Catching|Rock Throwing|Spirit|Summoning','You are an accomplished rock thrower and have a +4 bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size. A \"rock\" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage.','aquilae','Special','OSR',2),('taigaGiant','Taiga Giant','|Rock Catching|Rock Throwing|Spirit|Summoning','Once per day, a taiga giant may perform a 10-minute ritual to tap into the power and insight of his ancestral spirits. These spirits provide diadavantage on any attacks that go against this creature\'s AC, immunity to enchantment and illusion spells, and one of the following spell effects: bless, endure elements, protection from evil, protection from good, or see invisibility. The effects of a spirit summoning persist for 24 hours.','aquilae','Special','OSR',3),('taigaLinnorm',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('taigaYai',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('taigaYai',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('taigaYai',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('taigaYai',NULL,'Oni','Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes.','fan json','Trait','Pathfinder 2e',1),('takuluOt',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('takuluOt',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('talamira',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('talamira',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('talamira',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('talamira',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('taljjae',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('tallowGuardian',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('tallowGuardian',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('tallowOoze',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('tallowOoze',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('talonPeakRoc',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence ability modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('tangagumak',NULL,'Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('tangagumak',NULL,'Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('tangagumak',NULL,'Keen Smell','Tangagumak have advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('tangagumak',NULL,'Multiattack','The tangagumak makes one Bite and one Claw attack, or one Bite and one Spear attack.','5e SRD','Action','D&D 5e',1),('tangagumak',NULL,'Natural Swimmer','Tangagumak have advantage on Strength (Athletics) checks related to swimming.','5e SRD','Special','D&D 5e',1),('tangagumak',NULL,'Spear','Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('tanglebones',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tangtal','Tangtal','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('tangtal','Tangtal','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('tangtal','Tangtal','Duplicate (1/day)','A tangtal can create up to 8 illusory duplicates of itself. These duplicates behave exactly like those created by a mirror image spell.','5e SRD','Action','D&D 5e',1),('tangtal','Tangtal','Keen Smell','The tangtal has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('tangtal','Tangtal','Multiattack','The tangtal makes three melee attacks, one bite and two with its claws.','5e SRD','Action','D&D 5e',1),('tangtal','Tangtal','Pounce','If the tangtal moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone. If the target is prone, the tangtal can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('tanuki','Tanuki','1/day','create food and water, shrink item, veil (self only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tanuki','Tanuki','3/day','magic stone, major creation (up to 1 cubic foot)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tanuki','Tanuki','At will','purify food and drink','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tanuki','Tanuki','Constant','detect poison','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tanuki','Tanuki','create food and water','Innate, at will','5e SRD','Special','D&D 5e',1),('tanuki','Tanuki','creation','Innate, at will','5e SRD','Special','D&D 5e',1),('tanuki','Tanuki','Drunken Master','Once per turn the tanuki can use its unpredictable nature to either make an opportunity attack against a creature that makes an attack against it or cause the an attack made against the tanuki to have disadvantage.','5e SRD','Reaction','D&D 5e',1),('tanuki','Tanuki','Feat 1','Two-Weapon Defense','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tanuki','Tanuki','Feat 2',' Two-Weapon Fighting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tanuki','Tanuki','Feat 3',' Weapon Focus (quarterstaff)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tanuki','Tanuki','Innate Spellcasting','The tanuki\'s spell casting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('tanuki','Tanuki','Melee 1','mwk quarterstaff +7 (1d6+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tanuki','Tanuki','Melee 2',' mwk quarterstaff +7 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tanuki','Tanuki','Melee 3',' slam +2 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tanuki','Tanuki','Multiattack','The tanuki makes five quarterstaff attacks.','5e SRD','Action','D&D 5e',1),('tanuki','Tanuki','mwk','mwk','d20web','Action','d20',1),('tanuki','Tanuki','purify food and drink','Innate, at will','5e SRD','Special','D&D 5e',1),('tanuki','Tanuki','Quarterstaff (Tanuki Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('tanuki','Tanuki','Ranged 1','sling +8 (1d4+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tanuki','Tanuki','Sake Affinity (3/Day)','A tanuki can take a swig of sake from the gourd it always carries at its side. When it does so, it gains the effect of one of the following spells: divine favor, false life, haste. During the time the spell lasts, the tanuki is immune to fear. The tanuki could also use a swig of sake in order to spit it out in a flaming burst as if it were casting burning hands.','5e SRD','Action','D&D 5e',1),('tanuki','Tanuki','Sake Affinity (Su)','As a swift action, a tanuki can take a swig of sake from the gourd it always carries at its side. When it does so, it gains the effect of one of the following spells at caster level 7th: divine favor, false life, haste, or rage. Unusual tanukis might have additional spell effect choices at the GM\'s discretion. Each time a tanuki takes a swig of sake, it becomes progressively drunker and takes a -1 penalty to its AC and on Reflex saves for 1 minute. These penalties stack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tanuki','Tanuki','Shapechanger','The tanuki can turn into a raccoon, retaining its stats and abilities. If it is in its raccoon form it can instead turn back into its tanuki form.','5e SRD','Action','D&D 5e',1),('tanuki','Tanuki','|Change Shape|Sake Affinity','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',1),('tanuki','Tanuki','|Change Shape|Sake Affinity','Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',2),('tanuki','Tanuki','|Change Shape|Sake Affinity','As a swift action, a tanuki can take a swig of sake from the gourd it always carries at its side. When it does so, it gains the effect of one of the following spells at caster level 7th: divine favor, false life, haste, or rage. Unusual tanukis might have additional spell effect choices at the GM\'s discretion. Each time a tanuki takes a swig of sake, it becomes progressively drunker and takes a -1 penalty to its AC and on Reflex saves for 1 minute. These penalties stack.','aquilae','Special','OSR',3),('taon',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tarantella','Tarantella','bite ','1 * bite (1d8 + poison)','OSE','Action','OSR',1),('tarantella','Tarantella','Dancing','Those affected suffer a -4 penalty to attack rolls and AC. After 5 turns of dancing, they become exhausted: fall to the ground, helpless.','OSE','Special','OSR',3),('tarantella','Tarantella','Onlookers','Viewers of one affected by the poison must save versus spells or begin dancing in the same fashion, for as long as the poisoned victim.','OSE','Special','OSR',2),('tarantella','Tarantella','Poison','Save vs poison or dance for 2d6 turns (suffering from painful, jerking spasms that resemble a macabre dance).','OSE','Special','OSR',1),('tarnLinnorm',NULL,'Acid','Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.','fan json','Trait','Pathfinder 2e',1),('tarnLinnorm',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('tarnLinnorm',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('tarOoze',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('tarOoze',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('tarrasque','Tarrasque','Attack','The tarrasque makes one claw attack or tail attack.','5e SRD','Legendary Action','D&D 5e',1),('tarrasque','Tarrasque','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('tarrasque','Tarrasque','Bite','Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can\'t bite another target.','5e SRD','Action','D&D 5e',1),('tarrasque','Tarrasque','bite','37 (4d8+15/15-20/×3 plus','d20web','Action','d20',1),('tarrasque','Tarrasque','Carapace (Su)','The tarrasque\'s scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tarrasque','Tarrasque','Chomp (Costs 2 Actions)','The tarrasque makes one bite attack or uses its Swallow.','5e SRD','Legendary Action','D&D 5e',1),('tarrasque','Tarrasque','Claw','Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.','5e SRD','Action','D&D 5e',1),('tarrasque','Tarrasque','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 10',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 11',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 12',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 13',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 14',' Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 15',' Staggering Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 2',' Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 3',' Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 4',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 5',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 6',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 7',' Great Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 8',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Feat 9',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Frightful Presence','Each creature of the tarrasque\'s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('tarrasque','Tarrasque','Horns','Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.','5e SRD','Action','D&D 5e',1),('tarrasque','Tarrasque','Legendary Resistance (3/Day)','If the tarrasque fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('tarrasque','Tarrasque','Magic Resistance','The tarrasque has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('tarrasque','Tarrasque','Melee 1','bite +37 (4d8+15/15-20/&times;3 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Melee 2',' 2 claws +37 (1d12+15)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Melee 3',' 2 gores +37 (1d10+15)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Melee 4',' tail slap +32 (3d8+7)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Move','The tarrasque moves up to half its speed.','5e SRD','Legendary Action','D&D 5e',1),('tarrasque','Tarrasque','Multiattack','The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.','5e SRD','Action','D&D 5e',1),('tarrasque','Tarrasque','Powerful Leaper','','d20web','Special (Ex)','d20',1),('tarrasque','Tarrasque','Powerful Leaper (Ex)','The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tarrasque','Tarrasque','Ranged 1','6 spines +25 (2d10+15/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tarrasque','Tarrasque','Reflective Carapace','Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.','5e SRD','Special','D&D 5e',1),('tarrasque','Tarrasque','Regeneration','','d20web','Special (Ex)','d20',1),('tarrasque','Tarrasque','Regeneration (Ex)','No form of attack can suppress the tarrasque\'s regeneration-it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tarrasque','Tarrasque','Rush','','d20web','Special (Ex)','d20',1),('tarrasque','Tarrasque','Rush (Ex)','Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tarrasque','Tarrasque','Siege Monster','The tarrasque deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('tarrasque','Tarrasque','Spines','','d20web','Special (Ex)','d20',1),('tarrasque','Tarrasque','Spines (Ex)','The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine-all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tarrasque','Tarrasque','Swallow','The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite\'s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque\'s turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('tarrasque','Tarrasque','Tail','Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('tarrasque','Tarrasque','z','The tarrasque\'s scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.','aquilae','Special','OSR',1),('tarZombieMammoth',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('tarZombieMammoth',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tarZombieMammoth',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('tarZombiePredator',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('tarZombiePredator',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tarZombiePredator',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('tarZombieSnatcher',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('tarZombieSnatcher',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tarZombieSnatcher',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('tatterthread',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('tattooGuardian',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('tattooGuardian',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('tatzlwyrm','Tatzlwyrm','bite','5 (1d8+3 plus','d20web','Action','d20',1),('tatzlwyrm','Tatzlwyrm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('tatzlwyrm','Tatzlwyrm','Feat 1','Nimble Moves','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tatzlwyrm','Tatzlwyrm','Feat 2',' Stealthy','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tatzlwyrm','Tatzlwyrm','Melee 1','bite +5 (1d8+3 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tatzlwyrm','Tatzlwyrm','Poison Gasp (Ex)','A tatzlwyrm\'s breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim\'s face. A tatzlwyrm must begin its turn grappling to use this ability-it can\'t begin a grapple and use its poison gasp in the same turn.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tatzlwyrm','Tatzlwyrm','|Poison Gasp|Rake','A tatzlwyrm\'s breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim\'s face. A tatzlwyrm must begin its turn grappling to use this ability-it can\'t begin a grapple and use its poison gasp in the same turn. Tatzlwyrm poison: Breath-inhaled; save Death; frequency 1/round for 2 rounds; effect 1d2 Strength damage; cure 1 save.','aquilae','Special','OSR',1),('tatzlwyrm','Tatzlwyrm','|Poison Gasp|Rake','Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',2),('tauntingSkull',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tehialai-Thief-Of-Ships',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('tehialai-Thief-Of-Ships',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('tehialai-Thief-Of-Ships',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('temagyr',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('tembril','Tembril','Ambusher','In the first round of combat, the tembril has advantage on attack rolls against any creature it has surprised.','5e SRD','Special','D&D 5e',1),('tembril','Tembril','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the tembril scores a critical hit against a Medium or smaller target and the damage reduces the target to below half its hp maximum, the target must succeed on a DC 15 Constitution saving throw or be instantly killed as its head is removed. A creature is immune to this effect if it is immune to piercing damage or doesn\'t have or need a head.','5e SRD','Action','D&D 5e',1),('tembril','Tembril','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('tembril','Tembril','Maddening Chitter (Recharge 6)','The tembril chitters maddeningly in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\'t incapacitated. If a creature fails the saving throw by 5 or more, it also suffers short-term madness. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the incapacitated condition on itself on a success.','5e SRD','Action','D&D 5e',1),('tembril','Tembril','Multiattack','The tembril makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('tembril','Tembril','Nimble Leap','The tembril can take the Dash or Disengage action as a bonus action on each of its turns.','5e SRD','Special','D&D 5e',1),('temteki',NULL,'Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('temteki',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('tendriculos','Tendriculos','bite','11 (2d6+7 plus','d20web','Action','d20',1),('tendriculos','Tendriculos','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('tendriculos','Tendriculos','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('tendriculos','Tendriculos','z','You can render your victims immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Paralysis saving throw. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can\'t swim and may drown.','aquilae','Special','OSR',1),('tendriculos','Tendriculos','zz','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',2),('tendriculos','Tendriculos','zzz','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting 647 your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',3),('tendrul','Tendrul','bite','10 (1d8+5/x3 plus','d20web','Action','d20',1),('tenebricGiant',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('tenebricGiant',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tengu','Tengu','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tengu','Tengu','Gifted Linguist','','d20web','Special (Ex)','d20',1),('tengu','Tengu','Gifted Linguist (Ex)','Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tengu','Tengu','Melee 1','dagger +3 (1d4+1/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tengu','Tengu','Melee 2',' bite -2 (1d3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tengu','Tengu','Ranged 1','short bow +3 (1d6/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tengu','Tengu','Swordtrained','','d20web','Special (Ex)','d20',1),('tengu','Tengu','Swordtrained (Ex)','Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tengu','Tengu','z','Tengu gain a +2 racial bonus on Perception and Stealth.','aquilae','Special','OSR',1),('tenguSneak',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('tenguSneak',NULL,'Tengu','A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus.','fan json','Trait','Pathfinder 2e',1),('tenome',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('teraphant',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('terotricus',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('terra-CottaGarrison',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('terra-CottaGarrison',NULL,'Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('terra-CottaSoldier',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('terrorBird','Terror Bird','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('terrorBird','Terror Bird','Pack Tactics','The terror bird has advantage on attack rolls against a creature if at least one of the bird\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('terrorBird','Terror Bird','Passing Bite','Terror birds who move at least 20 feet straight toward a target have advantage on the next attack roll against that target.','5e SRD','Special','D&D 5e',1),('terrorBird','Terror Bird','Serrated Beak','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage. The target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) slashing damage at the beginning of its next turn.','5e SRD','Action','D&D 5e',1),('terrorguard',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('terrorguard',NULL,'Dream','Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm\'s freezing temperatures.','fan json','Trait','Pathfinder 2e',1),('terrorguard',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('terrorShrike',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('terwaChosen',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('terwaChosen',NULL,'Lizardfolk','These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.','fan json','Trait','Pathfinder 2e',1),('terwaProdigy',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('terwaProdigy',NULL,'Lizardfolk','These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.','fan json','Trait','Pathfinder 2e',1),('terwaStarReader',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('terwaStarReader',NULL,'Lizardfolk','These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.','fan json','Trait','Pathfinder 2e',1),('teyamIshtori',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('thanadaemon','Thanadaemon','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 5 (1d10) necrotic damage.','5e SRD','Action','D&D 5e',1),('thanadaemon','Thanadaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('thanadaemon','Thanadaemon','Evil Staff','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 5 (1d10) necrotic damage.','5e SRD','Action','D&D 5e',1),('thanadaemon','Thanadaemon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('thanadaemon','Thanadaemon','Magic Resistance','The thanadaemon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('thanadaemon','Thanadaemon','Multiattack','The thanadaemon uses its paralyzing gaze then makes two evil staff attacks or two claw attacks.','5e SRD','Action','D&D 5e',1),('thanadaemon','Thanadaemon','Paralyzing Gaze','The thanadaemon fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\'s saving throw is successful or the effect ends for it, the target is immune to the thanadaemon\'s gaze for the next 24 hours.','5e SRD','Action','D&D 5e',1),('thanadaemon','Thanadaemon','|Draining Weapon','A thandaemon\'s energy drain attack functions through any melee weapon it wields.','aquilae','Special','OSR',1),('thanadaemon','Thanadaemon','|Draining Weapon','Energy Drain You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d4 points of necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this damage.','aquilae','Special','OSR',2),('thanadaemon','Thanadaemon','|Draining Weapon','Cower in fear for 1d6 rounds, 30 feet, Paralysis save negates. This is a mind-affecting fear effect.','aquilae','Special','OSR',3),('thanadaemon','Thanadaemon','|Draining Weapon','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',4),('thanadaemon','Thanadaemon','|Draining Weapon','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('thanadaemon','Thanadaemon','|Draining Weapon','You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',6),('thanatoticTitan',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('thanatoticTitan',NULL,'Titan','Titans are enormous, primordial creatures of neargodlike power who predate the mortal races.','fan json','Trait','Pathfinder 2e',1),('thasteronKhefak',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('theaterPhantasm',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can’t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space.\n\n An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('theaterPhantasm',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('theBeast',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('theDancingLady',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('theDisciples',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('theGardenerCreature',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('theGardenerCreature',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('theGardenerCreature',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('theGardenerCreature',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('theHornedHunter',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('theKingofBitingAnts',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('theKingofBitingAnts',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('theKnurlyWitch',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('theKnurlyWitch',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('theletos',NULL,'Aeon','These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.','fan json','Trait','Pathfinder 2e',1),('theletos',NULL,'Monitor','Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('theLonelyWarrior',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('theLonelyWarrior',NULL,'Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('theLookseeMan',NULL,'Fetchling','A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them.','fan json','Trait','Pathfinder 2e',1),('theLookseeMan',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('theLookseeMan',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('theMisbegottenTroll',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('theMisbegottenTroll',NULL,'Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('thessalhydra',NULL,'8','8','d20web','Action','d20',1),('thessalhydra',NULL,'Acid Spit (Su)','','d20web','Special (Su)','d20',1),('thessalhydra',NULL,'bite','27 (3d6+10/19-20 plus 2d6 acid)','d20web','Action','d20',1),('thessalhydra',NULL,'Snake Bite','','d20web','Special (Ex)','d20',1),('thessalhydra',NULL,'unknown','unknown','d20web','Action','d20',1),('thessekka',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('thessekka',NULL,'Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('theStabbingBeast',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('theStabbingBeast',NULL,'Herald','Nearly all deities have a specific representative known as a herald; heralds are as diverse in their appearances and abilities as the gods themselves. A creature with the herald type is always unique.','fan json','Trait','Pathfinder 2e',1),('theVanishMan',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('theWrigglingMan',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('theWrigglingMan',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('thoqqua','Thoqqua','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('thoqqua','Thoqqua','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('thoqqua','Thoqqua','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('thoqqua','Thoqqua','Molten Body','A creature that touches the thoqqua or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, at the start of each of its turns, the thoqqua deals 10 (3d6) fire damage to any creature grappling it. Any nonmagical weapon made of metal or wood that hits the thoqqua melts or burns. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the thoqqua is destroyed after dealing damage.','5e SRD','Special','D&D 5e',1),('thoqqua','Thoqqua','Slam','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage, plus 10 (3d6) fire damage.','5e SRD','Action','D&D 5e',1),('thoqqua','Thoqqua','slam','4 (1d6+1 plus burn)','d20web','Action','d20',1),('thoqqua','Thoqqua','|Burn|Molten Body|Vulnerability to|Cold','You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Breath save to avoid catching on fire.','aquilae','Special','OSR',1),('thoqqua','Thoqqua','|Burn|Molten Body|Vulnerability to|Cold','A thoqqua\'s body is hot enough to melt stone. Anyone striking a thoqqua with a natural weapon or unarmed strike takes 1s6 fire damage. A creature that grapples a thoqqua or is grappled by one takes three times this fire damage each round the grapple persists. A creature that strikes a thoqqua with a manufactured weapon can attempt a Breath save to pull the weapon away from the creature\'s molten body quickly enough to avoid having the weapon take 1d6 points of fire damage - damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores any AC of 16 or less by the item. As a result, most metal weapons can generally safely strike a thoqqua without taking much damage, but wooden weapons have a significant chance of burning away if used against one of these creatures.','aquilae','Special','OSR',2),('thornGuardian',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('thornGuardian',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('thornRiverBandit',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('thornRiverBandit',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('thornRiverBandit',NULL,'Minion','Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn\'t have reactions, and can\'t act when it\'s not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that\'s a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don\'t act, animals follow their instincts, and sapient minions act how they please. A minion can\'t control other creatures.','fan json','Trait','Pathfinder 2e',1),('thoul','Thoul','Paralysis','Successful attacks cause paralysis for 2d4 turns (save versus paralysis negates). Elves and creatures larger than ogres are unaffected. After paralysing a target, thouls will attack others.','OSE','Special','OSR',1),('thoul','Thoul','Regeneration','A damaged thoul gains 1 hit point at the start of each round, as long as it is alive.','OSE','Special','OSR',2),('thoul','Thoul','weapon','2 * claw (1d3 + paralysis) or 1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('thrasfyr','Thrasfyr','2 bites','26 (2d6+10)','d20web','Action','d20',1),('thrasfyr','Thrasfyr','4 claws','26 (1d8+10)','d20web','Action','d20',1),('thrasfyr','Thrasfyr','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('thrasfyr','Thrasfyr','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('thrasfyr','Thrasfyr','gore','26 (2d6+10)','d20web','Action','d20',1),('thrasfyr','Thrasfyr','Tane','The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.','fan json','Trait','Pathfinder 2e',1),('thrasfyr','Thrasfyr','|Entangling|Chains','A thrasfyr can control the six chains that hang from its body as if they were its own limbs. It can cause these chains to snake outward to a radius of 30 feet. All creatures in this area take slashing damage and become entangled; a Breath save halves the damage and negates the entangled condition. An entangled creature can escape with a Breath save or an escape check made as a full-round action. The chains can also be sundered (hp 20). The thrasfyr creates these chains from its own body - destroyed chains regrow in 24 hours.','aquilae','Special','OSR',1),('thrasfyr','Thrasfyr','|Entangling|Chains','Master\'s Bond A thrasfyr can form a bond with a willing creature by touching that creature. This allows the thrasfyr to communicate telepathically with the bonded creature with no range restriction (provided the thrasfyr and its master are on the same plane).','aquilae','Special','OSR',2),('thrasfyr','Thrasfyr','|Entangling|Chains','Both thrasfyr and master can sense the other\'s condition as if both were under the effect of a status spell. A thrasfyr can maintain a bond with only one master at a time.','aquilae','Special','OSR',3),('thrasfyr','Thrasfyr','|Entangling|Chains','Planar Acclimation Powerful Charge Regeneration A thrasfyr is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.','aquilae','Special','OSR',4),('thrasfyr','Thrasfyr','|Entangling|Chains','Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure Breath Weapon You are immune to your own breath weapon.','aquilae','Special','OSR',5),('thrasfyr','Thrasfyr','|Entangling|Chains','When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.','aquilae','Special','OSR',6),('thrasfyr','Thrasfyr','|Entangling|Chains','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',7),('three-ToedSloth',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('thresholderDisciple',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('thresholderDisciple',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('thresholderHermeticist',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('thresholderHermeticist',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('thresholderMystic',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('thresholderMystic',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('thulgant',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('thulgant',NULL,'Qlippoth','A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.','fan json','Trait','Pathfinder 2e',1),('thunderBeast','Thunder Beast','bite','14 (2d6+15)','d20web','Action','d20',1),('thunderbird','Thunderbird','2 claws','18 (2d6+8/19-20 plus','d20web','Action','d20',1),('thunderbird','Thunderbird','Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('thunderbird','Thunderbird','Beak','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.','5e SRD','Action','D&D 5e',1),('thunderbird','Thunderbird','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('thunderbird','Thunderbird','Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('thunderbird','Thunderbird','Keen Sight','The thunderbird has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('thunderbird','Thunderbird','Multiattack','The thunderbird makes two attacks: one with its beak and one with its talons.','5e SRD','Action','D&D 5e',1),('thunderbird','Thunderbird','Storm Rider','The thunderbird is continuously surrounded by stormy weather, as if it had cast control weather, making all weather conditions within 5 miles one step more severe and all conditions within 500 feet two steps more severe. Its movement and senses are never impeded by wind, fog, rain, snow, or other weather effects. If the thunderbird is killed, these stormy weather conditions persist for 1d6 days centered on the site of its death.','5e SRD','Special','D&D 5e',1),('thunderbird','Thunderbird','Talons','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can\'t use its talons on another target.','5e SRD','Action','D&D 5e',1),('thunderbird','Thunderbird','Thunderflash','When the is struck in melee with a metal weapon, the attacker takes 7 (2d6) lightning and 7 (2d6) thunder damage and must make two saving throws as the thunderbird\'s thunderstrike ability, as if struck by three attacks in the same round.','5e SRD','Reaction','D&D 5e',1),('thunderbird','Thunderbird','|Storm Aura|Stormsight|Thunderbolt','A thunderbird is surrounded by a 100-foot-radius spread of severe winds that blow out from the center, dissipating swiftly at the limit of the aura\'s range. In this area, ranged weapons suffer a -4 penalty on attack rolls and exposed flames are extinguished. Creatures must make a Paralysis save to move toward the thunderbird. In addition, once every 1d4 rounds, a bolt of lightning strikes a random creature (other than the thunderbird) within the area of its storm aura. This bolt of lightning deals 2d8 electricity damage (Breath save halves).','aquilae','Special','OSR',1),('thunderbird','Thunderbird','|Storm Aura|Stormsight|Thunderbolt','A thunderbird ignores all vision penalties and concealment from weather effects, including those created by fog cloud, obscuring mist, and similar spells.','aquilae','Special','OSR',2),('thunderbird','Thunderbird','|Storm Aura|Stormsight|Thunderbolt','As a standard action once every 1d4 rounds, a behemoth can shoot a bolt of lightning that deals 4d8 electricity damage and sonic damage, and that causes permanent deafness in a 200-foot line (Breath save halves damage and negates deafness).','aquilae','Special','OSR',3),('thundershrike','Thundershrike','2 claws','19 (1d8+8)','d20web','Action','d20',1),('thundershrike','Thundershrike','bite','20 (2d6+8)','d20web','Action','d20',1),('thylacine',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('tickSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('tickSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('tidalMaster',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('tidalMaster',NULL,'Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('tidalMaster',NULL,'Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('tiddalik',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('tiddalik',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('tidehawk','Tidehawk','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('tidehawk','Tidehawk','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('tidehawk','Tidehawk','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('tieflingAdept',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('tieflingAdept',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('tieflingAdept',NULL,'Tiefling','A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from fiends. An ability with this trait can be used or selected only by tieflings.','fan json','Trait','Pathfinder 2e',1),('tiger','Tiger','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('tiger','Tiger','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('tiger','Tiger','bite','1 * bite (2d6)','OSE','Action','OSR',2),('tiger','Tiger','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('tiger','Tiger','claw','2 * claw (1d6)','OSE','Action','OSR',1),('tiger','Tiger','Favoured prey','Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.','OSE','Special','OSR',2),('tiger','Tiger','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tiger','Tiger','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tiger','Tiger','Feat 3',' Weapon Focus (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tiger','Tiger','Inquisitive','May follow PCs out of curiosity.','OSE','Special','OSR',3),('tiger','Tiger','Keen Smell','The tiger has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('tiger','Tiger','Melee 1','2 claws +10 (1d8+6 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tiger','Tiger','Melee 2',' bite +9 (2d6+6 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tiger','Tiger','Pounce','If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('tiger','Tiger','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('tiger','Tiger','Pursuit','See main entry.','OSE','Special','OSR',4),('tiger','Tiger','Surprise','On a 1-4, in woodland, due to camouflage.','OSE','Special','OSR',5),('tiger','Tiger','z','Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',1),('tigerLord',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('tigerLord',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('tikbalang',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('tikbalang',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('timeDragon','Time Dragon','unknown','unknown','d20web','Action','d20',1),('timingila','Timingila','Bite','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the timingila. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the timingila, and it takes 21 (6d6) acid damage at the start of each of the timingila\'s turns. If the timingila takes 30 damage or more on a single turn from a creature inside it, the timingila must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the timingila. If the timingila dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('timingila','Timingila','Breach','The timingila swims up to its swimming speed without provoking opportunity attacks. If it breaches the water\'s surface, it crashes back down, creating a wave in a 30-foot-wide, 120-footlong line that is 30 feet tall. Any Gargantuan or smaller vehicles in the line are carried up to 100 feet away from the timingila and have a 50 percent chance of capsizing.','5e SRD','Action','D&D 5e',1),('timingila','Timingila','Flipper','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('timingila','Timingila','Multiattack','The timingila makes four attacks: one with its bite, one with its tail slap, and two with its flippers.','5e SRD','Action','D&D 5e',1),('timingila','Timingila','Resonating Roar (Recharge 5-6)','The timingila roars in a 90-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. On a failure, a creature takes 45 (10d8) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn\'t deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a vehicle is in the area, the roar travels into the vehicle and resonates inside it. Each creature inside the vehicle, even if the creature is outside the roar\'s area, must succeed on a DC 18 Constitution saving throw or take half the damage from the roar.','5e SRD','Action','D&D 5e',1),('timingila','Timingila','Siege Monster','The timingila deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('timingila','Timingila','Tail Slap','Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the timingila and forced&nbsp;prone.','5e SRD','Action','D&D 5e',1),('timingila','Timingila','Water Breathing','The timingila can breathe only underwater.','5e SRD','Special','D&D 5e',1),('titan','Titan','1/day each','freedom of movement, planar ally, meteor swarm','5e SRD','Special','D&D 5e',1),('titan','Titan','3/day each','bestow curse, scrying, heal, mass suggestion','5e SRD','Special','D&D 5e',1),('titan','Titan','At will','divination, dispel magic, levitate, mind blank, sending','5e SRD','Special','D&D 5e',1),('titan','Titan','Innate Spellcasting','The elsyian titan\'s innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('titan','Titan','Maul of the Titans','Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 41 (7d8 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('titan','Titan','Multiattack','The construct makes two slam attacks.','5e SRD','Action','D&D 5e',1),('titan','Titan','Slam','Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('titan','Titan','Stomp','Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and all creatures within 20 feet of the titan must succeed on a DC 20 Dexterity saving throw or be knocked prone as the titan causes the ground to heave.','5e SRD','Action','D&D 5e',1),('titan','Titan','Trampling Charge','If the elysian titan moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, that target must succeed on a DC 24 Strength saving throw or be knocked prone. If the target is prone, the elysian titan can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('titanCentipede',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('titanothere','Titanothere','Peaceful grazers','Will not attack if left alone.','OSE','Special','OSR',1),('titanothere','Titanothere','trample','1 * butt (2d6) or 1 * trample (3d8)','OSE','Action','OSR',1),('titanothere','Titanothere','Trample','3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.','OSE','Special','OSR',2),('tixitog',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('tiyanak',NULL,'1/day','crushing despair (DC 17), dimension door, shout (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tiyanak',NULL,'2 claws','13 (1d6+5)','d20web','Action','d20',1),('tiyanak',NULL,'At will','suggestion (DC 16)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tiyanak',NULL,'bite','12 (1d6+5/15-20)','d20web','Action','d20',1),('tiyanak',NULL,'Hobbling Gait','','d20web','Special (Ex)','d20',1),('tiyanak',NULL,'Hobbling Gait (Ex)','A tiyanak never takes penalties from being prone. It can move at full speed while prone, and can fly without standing.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tiyanak',NULL,'Ravaging Despair (Su)','A tiyanak adds its Charisma bonus on all damage rolls with its natural attacks in addition to its Strength bonus. This damage is precision damage, so it isn\'t multiplied on critical hits and is ineffective against creatures immune to critical hits and sneak attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tiyanak',NULL,'Sanguinary Rejuvenation (Su)','On a successful critical hit with its bite attack, a tiyanak deals an additional 2d6 points of damage and heals an equal number of hit points. The victim also takes 1d6 points of bleed damage. Any hit points in excess of the tiyanak\'s regular maximum become temporary hit points that dissipate after 1 minute. A tiyanak threatens a critical hit with its bite attack on a roll of 18-20 and gains Improved Critical (bite) as a bonus feat.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tizheruk','Tizheruk','bite','12 (2d6+10 plus','d20web','Action','d20',1),('tizheruk','Tizheruk','Compression','','d20web','Special (Ex)','d20',1),('tizheruk','Tizheruk','Compression (Ex)','A tizheruk can use its compression ability to remain in waterways as shallow as 8 inches deep. While compressing itself against the floor of a body of water, a tizheruk gains a +4 circumstance bonus on Stealth checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tizheruk','Tizheruk','See-Through Skin','','d20web','Special (Ex)','d20',1),('tizheruk','Tizheruk','See-Through Skin (Ex)','Because so much of a tizheruk\'s body is transparent, a creature swallowed whole by it has line of sight to creatures outside the tizheruk, and creatures outside the tizheruk can see any creatures that were swallowed whole.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tizheruk','Tizheruk','Tongue','','d20web','Special (Ex)','d20',1),('tizheruk','Tizheruk','Tongue (Ex)','A tizheruk\'s tongue is a primary attack with a reach equal to double the tizheruk\'s normal reach (20 feet for a Large tizheruk). A tizheruk\'s tongue deals no damage on a hit, but can be used to grab a creature and pull it closer. A tizheruk does not gain the grappled condition while using its tongue in this manner.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tlalusk','Tlalusk','2 gores','22 (2d8+8/19-20)','d20web','Action','d20',1),('tlalusk','Tlalusk','2 hooves','20 (1d8+4)','d20web','Action','d20',1),('toad','Toad','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (6d4+5) piercing damage plus 10 (2d10) poison damage, and the target is grappled (escape DC 16). Until the grapple ends the victim is restrained and the Toad can\'t bit another target.','5e SRD','Action','D&D 5e',1),('toad','Toad','Natural Camouflage','Like other toads, the huge toad can blend into their environments and have advantage on Dexterity (Stealth) checks made to camouflage themselves.','5e SRD','Special','D&D 5e',1),('toad','Toad','Sticky Tongue','Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: the target is pulled up to 20 feet towards the toad and attacked with its Bite.','5e SRD','Action','D&D 5e',1),('toad','Toad','Swallow','The toad makes another Bite attack against a Small or smaller target it has grappled with a bite. If this second Bite attack hits, the target is swallowed, and the grapple ends. The target is blinded, restrained, has total cover from attacks and effects outside the toad. The victim suffers 5 (2d4) acid damage at the start of each of the toad\'s turns.','5e SRD','Action','D&D 5e',1),('toadKing','Toad King','1/day each','geas, water walk','5e SRD','Reaction','D&D 5e',1),('toadKing','Toad King','3/day each','expeditious retreat, grease','5e SRD','Reaction','D&D 5e',1),('toadKing','Toad King','Amphibious','The Toad King can breathe air and water.','5e SRD','Special','D&D 5e',1),('toadKing','Toad King','Anuran Passivism','No frogs or toads can willingly attack the Toad King. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('toadKing','Toad King','At will','heroism, suggestion','5e SRD','Reaction','D&D 5e',1),('toadKing','Toad King','Bite (Frog Form and True Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, the Toad King can automatically hit the target with his bite, and he can\'t make bite attacks against other targets. When the Toad King moves, any Medium or smaller target he is grappling moves with him.','5e SRD','Action','D&D 5e',1),('toadKing','Toad King','Feint','As a bonus action before taking an action to attack, the Toad King can attempt to feint an opponent within 5 feet of him. The target must succeed on a DC 17 Wisdom saving throw, or the Toad King has advantage on his next attack.','5e SRD','Special','D&D 5e',1),('toadKing','Toad King','Innate Spellcasting','The Toad King\'s innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:','5e SRD','Reaction','D&D 5e',1),('toadKing','Toad King','Magic Resistance','The Toad King has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('toadKing','Toad King','Magic Weapons','The Toad King\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('toadKing','Toad King','Multiattack','In frog form, the Toad King makes two bite attacks. In humanoid form, he makes three rapier attacks. In his true form, he makes three attacks: one with his bite and two with his rapier.','5e SRD','Action','D&D 5e',1),('toadKing','Toad King','Parry (Human and True Form Only)','The Toad King adds 4 to his AC against one melee attack that would hit him. To do so, the Toad King must see the attacker and be wielding a melee weapon.','5e SRD','Reaction','D&D 5e',1),('toadKing','Toad King','Rapier (Human and True Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('toadKing','Toad King','Rejuvenation','If he dies, the Toad King\'s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another frog or toad on the Material Plane, which then becomes the Toad King (with all of the hp and abilities thereof). Only killing every frog and toad on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('toadKing','Toad King','Shapechanger','The Toad King can use his action to polymorph into a Large emerald frog, a Medium male human, or back into his true Medium bipedal toad form. His statistics, other than his size, are the same in each form-with the exception that only his true and frog forms retain his swimming speed. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies.','5e SRD','Reaction','D&D 5e',1),('toadKing','Toad King','Speak with Frogs and Toads','The Toad King can communicate with frogs and toads as if they shared a language.','5e SRD','Reaction','D&D 5e',1),('toadKing','Toad King','Standing Leap','The Toad King\'s long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.','5e SRD','Reaction','D&D 5e',1),('tollvych',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('tollvych',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('tollvych',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('tollvych',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tolokand',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('tombGiant',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('tombGiant',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('tombstoneTroll',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('tombstoneTroll',NULL,'Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('tonberry','Tonberry','+1 short sword','1 short sword +20/+15 (1d4+5/19-20)','d20web','Action','d20',1),('tonberry','Tonberry','Freedom of Movement (Su)','','d20web','Special (Su)','d20',1),('tonberry','Tonberry','Karmic Defense (Su)','','d20web','Special (Su)','d20',1),('tonberry','Tonberry','Murderous Force (Su)','','d20web','Special (Su)','d20',1),('tonberry','Tonberry','Sense Power (Su)','','d20web','Special (Su)','d20',1),('tonberry','Tonberry','Tonberry Light (Su)','','d20web','Special (Su)','d20',1),('toothFairy',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('toothFairySwarm',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('toothFairySwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('torLinnorm',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('torLinnorm',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('tormented',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tortoise','Tortoise','Keen Smell','The tortoise has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('toshigami',NULL,'Kami','Kami are spirits of the Material Plane that bond with a specific object or place.','fan json','Trait','Pathfinder 2e',1),('toshigami',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('totenmaske',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('trader','Trader','Arms','Usually carry: hand-axe, sword, shield, furs (equivalent to leather armour).','OSE','Special','OSR',1),('trader','Trader','Mules','In the wilderness, have 1d4 mules loaded with trade goods (e.g. carved wooden items, furs, spices).','OSE','Special','OSR',2),('trader','Trader','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('trailgaunt',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('trapdoorOgreSpider',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('trapjawTangle',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('trapjawTangle',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('treant','Treant','Animate trees','Each individual can animate 2 trees (within 60\'; may switch trees at will). These fight as treants with movement rate 30\' (10\').','OSE','Special','OSR',3),('treant','Treant','Distrust fire','And those who wield it.','OSE','Special','OSR',1),('treant','Treant','fist','2 * fist (2d6)','OSE','Action','OSR',1),('treant','Treant','Surprise','On a 1-3, in a forest, due to being mistaken for a tree. Encounter occurs at 30 yards or less.','OSE','Special','OSR',2),('treeFisher',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence ability modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('treerazer',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('treerazer',NULL,'Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('treerazer',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('treeThatWeeps',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('tricenatorus','Tricenatorus','Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the tricenatorus can\'t bite another target.','5e SRD','Action','D&D 5e',1),('tricenatorus','Tricenatorus','Blood Frenzy','The tricenatorus has advantage on melee attack rolls against any creature that doesn\'t have all its hp.','5e SRD','Special','D&D 5e',1),('tricenatorus','Tricenatorus','Gore','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('tricenatorus','Tricenatorus','Multiattack','The tricenatorus makes two attacks: one with its bite and one with its gore, or two with its tail spikes. It can\'t use its gore against a creature restrained by its bite.','5e SRD','Action','D&D 5e',1),('tricenatorus','Tricenatorus','Relentless (Recharges after a Short or Long Rest)','If the tricenatorus takes 40 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.','5e SRD','Special','D&D 5e',1),('tricenatorus','Tricenatorus','Siege Monster','The tricenatorus deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('tricenatorus','Tricenatorus','Tail Spike','Ranged Weapon Attack: +12 to hit, range 150/300 ft., one target. Hit: 26 (4d8 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('tricenatorus','Tricenatorus','Tail Spike Regrowth','The tricenatorus has twenty-four tail spikes. Used spikes regrow when the tricenatorus finishes a long rest.','5e SRD','Special','D&D 5e',1),('triceratops',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('triceratops',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('triceratops','Triceratops','|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',1),('trilobite',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('trilobite',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('trilobiteSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('trilobiteSwarm',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('trilobiteSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('triton',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('triton',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('triumphSiktempora',NULL,'Siktempora','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('triumphSiktempora',NULL,'Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('troglodyte','Troglodyte','bite','1 * bite (1d4)','OSE','Action','OSR',2),('troglodyte','Troglodyte','claw','2 * claw (1d4)','OSE','Action','OSR',1),('troglodyte','Troglodyte','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troglodyte','Troglodyte','Hateful','Attempt to kill any creatures they encounter.','OSE','Special','OSR',1),('troglodyte','Troglodyte','Melee 1','club +2 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troglodyte','Troglodyte','Melee 2',' claw -3 (1d4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troglodyte','Troglodyte','Melee 3',' bite -3 (1d4) or2 claws +2 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troglodyte','Troglodyte','Melee 4',' bite +2 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troglodyte','Troglodyte','Nauseating stench','Oils on the skin have a smell that sickens humans and demihumans: save versus poison or suffer -2 to hit, while in melee with troglodytes.','OSE','Special','OSR',3),('troglodyte','Troglodyte','Ranged 1','javelin +0 (1d6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troglodyte','Troglodyte','Surprise','On a 1-4, due to the ability to change colour to match their surroundings. Lurk by rock walls and await victims.','OSE','Special','OSR',2),('trogodon','Trogodon','Aggressive','As a bonus action, the trogodon can move up to its speed toward a hostile creature that it can see.','5e SRD','Special','D&D 5e',1),('trogodon','Trogodon','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('trogodon','Trogodon','Hold Breath','The trogodon can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('trogodon','Trogodon','Multiattack','The trogodon makes three attacks: one with its trident, one with its bite, and one with its tail.','5e SRD','Action','D&D 5e',1),('trogodon','Trogodon','Tail','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('trogodon','Trogodon','Trident','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used in two hands.','5e SRD','Action','D&D 5e',1),('troll','Troll','2 claws','8 (1d6+5)','d20web','Action','d20',1),('troll','Troll','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('troll','Troll','bite','8 (1d8+5)','d20web','Action','d20',1),('troll','Troll','bite','1 * bite (1d10)','OSE','Action','OSR',2),('troll','Troll','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('troll','Troll','Fear of fire','Morale 8 when attacked with fire or acid.','OSE','Special','OSR',4),('troll','Troll','Feat 1','Intimidating Prowess','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troll','Troll','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troll','Troll','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troll','Troll','Fire and acid','Cannot regenerate damage from these sources. The only way to permanently kill a troll.','OSE','Special','OSR',3),('troll','Troll','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('troll','Troll','Keen Smell','The forest troll has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('troll','Troll','Melee 1','bite +8 (1d8+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troll','Troll','Melee 2',' 2 claws +8 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('troll','Troll','Multiattack','The forest troll makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('troll','Troll','Regeneration','The forest troll regains 10 hit points at the start of its turn. If the forest troll takes acid or fire damage, this trait doesn\'t function at the start of the forest troll\'s next turn. The forest troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('troll','Troll','Regeneration','3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.','OSE','Special','OSR',1),('troll','Troll','Return from death','If killed (0hp), will regenerate and fight again in 2d6 rounds.','OSE','Special','OSR',2),('troll','Troll','talon','2 * talon (1d6)','OSE','Action','OSR',1),('troll','Troll','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('troll','Troll','Woodland Camouflage','The forest troll has advantage on Dexterity (Stealth) checks made to hide while in the forest.','5e SRD','Special','D&D 5e',1),('troll','Troll','Woodland Stalker','The forest troll can attempt to hide even when only lightly obscured by foliage.','5e SRD','Special','D&D 5e',1),('troll','Troll','|Regeneration|Rend','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing.','aquilae','Special','OSR',1),('troll','Troll','|Regeneration|Rend','Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',2),('troll','Troll','|Regeneration|Rend','If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent\'s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.','aquilae','Special','OSR',3),('trollGuard',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('trollGuard',NULL,'Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('trollhound','Trollhound','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('trollhound','Trollhound','bite','8 (1d10+6 plus','d20web','Action','d20',1),('trollhound','Trollhound','Disease','','d20web','Special (Ex)','d20',1),('trollhound','Trollhound','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('trollhound','Trollhound','|Disease|Regeneration','A trollhound\'s saliva is an infectious brew of contagion. Creatures bitten by a trollhound are often afflicted with bloodfire fever, a disease characterized by deep internal pain, as if the victim\'s blood were on fire. Additional symptoms include loss of muscular coordination, pus-filled blisters, and overall lethargy and fatigue.','aquilae','Special','OSR',1),('trollhound','Trollhound','|Disease|Regeneration','Trolls and trollhounds alike are immune to bloodfire fever, even though trollhounds often exhibit the pus-filled blisters that come with the disease. Bloodfire fever: Biteinjury; Save Death; onset 1 day; frequency 1/day; effect 1d3 Strength damage, 1d3 Dexterity damage, and target is fatigued; cure 2 consecutive saves.','aquilae','Special','OSR',2),('trollhound','Trollhound','|Disease|Regeneration','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing.','aquilae','Special','OSR',3),('trollhound','Trollhound','|Disease|Regeneration','Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',4),('trollKing',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('trollKing',NULL,'Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('trumpetArchon',NULL,'Archon','Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('trumpetArchon',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('trumpetBloom','Trumpet Bloom','Alien Mind','A creature who attempts to communicate with the trumpetbloom must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Special','D&D 5e',1),('trumpetBloom','Trumpet Bloom','Magic Resistance','The trumpetbloom has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('trumpetBloom','Trumpet Bloom','Multiattack','The trumpetbloom makes three attacks: one with its stinger and two with its tendrils.','5e SRD','Action','D&D 5e',1),('trumpetBloom','Trumpet Bloom','Stinger','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The target is paralyzed while poisoned in this way. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('trumpetBloom','Trumpet Bloom','Tendril','Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 14) if it is a Medium or smaller creature. The trumpetbloom has two tendrils, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('tsathogga','Tsathogga','1/day each','control weather, power word kill, storm of vengeance, wish','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','7/day each','antilife shell, circle of death, cloudkill, contagion, counterspell, dispel magic, dominate beast, dominate person, earthquake','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','Acid Swamp','Tsathogga chooses an area of swamp that it can see within 120 feet of it. The area can be no larger than a 30-foot cube. Creatures in the area must make a DC 24 Strength saving throw. On a failed saving throw, the target takes 21 (6d6) acid damage and is grappled (escape DC 24). On a successful saving throw, the target takes half damage and is not grappled. On the next initiative count 20, the target takes an additional 21 (6d6) acid damage if it is still grappled by this lair action.','5e SRD','Lair Action','D&D 5e',1),('tsathogga','Tsathogga','Acidic Hide','A creature that touches Tsathogga or hits it with a melee attack while within 10 feet of it takes 35 (10d6) acid damage. Any nonmagical weapon made of metal or wood that hits Tsathogga instantly dissolves before dealing damage.','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','Amphibious','Tsathogga can breathe both water and air.','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','At will','acid arrow (5th level), bane, blindness/deafness, blight, command, detect magic, fog cloud, grease, inflict wounds (5th level)','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','Bite','Up to three targets of Huge size or smaller within 10 feet of Tsathogga must make a DC 27 Dexterity saving throw. On a successful saving throw, it takes 44 (10d6 + 9) piercing damage, plus 35 (10d6) acid damage, and is grappled. On a failed saving throw, the target is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of Tsathogga, and it takes 56 (16d6) acid damage at the start of each of Tsathogga\'s turns. If Tsathogga takes 50 damage or more on a single turn from a creature inside it, Tsathogga must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space with 10 feet of Tsathogga. If Tsathogga dies, a swallowed creature is no longer restrained by it and can escape from the corpse using all of its movement, exiting prone.','5e SRD','Action','D&D 5e',1),('tsathogga','Tsathogga','Blasphemous Croak','Tsathogga utters a blasphemous croak audible to all creatures within 300 feet of it. Those that can hear it must make a DC 24 Wisdom saving throw. On a failed saving throw, the target takes 28 (8d6) necrotic damage and 28 (8d6) thunder damage and is stunned for 1 minute. On a successful saving throw, the target takes half damage and is not stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('tsathogga','Tsathogga','Claw','Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 40 (9d6 + 9) slashing damage plus 35 (10d6) acid damage.','5e SRD','Action','D&D 5e',1),('tsathogga','Tsathogga','geas, harm','3/day each','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','Innate Spellcasting','Tsathogga\'s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks).','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','Insect Swarms','Tsathogga causes 7 (2d6) insect swarms to converge on an area of Tsathogga\'s choosing that it can see.','5e SRD','Lair Action','D&D 5e',1),('tsathogga','Tsathogga','Legendary Resistance (3/day)','If Tsathogga fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','Magic Resistance','Tsathogga has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','Magic Weapons','Tsathogga\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('tsathogga','Tsathogga','Multiattack','Tsathogga uses its Blasphemous Croak ability, then uses its tongue attack. If there is a creature within range, it can then use its bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('tsathogga','Tsathogga','Quake','Tsathogga causes the area around it to violently shake in a radius of 100 feet. Creatures in the area must make a DC 24 Dexterity saving throw or fall prone. Until the beginning of Tsathogga\'s next turn, the ground continues shaking, and creatures must repeat the saving throw to rise from prone.','5e SRD','Legendary Action','D&D 5e',1),('tsathogga','Tsathogga','Retract Tongue','Tsathogga can pull one creature grappled by its tongue attack 40 feet towards it.','5e SRD','Legendary Action','D&D 5e',1),('tsathogga','Tsathogga','Seeping Darkness (Costs 2 Actions)','Magical darkness fills the area surrounding Tsathogga out to a distance of 50 feet. The darkness spreads around corners, douses any nonmagical lights, and any light-producing spell of 6th level or lower is immediately dispelled. The magical darkness remains for 1 hour, or until Tsathogga uses an action to dismiss it.','5e SRD','Legendary Action','D&D 5e',1),('tsathogga','Tsathogga','Summon (1/day)','Tsathogga summons 2d6 hezrous, 2d4 greruors, 1 nalfeshnee, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Tsathogga, and can\'t summon other demons. It remains for 1 minute, until it or Tsathogga is slain, or until Tsathogga takes an action to dismiss it.','5e SRD','Action','D&D 5e',1),('tsathogga','Tsathogga','Swamp Mist','Tsathogga causes swamp mist to rise. This acts as if Tsathogga had cast the fog cloud spell as a 9th level spell. Tsathogga does not need to maintain concentration on this effect.','5e SRD','Lair Action','D&D 5e',1),('tsathogga','Tsathogga','Tongue','Tsathogga chooses one creature that it can see within 40 feet of it. That target must make a DC 28 Dexterity saving throw. On a failed saving throw, the target takes 37 (8d6 + 9) bludgeoning damage plus 35 (10d6) acid damage and is grappled. Tsathogga can use a bonus action to pull a creature grappled by it up to 40 feet towards it.','5e SRD','Action','D&D 5e',1),('tsathogga','Tsathogga','Unholy Aura','An unholy aura surrounds Tsathogga out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 20 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, they are paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Special','D&D 5e',1),('tsuchinoko','Tsuchinoko','Hoop Formation','The tsuchinoko bites its tail, forming a hoop with its body. While in hoop formation, the tsuchinoko has a walking speed of 60 feet and can\'t use its Leaping Bite. The tsuchinoko can end its Hoop Formation as a bonus action.','5e SRD','Action','D&D 5e',1),('tsuchinoko','Tsuchinoko','Keen Smell','The tsuchinoko has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('tsuchinoko','Tsuchinoko','Leaping Bite','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1 piercing damage plus 5 (2d4) poison damage.','5e SRD','Action','D&D 5e',1),('tsuchinoko','Tsuchinoko','Multiattack','The tsuchinoko makes two Leaping Bite attacks. The second attack is made with disadvantage and must be against the same target as the first.','5e SRD','Action','D&D 5e',1),('tsuchinoko','Tsuchinoko','Plant Camouflage','The tsuchinoko has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.','5e SRD','Special','D&D 5e',1),('tsuchinoko','Tsuchinoko','Standing Leap','The tsuchinoko\'s long jump is up to 15 feet and its high jump is up to 5 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('tuatara','Tuatara','bite','1 * bite (2d6)','OSE','Action','OSR',2),('tuatara','Tuatara','claw','2 * claw (1d4)','OSE','Action','OSR',1),('tuatara','Tuatara','Infravision','90\'. Granted by retractable eye membranes.','OSE','Special','OSR',1),('tuatara','Tuatara','unknown','unknown','d20web','Action','d20',1),('tulvak',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('tulvak',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('tumblak',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('tumblak',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('tumblak',NULL,'Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('tunnelWorm','Tunnel Worm','Bite','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The tunnel worm can bite only the grappled creature and has advantage on attack rolls to do so.','5e SRD','Action','D&D 5e',1),('tunnelWorm','Tunnel Worm','bite','14 (2d6+9 plus','d20web','Action','d20',1),('tunnelWorm','Tunnel Worm','Rend Armor','When the tunnel worm hits a creature wearing nonmagical armor or carrying a shield with its bite attack, the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A damaged shield or suit of armor can be repaired by a blacksmith.','5e SRD','Special','D&D 5e',1),('tupilaq',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('turtle','Turtle','Bite','Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('turtle','Turtle','bite -2 (1d3-4)','bite -2 (1d3-4)','d20web','Action','d20',1),('turtle','Turtle','Shell Retreat','','d20web','Special (Ex)','d20',1),('tuskLord',NULL,'2/day each','antimagic field, etherealness, globe of invulnerability','5e SRD','Special','D&D 5e',1),('tuskLord',NULL,'Gore','Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 37 (6d8 + 10) piercing damage.','5e SRD','Action','D&D 5e',1),('tuskLord',NULL,'Immortal','The tusk lord does not need to breathe, eat, or sleep. It will not die of old age but may still be killed.','5e SRD','Special','D&D 5e',1),('tuskLord',NULL,'Improved Sense of Smell','The tusk lord has advantage on Perception checks that rely on scent.','5e SRD','Special','D&D 5e',1),('tuskLord',NULL,'Innate Spellcasting','The tusk lord\'s innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, with no need for material components or concentration:','5e SRD','Special','D&D 5e',1),('tuskLord',NULL,'Multiattack','The tusk lord makes one Gore attack and two Stomp attacks.','5e SRD','Action','D&D 5e',1),('tuskLord',NULL,'Sealed Mind','The tusk lord is immune to mind-altering magic such as charm, compulsion, fear, illusion, or sleep.','5e SRD','Special','D&D 5e',1),('tuskLord',NULL,'Stomp','Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 32 (4d10 + 10) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('tuskLord',NULL,'Wish Granting','At its discretion, the tusk lord may grant the wish of a creature (as the wish spell). The tusk lord does so only if presented with a pleasing whale song. Magical reproductions of such a noise automatically qualify; otherwise, a creature must succeed on a DC 20 Charisma (Performance) check to create a reasonable facsimile by mundane means. The tusk lord may grant only one wish per creature.','5e SRD','Special','D&D 5e',1),('tuyango','Tuyango','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2); slashing damage.','5e SRD','Action','D&D 5e',1),('tuyango','Tuyango','Blood Lust','If a tuyango damages a humanoid creature with its beak, it gains advantage on its next attack against that same target.','5e SRD','Special','D&D 5e',1),('tuyango','Tuyango','Doom Squawk','When the tuyango initiates combat, it unleashes a horrid squawk which throws its victim off guard. All creatures within a 60-foot radius and capable of hearing the sound must make a DC 13 Wisdom save or become startled, forcing them to make their Initiative check at disadvantage.','5e SRD','Special','D&D 5e',1),('tuyango','Tuyango','Poor Eyesight','Tuyangos have poor eyesight and have difficulty spotting stationary creatures. They have disadvantage on any vision-based Wisdom (Perception) checks to spot stationary or hidden creatures.','5e SRD','Special','D&D 5e',1),('tuyango','Tuyango','Smell Humanoid','The tuyango has advantage on Wisdom (Perception) checks against humanoids that rely on smell.','5e SRD','Special','D&D 5e',1),('tuyango','Tuyango','Speed Strike','If the tuyango can move at least 20 feet towards its target, it can charge the individual, delivering a brutal flesh-ripping blow with its cruelly hooked beak. If the attack hits, it deals an additional 18 (4d8) slashing damage.','5e SRD','Action','D&D 5e',1),('twigjack',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('twigjack',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('two-HeadedTroll',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('two-HeadedTroll',NULL,'Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('tylosaurus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('tylosaurus','Tylosaurus','|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',1),('tyrannosaurus',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('tyrannosaurus',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('tyrannosaurusDinosasur',NULL,'|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',1),('tyrannosaurusImperator',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('tyrannosaurusImperator',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('tyrannosaurusSkeleton',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('tyrannosaurusSkeleton',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('tyrannosaurusSkeleton',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tyrantfangBehemoth','Tyrantfang Behemoth','bite','1 * bite (6d6)','OSE','Action','OSR',1),('tyrantfangBehemoth','Tyrantfang Behemoth','Large prey','Attack largest target first.','OSE','Special','OSR',1),('tzitzimitl','Tzitzimitl','1/day','create undead (as a 9th-level spell)','5e SRD','Special','D&D 5e',1),('tzitzimitl','Tzitzimitl','1/day','create undead, temporal stasis (DC 28), wail of the banshee (DC 29)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','3/day','animate dead, bestow curse, contagion, darkness','5e SRD','Special','D&D 5e',1),('tzitzimitl','Tzitzimitl','3/day','animate dead, contagion (DC 24), greater teleport, haste','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Accursed Touch','If the tzitzimitl hits a creature with two claw attacks in the same round, as a bonus action it can cast bestow curse or contagion on that creature.','5e SRD','Action','D&D 5e',1),('tzitzimitl','Tzitzimitl','At will','bestow curse (DC 24), deeper darkness','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','bite','26 (2d8+14 plus 3d6 electricity and','d20web','Action','d20',1),('tzitzimitl','Tzitzimitl','Claws','Melee Weapon Attack: +12 to hit, 20 ft. reach, one target. Hit: 19 (2d12 + 6) slashing damage plus 7 (2d6) force damage and 7 (2d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('tzitzimitl','Tzitzimitl','Constant','arcane sight, fly, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Eclipse (Su)','Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 8d6 points of cold damage (DC 31 Fortitude for half). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('tzitzimitl','Tzitzimitl','Eye Beam (Costs 2 Actions)','The tzitzimitl targets one creature within 120 feet that it can see. It makes a ranged attack (+19 to hit) and on a hit does 21 (6d6) force damage plus 21 (6d6) necrotic damage.','5e SRD','Reaction','D&D 5e',1),('tzitzimitl','Tzitzimitl','Eye Beam (Su)','As a standard action, a tzitzimitl can fire a glowing beam of force from its eyes at a range of 100 feet as a ranged touch attack dealing 10d6 points of force damage and 10d6 points of electricity damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 10',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 11',' Weapon Focus (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 3',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 4',' Improved Critical (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 5',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 6',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 7',' Point-Blank Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 8',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Feat 9',' Precise Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Innate Spellcasting','A tzitzimitl\'s spell casting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('tzitzimitl','Tzitzimitl','Light to Dark (3/Day)','The tzitzimitl can convert an effect within 60 feet that does radiant damage to necrotic damage. The tzitzimitl takes no necrotic damage from the effect and instead regains a number of hit points equal to half the effect\'s original damage.','5e SRD','Reaction','D&D 5e',1),('tzitzimitl','Tzitzimitl','Light to Dark (Su)','As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Magic Resistance','The tzitzimitl has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('tzitzimitl','Tzitzimitl','Melee 1','bite +26 (2d8+14 plus 3d6 electricity and energy drain)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Melee 2',' 2 claws +27 (2d6+14/19-20 plus 3d6 electricity)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Multiattack','The tzitzimitl makes four attacks with its claws.','5e SRD','Action','D&D 5e',1),('tzitzimitl','Tzitzimitl','Ranged 1','eye beam +17 touch (10d6 electricity and 10d6 force)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('tzitzimitl','Tzitzimitl','Snatch','The tzitzimitl makes a claw attack against a Large or smaller target. On a hit, the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and the tzitzimitl can\'t snatch another target with that claw and can only make another claw attack using that claw against the creature it grappled.','5e SRD','Reaction','D&D 5e',1),('tzitzimitl','Tzitzimitl','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('tzitzimitl','Tzitzimitl','|Channel|Resistance|Eclipse|Energy Drain|Light to Dark','You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',1),('tzitzimitl','Tzitzimitl','|Channel|Resistance|Eclipse|Energy Drain|Light to Dark','Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 2d6 cold damage (Wand save halves). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area.','aquilae','Special','OSR',2),('tzitzimitl','Tzitzimitl','|Channel|Resistance|Eclipse|Energy Drain|Light to Dark','You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d6 points of necrtotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.','aquilae','Special','OSR',3),('tzitzimitl','Tzitzimitl','|Channel|Resistance|Eclipse|Energy Drain|Light to Dark','As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.','aquilae','Special','OSR',4),('ugvashi',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('ulgrem-Axaan',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('ulgrem-Axaan',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('ulgrem-Axaan',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('ulgrem-Lurann',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('ulgrem-Lurann',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('ulistul',NULL,'Automaton','Automatons are living constructs sustained by a magical core.','fan json','Trait','Pathfinder 2e',1),('ulistul',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('ulizmila\'sCauldron',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('ulizmila\'sCauldron',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('ulnorya','Ulnorya','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.','5e SRD','Action','D&D 5e',1),('ulnorya','Ulnorya','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('ulnorya','Ulnorya','Immutable Form','The ulnorya is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('ulnorya','Ulnorya','Multiattack','The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles.','5e SRD','Action','D&D 5e',1),('ulnorya','Ulnorya','Photoadaptive Hide','If the ulnorya didn\'t move on its previous turn, it is invisible.','5e SRD','Special','D&D 5e',1),('ulnorya','Ulnorya','Tentacle','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('ulthadar',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('ulthadar',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('ulthadar',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('umasi',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('umasi',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('umbo',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('umbraex',NULL,'Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('umbraex',NULL,'Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('umbraex',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('umbraex',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('umbralDragon','Umbral Dragon','Umbral Scion','','d20web','Special (Ex)','d20',1),('umbralDragon','Umbral Dragon','unknown','unknown','d20web','Action','d20',1),('umonlee','Umonlee','Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('umonlee','Umonlee','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('umonlee','Umonlee','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('undineHydromancer',NULL,'Amphibious','An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater.','fan json','Trait','Pathfinder 2e',1),('undineHydromancer',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('undineHydromancer',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('undineHydromancer',NULL,'Undine','Undines are planar scions descended from marids.','fan json','Trait','Pathfinder 2e',1),('ungern',NULL,'Able Tactician','Any ungern who is within 5 ft. of an ally gains advantage on all melee attacks.','5e SRD','Special','D&D 5e',1),('ungern',NULL,'Camouflage','Ungern are able to take advantage of most of their environments. When in wilderness settings they are able to conceal themselves. When concealed, they have advantage on Stealth checks.','5e SRD','Special','D&D 5e',1),('ungern',NULL,'Claws','Melee Weapon Attack: +6 to hit, 5 ft. range, one target. Hit: 6 (1d4+4) slashing damage.','5e SRD','Action','D&D 5e',1),('ungern',NULL,'Composite Longbow','Ranged Weapon Attack: +2 to hit, 150 ft. / 400 ft. range, one target. Hit: 9 (1d8+4) piercing damage.','5e SRD','Action','D&D 5e',1),('ungern',NULL,'Gore','Melee Weapon Attack: +6 to hit, 5 ft. range, one target. Hit: 9 (1d8 +4) piercing damage.','5e SRD','Action','D&D 5e',1),('ungern',NULL,'Master Archer','The ungern have advantage on all ranged attacks, and add their strength bonus to attacks with bows and thrown weapons (but not crossbows).','5e SRD','Special','D&D 5e',1),('ungern',NULL,'Multiattack','The ungern makes three attacks, with its claws, a weapon, and a horn gore.','5e SRD','Action','D&D 5e',1),('ungern',NULL,'Scimitar','Melee Weapon Attack: +6 to hit, 5 ft. range, one target. Hit: 8 (1d6+4) slashing damage.','5e SRD','Action','D&D 5e',1),('ungern',NULL,'Spell Resistance','The ungern have advantage on all saving throws against spells.','5e SRD','Special','D&D 5e',1),('unicorn','Unicorn','1/day','cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('unicorn','Unicorn','2 hooves','5 (1d3+2)','d20web','Action','d20',1),('unicorn','Unicorn','3/day','calm emotions, dispel evil and good, entangle','5e SRD','Special','D&D 5e',1),('unicorn','Unicorn','3/day','cure light wounds','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('unicorn','Unicorn','At will','detect evil and good, druidcraft, pass without trace','5e SRD','Special','D&D 5e',1),('unicorn','Unicorn','At will','detect evil (as free action), light','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('unicorn','Unicorn','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('unicorn','Unicorn','Charge','If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('unicorn','Unicorn','Empathy with maidens','A pure-hearted maiden can communicate with and ride a unicorn.','OSE','Special','OSR',1),('unicorn','Unicorn','Feat 1','Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('unicorn','Unicorn','Feat 2',' Weapon Focus (horn)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('unicorn','Unicorn','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('unicorn','Unicorn','gore','8 (1d8+4)','d20web','Action','d20',1),('unicorn','Unicorn','Heal Self (Costs 3 Actions)','The unicorn magically regains 11 (2d8 + 2) hit points.','5e SRD','Legendary Action','D&D 5e',1),('unicorn','Unicorn','Healing Touch (3/Day)','The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.','5e SRD','Action','D&D 5e',1),('unicorn','Unicorn','hoof','2 * hoof (1d8)','OSE','Action','OSR',1),('unicorn','Unicorn','Hooves','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('unicorn','Unicorn','Horn','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('unicorn','Unicorn','horn','1 * horn (1d8)','OSE','Action','OSR',2),('unicorn','Unicorn','Innate Spellcasting','The unicorn\'s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:','5e SRD','Special','D&D 5e',1),('unicorn','Unicorn','Magic Circle against Evil (Su)','This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('unicorn','Unicorn','Magic Resistance','The unicorn has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('unicorn','Unicorn','Magic Weapons','The unicorn\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('unicorn','Unicorn','Magical Strike','','d20web','Special (Ex)','d20',1),('unicorn','Unicorn','Magical Strike (Ex)','A unicorn\'s gore attack is treated as a magic good weapon for the purposes of damage reduction.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('unicorn','Unicorn','Melee 1','gore +8 (1d8+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('unicorn','Unicorn','Melee 2',' 2 hooves +5 (1d3+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('unicorn','Unicorn','Multiattack','The unicorn makes two attacks: one with its hooves and one with its horn.','5e SRD','Action','D&D 5e',1),('unicorn','Unicorn','Shimmering Shield (Costs 2 Actions)','The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn\'s next turn.','5e SRD','Legendary Action','D&D 5e',1),('unicorn','Unicorn','Teleport','Once per day, up to 360\' (including rider).','OSE','Special','OSR',2),('unicorn','Unicorn','Teleport (1/Day)','The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.','5e SRD','Action','D&D 5e',1),('unicorn','Unicorn','Wild Empathy (Su)','This works like the druid\'s wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('unicorn','Unicorn','Wild Empathy (Su)','','d20web','Special (Su)','d20',1),('unicorn','Unicorn','|Magic Circle|Against Evil','Evil creatures within 20\' of this creature must make a Spell save or they cannot attack this creature. Enemies must attempt this save each time they wish to attack this creature.','aquilae','Special','OSR',1),('unicorn','Unicorn','|Magic Circle|Against Evil','A unicorn\'s gore attack is treated as a magic good weapon for the purposes of Magical Strike resistances and immunities.','aquilae','Special','OSR',2),('unicorn','Unicorn','|Magic Circle|Against Evil','Powerful Charge When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.','aquilae','Special','OSR',3),('unicorn','Unicorn','|Magic Circle|Against Evil','This works like the druid\'s wild empathy class feature, except the unicorn has +4 Wild Empathy bonus on the check.','aquilae','Special','OSR',4),('unrisen',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('unseenServant',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('upasunda','Upasunda','Counter','Whenever the upasunda is missed by a melee weapon attack, it can make a melee weapon attack against the creature that missed it if the upasunda is in range.','5e SRD','Reaction','D&D 5e',1),('upasunda','Upasunda','darkness, levitate','Innate, at will','5e SRD','Special','D&D 5e',1),('upasunda','Upasunda','Deflect Missiles','Whenever a ranged weapon attack would hit the upasunda, it can deflect it by reducing the amount of damage it does by 1d10 + 20.','5e SRD','Reaction','D&D 5e',1),('upasunda','Upasunda','disguise self, feather fall, teleport','Innate, at will','5e SRD','Special','D&D 5e',1),('upasunda','Upasunda','haste, hold monster','Innate, at will','5e SRD','Special','D&D 5e',1),('upasunda','Upasunda','Innate Spellcasting','The upasunda\'s spell casting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('upasunda','Upasunda','Kukri','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('upasunda','Upasunda','Longsword','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('upasunda','Upasunda','Multiattack','The upasunda makes four kukri attacks, one longsword attack, one spear attack and one Stunning Strike.','5e SRD','Action','D&D 5e',1),('upasunda','Upasunda','Spear','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('upasunda','Upasunda','Stunning Strike (12/Day)','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage. If the target is a creature it must succeed a DC 17 Constitution saving throw or be stunned for 1 round.','5e SRD','Action','D&D 5e',1),('uraeus','Uraeus','2 bites','11 (1d8+4 plus','d20web','Action','d20',1),('uraeus','Uraeus','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('uraeus','Uraeus','Bonded Savior','When the uraeus\' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus\' damage resistance and immunity don\'t apply to transferred damage.','5e SRD','Reaction','D&D 5e',1),('uraeus','Uraeus','Breath Weapon (Su)','Once every 1d4 rounds, as a standard action, a uraeus\'s head can expel a 30-foot-line of poison. All creatures in the area are blinded for 1 round and must save against poison (Reflex DC 15 negates both). As a full-round action, a uraeus can either expel two lines or bite with one head and breathe poison with the other. Each head tracks its breath weapon\'s availability separately.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('uraeus','Uraeus','Flyby','The uraeus doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('uraeus','Uraeus','Poison','','d20web','Special (Ex)','d20',1),('uraeus','Uraeus','Poison (Ex)','Bite or breath weapon-contact or injury; save Fort DC 15; frequency 1/round for 2 rounds; initial effect blinded and paralyzed for 1 round; secondary effect blinded for 2d4 rounds; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('uraeus','Uraeus','Searing Breath (Recharge 5-6)','The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.','5e SRD','Action','D&D 5e',1),('uraeus','Uraeus','Ward Bond','As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature\'s general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action.','5e SRD','Special','D&D 5e',1),('urbel',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('urbel',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('urdefhanBloodMage',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('urdefhanBloodMage',NULL,'Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('urdefhanDeathScout',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('urdefhanDominator',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('urdefhanDominator',NULL,'Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('urdefhanHighTormentor',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('urdefhanHighTormentor',NULL,'Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('urdefhanHunter',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('urdefhanHunter',NULL,'Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('urdefhanLasher',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('urdefhanLasher',NULL,'Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('urdefhanTormentor',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('urdefhanTormentor',NULL,'Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('urdefhanWarrior',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('urdefhanWarrior',NULL,'Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('urglid(GraveDemon)',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('ursaPolaris','Ursa Polaris','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('ursaPolaris','Ursa Polaris','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('ursaPolaris','Ursa Polaris','Cold Breath (Recharge 5-6)','The ursa polaris exhales a blast of freezing wind and shards of ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage and 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('ursaPolaris','Ursa Polaris','Hypnotic Array (Recharge 5-6)','The ursa polaris sways its back, causing the ice formations on its shoulders to catch available light. Each creature within 30 feet of the ursa polaris that sees the light pattern must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) radiant damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn\'t stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes any damage or if another creature takes an action to shake it out of its stupor.','5e SRD','Action','D&D 5e',1),('ursaPolaris','Ursa Polaris','Keen Smell','The ursa polaris has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('ursaPolaris','Ursa Polaris','Multiattack','The ursa polaris makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('ursaPolaris','Ursa Polaris','Snow Camouflage','The ursa polaris has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.','5e SRD','Special','D&D 5e',1),('ursikka','Ursikka','2 claws','21 (1d8+11)','d20web','Action','d20',1),('ursikka','Ursikka','bite','21 (2d6+11 plus freezing saliva)','d20web','Action','d20',1),('ursikka','Ursikka','Coat Claws','','d20web','Special (Ex)','d20',1),('ursikka','Ursikka','Coat Claws (Ex)','As a standard action, an ursikka can coat its pincerlike claws with freezing, viscous saliva. This coating lasts for 1 minute. Any creature hit by an ursikka\'s coated claws or grappled by an ursikka using the Snatch feat takes an additional 2d6 points of cold damage (Reflex DC 22 half).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ursikka','Ursikka','Freezing Saliva','','d20web','Special (Ex)','d20',1),('ursikka','Ursikka','Freezing Saliva (Ex)','The saliva that drips from an ursikka\'s mouth is sticky as well as cold, causing creatures to become entangled for 1d4 rounds (Reflex DC 22 negates). While entangled, creatures take 2d6 points of cold damage each round. An entangled creature can break free before the end of this duration by succeeding at a DC 19 Strength check or by dealing 15 points of damage to the encasing saliva with either a slashing weapon or fire damage. Using fire to remove the saliva damages the entangled creature as well. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ursikka','Ursikka','Hibernation','','d20web','Special (Ex)','d20',1),('ursikka','Ursikka','Hibernation (Ex)','An ursikka can enter a prolonged state of hibernation by surrounding itself with its spittle, which hardens into a cocoon. While hibernating, an ursikka doesn\'t need to drink or eat. The cocoon has hardness 10 and 60 hit points, and is immune to fire damage. As long as the cocoon remains intact, the ursikka remains unharmed in its hibernation. An ursikka must use its attacks to break free from its cocoon.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ursikka','Ursikka','Spit','','d20web','Special (Ex)','d20',1),('ursikka','Ursikka','Spit (Ex)','As a standard action, an ursikka can spit a 60-foot line of its saliva. Creatures in the area take 8d6 points of cold damage and become entangled. A successful DC 22 Reflex save halves the damage and negates the entangled condition. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('urskan','Urskan','2 claws','13 (1d12+7)','d20web','Action','d20',1),('urskan','Urskan','Armor Training','','d20web','Special (Ex)','d20',1),('urskan','Urskan','bite','13 (1d6+7) or','d20web','Action','d20',1),('urskan','Urskan','Martial Training','','d20web','Special (Ex)','d20',1),('urskan','Urskan','Snow Walker','','d20web','Special (Ex)','d20',1),('urveth',NULL,'Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('urveth',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('urveth',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('uthul','Uthul','Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('uthul','Uthul','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('vahana','Vahana','bite','18 (2d6+12)','d20web','Action','d20',1),('vahana','Vahana','gore','18 (2d8+12)','d20web','Action','d20',1),('vahana','Vahana','slam','18 (2d6+12)','d20web','Action','d20',1),('vaklish',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('vaklish',NULL,'Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('valkruung',NULL,'Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('valkyrie',NULL,'Aesir','Aesir are often-bellicose monitors of the chaotic planes, honing their skill in battle and preparing for a final confrontation at the end of the multiverse.','fan json','Trait','Pathfinder 2e',1),('valkyrie',NULL,'Monitor','Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('vallowex','Vallowex','Amphibious','The vallowex can breathe air and water.','5e SRD','Special','D&D 5e',1),('vallowex','Vallowex','Aura of Thirst','At the start of each of the vallowex\'s turns, each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check as a gnawing thirst distracts it. For each minute a creature stays in the vallowex\'s aura, it gains one level of exhaustion from dehydration. A level of exhaustion is removed if the creature uses an action to drink 1 pint of water. A vallowex is immune to its own Aura of Thirst as well as the auras of other vallowexes.','5e SRD','Special','D&D 5e',1),('vallowex','Vallowex','Multiattack','The vallowex makes two attacks: one with its spiked tongue and one with its tail.','5e SRD','Action','D&D 5e',1),('vallowex','Vallowex','Release Eggs (1/Week)','A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease-a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While diseased, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host\'s Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host\'s Strength score is reduced to 0, the host dies, and a vallowex emerges from the corpse. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates.','5e SRD','Action','D&D 5e',1),('vallowex','Vallowex','Spiked Tongue','Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can\'t use its spiked tongue against another target.','5e SRD','Action','D&D 5e',1),('vallowex','Vallowex','Swallow','The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex\'s turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('vallowex','Vallowex','Tail','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('vallowex','Vallowex','Underwater Camouflage','The vallowex has advantage on Dexterity (Stealth) checks made while underwater.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','At 0hp','Change into gaseous form; flee to coffin.','OSE','Special','OSR',6),('vampire','Vampire','Bite (Bat or Vampire Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\'s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire\'s control.','5e SRD','Action','D&D 5e',1),('vampire','Vampire','Bite (Costs 2 Actions)','The vampire makes one bite attack.','5e SRD','Legendary Action','D&D 5e',1),('vampire','Vampire','Change form','At will; takes 1 round:','OSE','Special','OSR',7),('vampire','Vampire','Charm','The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn\'t under the vampire\'s control, it takes the vampire\'s requests or actions in the most favorable way it can, and it is a willing target for the vampire\'s bite attack. Each time the vampire or the vampire\'s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.','5e SRD','Action','D&D 5e',1),('vampire','Vampire','Charming gaze','Save versus spells at -2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire\'s commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm.','OSE','Special','OSR',4),('vampire','Vampire','Children of the Night (1/Day)','The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn\'t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.','5e SRD','Action','D&D 5e',1),('vampire','Vampire','Coffins','Must rest in a coffin during the day or lose 2d6hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations.','OSE','Special','OSR',13),('vampire','Vampire','Continual light','Partly blinded by the light from this spell (-4 to attacks).','OSE','Special','OSR',19),('vampire','Vampire','Destroying','','OSE','Special','OSR',20),('vampire','Vampire','Destroying coffins','Permanently killed if all hit points lost when unable to rest (see coffins).','OSE','Special','OSR',24),('vampire','Vampire','Dire wolf','Att 1 * bite (2d4), MV 150\' (50\'). AC, HD, morale, saves as vampire.','OSE','Special','OSR',9),('vampire','Vampire','Energy drain','A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character\'s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days.','OSE','Special','OSR',3),('vampire','Vampire','Feat 1','AlertnessB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 10',' Silent Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 11',' Still Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 12',' ToughnessB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 13',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 2',' Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 3',' Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 4',' Combat ReflexesB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 5',' DodgeB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 6',' Eschew Materials','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 7',' Extend Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 8',' Improved InitiativeB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Feat 9',' Lightning ReflexesB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Forbiddance','The vampire can\'t enter a residence without an invitation from one of the occupants.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','Garlic','Odour repels: save vs poison or unable to attack this round.','OSE','Special','OSR',15),('vampire','Vampire','Gaseous cloud','MV 180\' (60\') flying. Immune to all weapons. Cannot attack.','OSE','Special','OSR',11),('vampire','Vampire','gaze','1 * touch (1d10 + energy drain) or 1 * gaze (charm)','OSE','Action','OSR',1),('vampire','Vampire','Giant bat','Att 1 * bite (1d4), MV 30\' (10\') / 180\' (60\') flying. AC, HD, morale, saves as vampire.','OSE','Special','OSR',10),('vampire','Vampire','Harmed by Running Water','The vampire takes 20 acid damage if it ends its turn in running water.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','Holy symbols','If presented, will keep a vampire at bay (10\'). May attack wielder from another direction.','OSE','Special','OSR',16),('vampire','Vampire','Humanoid','Standard form.','OSE','Special','OSR',8),('vampire','Vampire','Immersion in water','For 1 turn permanently kills.','OSE','Special','OSR',23),('vampire','Vampire','Legendary Resistance (3/Day)','If the vampire fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','Melee 1','slam +8 (1d4+4 plus energy drain)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vampire','Vampire','Mirrors','Avoid; do not cast a reflection.','OSE','Special','OSR',18),('vampire','Vampire','Misty Escape','When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn\'t in sunlight or running water. If it can\'t transform, it is destroyed. While it has 0 hit points in mist form, it can\'t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','Move','The vampire moves up to its speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('vampire','Vampire','Multiattack (Vampire Form Only)','The vampire makes two attacks, only one of which can be a bite attack.','5e SRD','Action','D&D 5e',1),('vampire','Vampire','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',2),('vampire','Vampire','Regeneration','The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn\'t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\'t function at the start of the vampire\'s next turn.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','Regeneration','A damaged vampire gains 3hp at the start of each round, as long as it is alive.','OSE','Special','OSR',5),('vampire','Vampire','Running water','Cannot cross (in any form), except by a bridge or carried inside a coffin.','OSE','Special','OSR',17),('vampire','Vampire','Shapechanger','If the vampire isn\'t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can\'t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can\'t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\'s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\'t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','slam','8 (1d4+4 plus','d20web','Action','d20',1),('vampire','Vampire','Spider Climb','The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','Stake through the heart','Permanently kills.','OSE','Special','OSR',22),('vampire','Vampire','Stake to the Heart','If a piercing weapon made of wood is driven into the vampire\'s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','Summon beasts','In human form only. Creatures from the surrounding area: 1d10 * 10 rats, 5d4 giant rats, 1d10 * 10 bats, 3d6 giant bats, 3d6 wolves, or 2d4 dire wolves.','OSE','Special','OSR',12),('vampire','Vampire','Sunlight','Save versus death each round or be disintegrated.','OSE','Special','OSR',21),('vampire','Vampire','Sunlight Hypersensitivity','The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.','5e SRD','Special','D&D 5e',1),('vampire','Vampire','Unarmed Strike','The vampire makes one unarmed strike.','5e SRD','Legendary Action','D&D 5e',1),('vampire','Vampire','Unarmed Strike (Vampire Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).','5e SRD','Action','D&D 5e',1),('vampire','Vampire','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',1),('vampire','Vampire','Vampire Weaknesses','The vampire has the following flaws:','5e SRD','Special','D&D 5e',1),('vampire','Vampire','Vulnerabilities','','OSE','Special','OSR',14),('vampire','Vampire','|Blood Drain|Change Shape','The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid damage.','aquilae','Special','OSR',1),('vampire','Vampire','|Blood Drain|Change Shape','Channel Resistance You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',2),('vampire','Vampire','|Blood Drain|Change Shape','Children of the Night Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.','aquilae','Special','OSR',3),('vampire','Vampire','|Blood Drain|Change Shape','Create Spawn A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire\'s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master\'s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become freewilled undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.','aquilae','Special','OSR',4),('vampire','Vampire','|Blood Drain|Change Shape','Dominate Energy Drain Fast Healing A vampire can crush a humanoid opponent\'s will. Anyone the vampire targets must succeed on a Wand save or fall instantly under the vampire\'s influence, as though by a dominate person spell. The ability has a range of 30 feet. At the GM\'s discretion, some vampires might be able to affect different creature types with this power.','aquilae','Special','OSR',5),('vampire','Vampire','|Blood Drain|Change Shape','Gaseous Form Grasp of the Dead Grave Touch As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.','aquilae','Special','OSR',6),('vampire','Vampire','|Blood Drain|Change Shape','Incorporeal Form You can become incorporeal for 16 rounds. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.','aquilae','Special','OSR',7),('vampire','Vampire','|Blood Drain|Change Shape','A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.','aquilae','Special','OSR',8),('vampire','Vampire','|Blood Drain|Change Shape','You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d8 points of necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.','aquilae','Special','OSR',9),('vampire','Vampire','|Blood Drain|Change Shape','You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',10),('vampire','Vampire','|Blood Drain|Change Shape','You can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 2d6 slashing damage. Those caught in the area receive a Breath save for half damage. Those who fail the save are unable to move for 1 round. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. You can use this ability once per day. This power has a range of 60 feet.','aquilae','Special','OSR',11),('vampire','Vampire','|Blood Drain|Change Shape','You can make a melee attack that causes a living creature to become shaken for 9 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 19 Hit Dice. You can use this ability a number of times per day equal to your Hit Dice, minus 2.','aquilae','Special','OSR',12),('vampire','Vampire','|Blood Drain|Change Shape','A vampire casts no shadows and shows no ref lection in a mirror.','aquilae','Special','OSR',13),('vampireBatSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('vampireBatSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('vampireCount',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vampireCount',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('vampireGuardian',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vampireGuardian',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('vampireMastermind',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vampireMastermind',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('vampireSpawn',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vampireSpawn',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('vampireSquid',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('vampireSquid',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('vampireTaviah',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vampireTaviah',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('vampiricMist',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('vanara','Vanara','Distract','As a bonus action, the vanara can use its tail to distract an opponent within 5 feet of it by pulling on an arm, tossing dirt in the target\'s face, or some other method of interfering. The target must succeed on a DC 13 Dexterity saving throw or have disadvantage on all attacks against the vanara until the vanara\'s next turn.','5e SRD','Special','D&D 5e',1),('vanara','Vanara','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vanara','Vanara','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vanara','Vanara','Feat 3',' Improved Unarmed Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vanara','Vanara','Feat 4',' Stunning Fist','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vanara','Vanara','Howl (Recharge 5-6)','The vanara releases a sonorous howl in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn\'t deafened.','5e SRD','Action','D&D 5e',1),('vanara','Vanara','Melee 1','quarterstaff +1 (1d6+1) orflurry of blows +0/+0 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vanara','Vanara','Prehensile Tail','','d20web','Special (Ex)','d20',1),('vanara','Vanara','Prehensile Tail (Ex)','All vanaras have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small stowed objects carried on their persons as a swift action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vanara','Vanara','Quadrupedal Dash','As a bonus action, the vanara can move up to 80 feet without provoking opportunity attacks. It can\'t use this trait if it is wielding a weapon or holding an object weighing more than 10 lbs.','5e SRD','Special','D&D 5e',1),('vanara','Vanara','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target must succeed on a DC 13 Dexterity saving throw or drop its weapon in a space within 10 feet of the target.','5e SRD','Action','D&D 5e',1),('vanara','Vanara','Sling','Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('vanara','Vanara','Standing Leap','The vanara\'s long jump is 30 feet and its high jump is up to 15 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('vanara','Vanara','|Prehensile Tail','A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.','aquilae','Special','OSR',1),('vanaraDisciple',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('vanaraDisciple',NULL,'Vanara','Vanaras are monkeylike humanoids who share a devotion to monastic training.','fan json','Trait','Pathfinder 2e',1),('vanth',NULL,'Monitor','Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('vanth',NULL,'Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('vanthWarrior',NULL,'Monitor','Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('vanthWarrior',NULL,'Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('vanyver',NULL,'Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('vanyver',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('vanyver',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vargouille',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('vargouille','Vargouille','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('vargouille','Vargouille','bite','5 bite (1d4 plus','d20web','Action','d20',1),('vargouille','Vargouille','Demon\'s Kiss','If an incapacitated target is within five feet of the vargouille, the vargouille can kiss that creature, which must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma at the end of each hour, as its facial features take on a fiendish aspect. The curse is held at bay by direct sunlight or the daylight spell. Once the cursed target\'s Charisma drops to 2, it suffers an excruciating, violent death as its head tears away from its body to become a new vargouille. The curse can be ended only by a remove curse or greater restoration spell. The physical changes are undone when the curse ends through these means.','5e SRD','Action','D&D 5e',1),('vargouille','Vargouille','Feat 1','Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vargouille','Vargouille','Feat 2',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vargouille',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('vargouille','Vargouille','Kiss (Su)','A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks of opportunity). A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim\'s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim\'s head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation\'s progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect. The save DC is Constitution-based and includes a +4 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vargouille','Vargouille','Melee 1','bite +5 (1d4 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vargouille','Vargouille','Poison (Su)','Bite-injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vargouille','Vargouille','Shriek (Su)','Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille\'s shriek for 24 hours. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vargouille','Vargouille','Stunning Shriek','The vargouille unleashes a piercing shriek. Creatures within 30 feet of the vargouille that hear the shriek must succeed on a DC 12 Wisdom saving throw or be frightened and stunned until the end of the vargouille\'s next turn. While frightened in this way, a target is stunned. If the creature\'s saving throw is successful, then it is immune to the vargouille\'s shrieks for the next hour.','5e SRD','Action','D&D 5e',1),('vargouille','Vargouille','|Aligned','Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving resistance.','aquilae','Special','OSR',1),('vargouille','Vargouille','|Aligned','Kiss A vargouille can kiss a helpless target by making a successful melee attack (this provokes attacks of opportunity).','aquilae','Special','OSR',2),('vargouille','Vargouille','|Aligned','A kissed opponent must succeed on a Spell save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).','aquilae','Special','OSR',3),('vargouille','Vargouille','|Aligned','First, over a period of 1d6 hours, all the victim\'s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs.','aquilae','Special','OSR',4),('vargouille','Vargouille','|Aligned','During the next 1d6 hours, the victim suffers 1d4 points of Intelligence damage each hour. The transformation is complete 1d6 hours thereafter, when the victim\'s head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation\'s progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect.','aquilae','Special','OSR',5),('vargouille','Vargouille','|Aligned','Poison Bite-injury; save Death; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save.','aquilae','Special','OSR',6),('vargouille','Vargouille','|Aligned','Shriek Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a Paralysis save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille\'s shriek for 24 hours.','aquilae','Special','OSR',7),('vaspercham',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('vaspercham',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('vaultbreakerOoze',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('vaultbreakerOoze',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('vavakia','Vavakia','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('vavakia','Vavakia','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('vavakia','Vavakia','|Breath|Weapon','Once every 1d4 rounds, a vavakia can breathe out a 60-foot cone of green fire that seems to writhe and coil with the tortured shapes of a thousand screaming ghosts. This green fire is akin to vomiting up the countless souls the vavakia has consumed, and these souls consume flesh as surely as they consume sanity. A creature struck by this breath weapon takes necrotic damage (Breath save halves)-this damage manifests as blackened, melted flesh and skin but is treated as raw profane power. Evil creatures take half damage from the breath weapon, but good creatures who take any damage from a vavakia\'s breath weapon are automatically staggered for 1 round by the hideous sensation. In addition, any living creature that takes damage from a vavakia\'s breath weapon must also make a Death save to avoid suffering 1d8 points of Wisdom damage as her sanity slips away into madness. Immediately after the vavakia expels this green \"soul fire\", the wailing flames flow in reverse back into the demon\'s gullet through its open maw. This heals the vavakia effect. Ability damage from this effect can only be healed via restoration or more powerful healing magic.','aquilae','Special','OSR',1),('vavakia','Vavakia','|Breath|Weapon','Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.','aquilae','Special','OSR',2),('vavakia','Vavakia','|Breath|Weapon','Smoking Wound Rather than blood, wisps of green smoke constantly weep from a vavakia\'s bite wound-a grim manifestation of the demon\'s effect on a mortal soul. Each time a vavakia bites a creature, that creature suffers an additional 2d8 points of necrotic damage-the wounds continue to smoke as long as the victim suffers from this reduction. The smoking wounds cause the victim to become sickened because of the hideous sensation and rank smell of the vapors.','aquilae','Special','OSR',3),('vavakia','Vavakia','|Breath|Weapon','An effect that removes this sickened condition only temporarily causes the wounds to stop smoking-they begin smoking again in 1d6 rounds and persist as long as the victim suffers from the smoking wounds. Nonliving creatures bitten by a vavakia are immune to its energy-draining bite and do not exhibit smoking wounds.','aquilae','Special','OSR',4),('vavakia','Vavakia','|Breath|Weapon','Stun A creature struck by a vavakia\'s tail slap must make a Paralysis save or be stunned for 1 round. On a critical hit, the stun effect lasts for 1d4 rounds on a failed save, and 1 round on a successful save.','aquilae','Special','OSR',5),('vavakia','Vavakia','|Breath|Weapon','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('vavakia','Vavakia','|Breath|Weapon','Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',7),('vavakia','Vavakia','|Breath|Weapon','True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',8),('vazgorlu',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('vazgorlu',NULL,'Astral','Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.','fan json','Trait','Pathfinder 2e',1),('veiledMaster',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('veiledMaster',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('velociraptor',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('velociraptor',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('velociraptor','Velociraptor','|Evasion','You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',1),('venexus',NULL,'Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('venexus',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('venexus\'sWyrmlings',NULL,'Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('venexus\'sWyrmlings',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('veranallia',NULL,'Azata','This family of celestials is native to Elysium. They are typically chaotic good and have darkvision and a weakness to evil and cold iron.','fan json','Trait','Pathfinder 2e',1),('veranallia',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('verdurousOoze',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('verdurousOoze',NULL,'Ooze','Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.','fan json','Trait','Pathfinder 2e',1),('vermlek',NULL,'Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('vermlek',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('veshumirix',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('veshumirix',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('vetalaranaEmergent',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vetalaranaEmergent',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('vetalaranaManipulator',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vetalaranaManipulator',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('veteran','Veteran','Level and alignment','A group may all be of the same level and alignment, or these may be determined randomly, per individual.','OSE','Special','OSR',1),('veteran','Veteran','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('vexgit',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('vexgit',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('vexxeh','Vexxeh','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 7 (2d6) poison damage.','5e SRD','Action','D&D 5e',1),('vexxeh','Vexxeh','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('vexxeh','Vexxeh','Four-Legged Lope','When the vexxeh uses its action to Dash, it moves at three times its speed.','5e SRD','Special','D&D 5e',1),('vexxeh','Vexxeh','Multiattack','The vexxeh makes two claw attacks.','5e SRD','Action','D&D 5e',1),('vexxeh','Vexxeh','Rend','If the vexxeh hits a creature with two claw attacks in one round, it does an extra 14 (4d6) damage.','5e SRD','Action','D&D 5e',1),('vexxeh','Vexxeh','Weak Willed','The vexxeh has disadvantage on saving throws against being charmed.','5e SRD','Special','D&D 5e',1),('vice-ChancellorVikrotiStroh',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('viciousArmyAntSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('viciousArmyAntSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('viewslog',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('viewslog',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('viiret','Viiret','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the viiret. At the start of each of the viiret\'s turns, the creature takes 7 (2d6) acid damage. If the creature is poisoned or suffering from a disease, it takes 3 (1d6) necrotic damage at the start of each of the viiret\'s turns instead. In addition, at the start of each of the viiret\'s turns, a swallowed creature that is poisoned or suffering from a disease can repeat the condition or disease\'s saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw. The viiret can have only one creature swallowed at a time.','5e SRD','Action','D&D 5e',1),('viiret','Viiret','Disease Eater','The viiret is immune to disease, and it has advantage on attack rolls against a creature if the creature is poisoned or suffering from a disease.','5e SRD','Special','D&D 5e',1),('viiret','Viiret','Disease Sense','The viiret can pinpoint, by scent, the location of poisoned creatures or creatures suffering from a disease within 60 feet of it.','5e SRD','Special','D&D 5e',1),('viiret','Viiret','Multiattack','The viiret makes two attacks, only one of which can be a bite attack.','5e SRD','Action','D&D 5e',1),('viiret','Viiret','Vine','Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('vila',NULL,'+1 Shortbow','Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('vila',NULL,'+1 Shortsword','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('vila',NULL,'1/week','control weather','5e SRD','Special','D&D 5e',1),('vila',NULL,'Dance of the Luckless (1/Day)','Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non-vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken.','5e SRD','Special','D&D 5e',1),('vila',NULL,'Fascinate (1/Day)','When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila\'s singing for 24 hours.','5e SRD','Action','D&D 5e',1),('vila',NULL,'Forest Meld','A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell.','5e SRD','Special','D&D 5e',1),('vila',NULL,'Forest Quickness','While in forest surroundings, a vila receives a +4 bonus on initiative checks.','5e SRD','Special','D&D 5e',1),('vila',NULL,'Forest Song (1/day)','The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action.','5e SRD','Action','D&D 5e',1),('vila',NULL,'Innate Spellcasting','The vila\'s innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('vila',NULL,'Multiattack','A vila makes two shortsword attacks or two shortbow attacks.','5e SRD','Action','D&D 5e',1),('vila',NULL,'sleep','3/day','5e SRD','Special','D&D 5e',1),('vilderavn',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('vilderavnHerald',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('vineLasher',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('vineLeshy',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('vineLeshy',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('violet',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence ability modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('violetFungus','Violet Fungus','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('violetFungus','Violet Fungus','Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('viper','Viper','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('viper','Viper','Bite','Melee Weapon Attack: +3to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.','5e SRD','Action','D&D 5e',1),('viper','Viper','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('viper','Viper','Feat 2',' Weapon FinesseB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('viper','Viper','Melee 1','bite +2 (1d4-1 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('viper','Viper','Poison (Ex)','Bite-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('viperSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('viperSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('viperVine',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('virthad',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('virtuosoLich',NULL,'1st level (4 slots)','bane, hideous laughter, thunderwave','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'2nd level (3 slots)','enthrall, hold person, invisibility, shatter','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'3rd level (3 slots)','dispel magic, fear, speak with dead','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'4th level (3 slots)','compulsion, confusion, dimension door','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'5th level (2 slots)','dominate person, mislead','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'6th level (1 slot)','irresistible dance, programmed illusion','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'Artistic Flourish','Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait.','5e SRD','Action','D&D 5e',1),('virtuosoLich',NULL,'Call Muse','The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich\'s \"muse,\" has a speed of 0 and is incapacitated as it watches or listens to the lich\'s artistic expression. The muse can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the lich\'s Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed. The lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn\'t its muse.','5e SRD','Action','D&D 5e',1),('virtuosoLich',NULL,'Cantrips (at will)','mage hand, message, true strike, vicious mockery','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'Cast a Spell (Costs 3 Actions)','The lich casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('virtuosoLich',NULL,'Corrupted Art','The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action\'s effects change, depending on if the target is undead.','5e SRD','Action','D&D 5e',1),('virtuosoLich',NULL,'Legendary Resistance (3/Day)','If the lich fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'Move','The lich moves up to its speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('virtuosoLich',NULL,'Multiattack','The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks.','5e SRD','Action','D&D 5e',1),('virtuosoLich',NULL,'Non-Undead','The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('virtuosoLich',NULL,'Rejuvenation','If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'Spellcasting','The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'Turn Resistance','The lich has advantage on saving throws against any effect that turns undead.','5e SRD','Special','D&D 5e',1),('virtuosoLich',NULL,'Undead','The target regains 18 (4d8) hit points. Healing that exceeds the target\'s hp maximum becomes temporary hit points.','5e SRD','Action','D&D 5e',1),('virtuosoLich',NULL,'Unrestrained Art (Costs 3 Actions)','The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is forced prone. On a success, a creature takes half the damage and isn\'t forced prone.','5e SRD','Legendary Action','D&D 5e',1),('virtuosoLich',NULL,'Versatile Artist','At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can\'t give the lich immunity to force, psychic, or radiant damage.','5e SRD','Special','D&D 5e',1),('virulakNecromancer',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('virulakVillager',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vishap','Vishap','1st (7/day)','burst of adrenaline, charge object, decrepit disguise(DC 18), deja vu, mindlink, psychic reading, telempathic projection','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','2nd (7/day)','anticipate thoughts, aversion(DC 19), demand offering(DC 19), detect mindscape, hypercognition, instigate psychic duel(DC 19), mental block(DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','3rd (6/day)','analyze aura, ectoplasmic snare, node of blasting(DC 20), purge spirit , mindscape door, synaptic pulse(DC 20)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','4th (5/day)','condensed ether, mind probe(DC 21), mindwipe(DC 21), synaptic scramble(DC 21), thought shield III, thoughtsense','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','5/day','greater create mindscape, greater possession(DC 25)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','5th (3/day)','etheric shards (DC 22), explode head(DC 22), id insinuation IV(DC 22), wall of ectoplasm','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','6th (2/day)','ego whip IV(DC 23), psychic surgery','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','7th (1/day)','ethereal envelopment (DC 24), psychic crush III(DC 24)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','At will','etherealness','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','bite','30 (2d8+13/19-20 plus','d20web','Action','d20',1),('vishap','Vishap','Constant','tongues','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','Ley Swim (Su)','Vishaps are fundamentally attuned to ley lines. As a full-round action while within reach of a vishapakar standing stone that is placed on a ley line, a vishap can swim the currents of any ley line attached to that vishakapar at a rate of 10 miles per round (crossing to a different plane takes 10 rounds). This is a teleportation effect. The vishap can sense the exact shape and length of the ley line, and knows exactly where each vishapakar along the ley line is. In addition, the vishap automatically knows the status (as per the spell) of each living creature along the ley line\'s path or attuned to the ley line. A vishap can end its ley swim only at a vishapakar, though it can travel along other ley lines that connect with its current ley line.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','Poison','','d20web','Special (Ex)','d20',1),('vishap','Vishap','Poison (Ex)','Bite or poisoned blood-contact or injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','Poisoned Blood','','d20web','Special (Ex)','d20',1),('vishap','Vishap','Poisoned Blood (Ex)','Any creature that comes into contact with a vishap\'s blood is subjected to the dragon\'s poison. A creature that deals melee damage to a vishap must succeed at a DC 25 Reflex save to avoid being exposed to the poison, and an attacker using a natural weapon is exposed automatically.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','Psychic Spells Known (CL 15th; concentration +22)','Psychic Spells Known (CL 15th; concentration +22)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','Spells (Sp)','A vishap casts spells as a 15th-level psychic.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishap','Vishap','Vishapakar Affinity (Sp, Su)','A vishap automatically succeeds at any attempt to attune itself to a ley line if it makes that attempt while adjacent to a vishapakar. It treats the effects of any such ley line as if the ley line were 5 caster levels higher. By concentrating as a standard action, a vishap can view the surroundings of a vishapakar on one of its attuned ley lines as per greater scrying.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vishkanyaInfiltrator',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('vishkanyaInfiltrator',NULL,'Vishkanya','These faintly ophidian humanoids have venomous blood and saliva.','fan json','Trait','Pathfinder 2e',1),('viskithrel',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('vitalia',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('vitalia',NULL,'Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('vitalia',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('voidDragon','Void Dragon','unknown','unknown','d20web','Action','d20',1),('voidglutton',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('voidglutton',NULL,'Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('voidworm',NULL,'Monitor','Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('voidworm',NULL,'Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('voidZombie',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('voonith','Voonith','Amphibious','The voonith can breathe air and water.','5e SRD','Special','D&D 5e',1),('voonith','Voonith','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('voonith','Voonith','bite','8 (1d6+1 plus','d20web','Action','d20',1),('voonith','Voonith','Blood-Freezing Howl (Su)','As a standard action, a voonith can unleash a bloodcurdling howl. All creatures within a 30-foot-radius burst must succeed at a DC 15 Will save or become dazed for 1 round and then shaken for an additional 1d6 rounds. Any creature that makes a successful save against a voonith\'s howl is immune to the same voonith\'s howl for 24 hours. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('voonith','Voonith','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('voonith','Voonith','Feat 1','Ability Focus (blood-freezing howl)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('voonith','Voonith','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('voonith','Voonith','Feat 3',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('voonith','Voonith','Melee 1','bite +8 (1d6+1 plus trip)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('voonith','Voonith','Melee 2',' 4 claws +7 (1d3+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('voonith','Voonith','Multiattack','The voonith makes two attacks: one with its bite and one with its claws.','5e SRD','Action','D&D 5e',1),('voonith','Voonith','Pounce','If the voonith moves at least 20 feet straight toward a creature and then hits it with both a claw attack and a bite attack on the same turn, the voonith can make one tail attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('voonith','Voonith','Tail','Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained and the voonith can\'t attack other targets with its tail.','5e SRD','Action','D&D 5e',1),('voonith','Voonith','|Amphibious|Blood-Freezing|Howl','The creature can breathe air and/or water.','aquilae','Special','OSR',1),('vordakai',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vortexDragon','Vortex Dragon','unknown','unknown','d20web','Action','d20',1),('vrail',NULL,'Communal Raptors','Unlike many birds of prey, vrail are social animals that hunt as a group. They swoop down in quick succession from different directions, each vrail slashing the target with its razor sharp talons as it flashes past. After the target bleeds to death, the vrail descend on the body as a flock and feed.','5e SRD','Action','D&D 5e',1),('vrail',NULL,'Flyby','The vrail doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('vrail',NULL,'Talons','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('vrock','Vrock','1/day','heroism, mirror image, summon (level 3, 1 vrock 35%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vrock','Vrock','At will','greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vrock','Vrock','Beak','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('vrock','Vrock','Dance of Ruin (Su)','A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vrock','Vrock','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('vrock','Vrock','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vrock','Vrock','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vrock','Vrock','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vrock','Vrock','Feat 4',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vrock','Vrock','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vrock','Vrock','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('vrock','Vrock','Magic Resistance','The vrock has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('vrock','Vrock','Melee 1','2 claws +13 (2d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vrock','Vrock','Melee 2',' bite +13 (1d8+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vrock','Vrock','Melee 3',' 2 talons +13 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vrock','Vrock','Multiattack','The vrock makes two attacks: one with its beak and one with its talons.','5e SRD','Action','D&D 5e',1),('vrock','Vrock','Spores (Ex)','A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vrock','Vrock','Spores (Recharge 6)','A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.','5e SRD','Action','D&D 5e',1),('vrock','Vrock','Stunning Screech (1/Day)','The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn\'t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock\'s next turn.','5e SRD','Action','D&D 5e',1),('vrock','Vrock','Stunning Screech (Su)','Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vrock','Vrock','Talons','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('vrock','Vrock','|Dance of Ruin|Spores|Stunning|Screech|Telepathy','A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 2d8 electricity damage to all creatures within 100 feet. A Breath save halves this damage. For each additional vrock that joins in the dance, the damage increases by and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing.','aquilae','Special','OSR',1),('vrock','Vrock','|Dance of Ruin|Spores|Stunning|Screech|Telepathy','A vrock can release a cloud of spores from its body once every 3 rounds. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.','aquilae','Special','OSR',2),('vrock','Vrock','|Dance of Ruin|Spores|Stunning|Screech|Telepathy','Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot radius spread must succeed on a Paralysis save or be stunned for 1 round.','aquilae','Special','OSR',3),('vrock','Vrock','|Dance of Ruin|Spores|Stunning|Screech|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('vrolikai',NULL,'Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('vrolikai',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('vrykolakas','Vrykolakas','2 claws','13 (1d6+6 plus','d20web','Action','d20',1),('vrykolakas','Vrykolakas','Bite (Wolf or Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target\'s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.','5e SRD','Action','D&D 5e',1),('vrykolakas','Vrykolakas','Claws (Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vrykolakas can grapple the target (escape DC 14).','5e SRD','Action','D&D 5e',1),('vrykolakas','Vrykolakas','Create Spawn (Su)','','d20web','Special (Su)','d20',1),('vrykolakas','Vrykolakas','Feed (Su)','','d20web','Special (Su)','d20',1),('vrykolakas','Vrykolakas','Feral Possession','','d20web','Special (Ex)','d20',1),('vrykolakas','Vrykolakas','Horrid Visage (Su)','','d20web','Special (Su)','d20',1),('vrykolakas','Vrykolakas','Keen Hearing and Smell','The vrykolakas has advantage on Wisdom (Perception) checks that rely on hearing or smell. Regeneration. The vrykolakas regains 10 hit points at the start of its turn if it has at least 1 hit point and isn\'t in sunlight or running water. If the vrykolakas takes radiant damage or damage from holy water, this trait doesn\'t function at the start of the vrykolakas\'s next turn. Shapechanger. The vrykolakas can use its action to polymorph into a wolf, or back into its true form, which is wolf-human hybrid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies. Spider Climb. The vrykolakas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stake to the Heart. The vrykolakas is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place','5e SRD','Special','D&D 5e',1),('vrykolakas','Vrykolakas','Multiattack (Hybrid Form Only)','The vrykolakas makes one attack with its bite and one with its claws.','5e SRD','Action','D&D 5e',1),('vrykolakas','Vrykolakas','Pestilent Aura (Su)','','d20web','Special (Su)','d20',1),('vrykolakasAncient',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vrykolakasAncient',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('vrykolakasMaster',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vrykolakasMaster',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('vrykolakasSpawn',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('vrykolakasSpawn',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('vukodlak',NULL,'bite','7 (1d8+7 plus','d20web','Action','d20',1),('vukodlak',NULL,'Terrifying Gaze','Paralyzed with fear for 1 round, 30 feet, Will DC 14 negates. This is a mind-affecting fear effect. A creature that succeeds at its saving throw is immune to the vukodlak\'s gaze for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('vulnudaemon','Vulnudaemon','|Aura of Doom|Bleed|Telepathy','Creatures within 30\' must save vs. Spell or suffer -2 to attack rolls and saves while within this range.','aquilae','Special','OSR',1),('vulnudaemon','Vulnudaemon','|Aura of Doom|Bleed|Telepathy','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',2),('vulnudaemon','Vulnudaemon','|Aura of Doom|Bleed|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('vulpinal',NULL,'Agathion','This family of animal-featured celestials is native to the plane of Nirvana. Most agathions are neutral good, have darkvision, and have a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('vulpinal',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('vulpinalAgathion','Vulpinal Agathion','2 claws','11 (1d3+1)','d20web','Action','d20',1),('vulpinalAgathion','Vulpinal Agathion','bite','11 (1d4+1)','d20web','Action','d20',1),('vulture','Vulture','Beak','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.','5e SRD','Action','D&D 5e',1),('vulture','Vulture','bite','2 (1d6+1)','d20web','Action','d20',1),('vulture','Vulture','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vulture','Vulture','Keen Sight and Smell','The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.','5e SRD','Special','D&D 5e',1),('vulture','Vulture','Melee 1','bite +2 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('vulture','Vulture','Pack Tactics','The vulture has advantage on an attack roll against a creature if at least one of the vulture\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('vultureRat',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('wakandagi','Wakandagi','3/day','aqueous orb (DC 19), neutralize poison','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('wakandagi','Wakandagi','Amphibious','Wakandagi can breathe both air and water.','5e SRD','Special','D&D 5e',1),('wakandagi','Wakandagi','At will','detect evil, detect magic, fog cloud, quench (DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('wakandagi','Wakandagi','Bite','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('wakandagi','Wakandagi','Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('wakandagi','Wakandagi','Keen Smell','The wakandagi has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('wakandagi','Wakandagi','Magic Resistance','The wakandagi has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('wakandagi','Wakandagi','unknown','unknown','d20web','Action','d20',1),('wakandagi','Wakandagi','Water Bomb (Su)','As a standard action, a wakandagi can spit a ball of water at a target within 60 feet as a ranged touch attack. If successful, the attack is resolved as a bull rush using the wakandagi\'s CMB. This bull rush doesn\'t provoke an attack of opportunity. If the ball of water successfully hits, it remains in the square of the target struck. If the ball of water misses, it continues in a straight line and lands at the extent of its range. This ball is 2 feet across and weighs 50 pounds. One round after the wakandagi spits the ball of water, it explodes, dealing 10d6 points of nonlethal damage to all creatures within a 20-foot radius (Reflex DC 25 half). The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('wako',NULL,'Ao, Ao, Ao','Wakos use vocal calls to communicate and can relay exact location and even basic emotions within 60 feet (120 feet underground). When three or more wakos are present, all non-wakos take 7 (2d6) thunder damage each round at the beginning of their turn, or half as much on a successful DC 11 Constitution saving throw. Creatures failing their save are deafened for 1 minute, though they can attempt a new save each round to end this effect and once they save they cannot be deafened by wakos for 1 hour. if a wako matriarch is present the damage dealt by this ability increases to 10 (3d6) and the save DC is 13.','5e SRD','Special','D&D 5e',1),('wako',NULL,'Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('wako',NULL,'Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('wako',NULL,'Contortionist','The wako\'s oily coat and flexible skeleton allow them to fit through spaces as easily as a Small creature, and they can stand up from prone as a bonus action.','5e SRD','Special','D&D 5e',1),('wako',NULL,'Crumbling Cave','Continual burrowing causes a part of the ceiling to collapse above one target that the creature can see within 30 feet of it. The target must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained (escape DC 10) and unable to breathe, see, hear, or stand up.','5e SRD','Lair Action','D&D 5e',1),('wako',NULL,'Multiattack','The wako matriarch makes one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('wako',NULL,'Oil Slick','As an adult wako, but the save DC is 13.','5e SRD','Action','D&D 5e',1),('wako',NULL,'Pack Tactics','The wako has advantage attack rolls if at least one of its wako allies is within 5 feet of its target and isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('wako',NULL,'Rouse Pack','A wako matriarch a 50% chance to call upon additional members of the pack. She can call either 1 adult wako (25%) or 1d3 wako pups (25%) to protect the den. They will enter from the closest access point or burrow up to 60 ft. away to join the matriarch.','5e SRD','Lair Action','D&D 5e',1),('wako',NULL,'Senses','The wako has advantage on Wisdom (Perception) checks that rely on scent but has disadvantage on Wisdom (Perception) checks that rely on sight and hearing.','5e SRD','Special','D&D 5e',1),('wako',NULL,'Tunneler','The wako can burrow through solid rock at half their standard burrow speed leaving a tunnel behind them equal to their size in diameter.','5e SRD','Special','D&D 5e',1),('waldgeist',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('waldgeist',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('waldgeist',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('walrus','Walrus','bite','8 (1d8+7)','d20web','Action','d20',1),('walrus','Walrus','Feat 1','Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('walrus','Walrus','Feat 2',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('walrus','Walrus','gore','13 (1d10+7)','d20web','Action','d20',1),('walrus','Walrus','Melee 1','bite +8 (1d8+7)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('walrus','Walrus','Scent','Walruses have advantage on all wisdom checks related to their sense of smell.','5e SRD','Special','D&D 5e',1),('walrus','Walrus','Tail Slap','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('walrus','Walrus','Tusks','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing damage.','5e SRD','Action','D&D 5e',1),('walrus','Walrus','|Hold Breath','The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.','aquilae','Special','OSR',1),('warChampionKharostan',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('warChampionKharostan',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('warChampionKharostan',NULL,'Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('warg',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('warHorse','Warhorse','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('warhorse','Warhorse','Hooves','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('warhorse','Warhorse','Trampling Charge','If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.','5e SRD','Special','D&D 5e',1),('warPony',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('warrior',NULL,'1st level (4 slots)','command, shield of faith, protection from evil and good.','5e SRD','Special','D&D 5e',1),('warrior',NULL,'2nd level (2 slots)','find steed, zone of truth','5e SRD','Special','D&D 5e',1),('warrior',NULL,'Brave','The champion has advantage on saving throws against being frightened.','5e SRD','Special','D&D 5e',1),('warrior',NULL,'Chakram','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) slashing damage in melee or 6 (1d6 + 3) slashing damage at range.','5e SRD','Action','D&D 5e',1),('warrior',NULL,'Divine Smite','Once per turn on a hit, the champion can expend a spell slot to cause their melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to the target. If the champion expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st.','5e SRD','Special','D&D 5e',1),('warrior',NULL,'Duelist','When fighting with a weapon in one hand only or with a weapon and shield combination, the champion adds +2 to the damage of the attack (included in the stats)','5e SRD','Special','D&D 5e',1),('warrior',NULL,'Multiattack','The champion makes two weapon attacks.','5e SRD','Action','D&D 5e',1),('warrior',NULL,'Shield Bash','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('warrior',NULL,'Spellcasting','The champion is a 3rd-level spellcaster. Their spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). They have the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('warrior',NULL,'Warspear','Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 9 (1d8 + 5) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('warSauropelta',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence ability modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('warSauropelta',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('warsworn',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('wasp','Wasp','Multiattack','The swarm makes two Stings attacks.','5e SRD','Action','D&D 5e',1),('wasp','Wasp','Stings','Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm\'s space. Hit: 12 (2d6 + 5) piercing damage, or 6 (1d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 15 Constitution saving throw. On a failed save, it takes 21 (6d6) poison damage and is poisoned until the end of its next turn. On a successful saving throw, it takes half as much poison damage and is not poisoned.','5e SRD','Action','D&D 5e',1),('wasp','Wasp','Swarm','The swarm can occupy one or more other creatures\' spaces and vice versa, and the swarm can move through an opening large enough for a Tiny hellwasp. The swarm can\'t regain hit points or gain temporary hit points.','5e SRD','Special','D&D 5e',1),('waspSwarm',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('waspSwarm',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('watchtowerPoltergeist',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('watchtowerPoltergeist',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('watchtowerPoltergeist',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('watchtowerShadow',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('watchtowerShadow',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('watchtowerWraith',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('watchtowerWraith',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('watchtowerWraith',NULL,'Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('waterElemental','Water Elemental','blow','1 * blow (1d8 / 2d8 / 3d8)','OSE','Action','OSR',1),('waterElemental','Water Elemental','Drench','','d20web','Special (Ex)','d20',1),('waterElemental','Water Elemental','Greater','AC -2 [21], HD 16*, Att 1 * blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)','OSE','Special','OSR',5),('waterElemental','Water Elemental','Harm creatures in water','Inflict extra 1d8 damage.','OSE','Special','OSR',8),('waterElemental','Water Elemental','Intermediate','AC 0 [19], HD 12*, Att 1 * blow (2d8), SV D6 W7 P8 B8 S10 (12). (Summoned by magic device.)','OSE','Special','OSR',4),('waterElemental','Water Elemental','Lesser','AC 2 [17], HD 8*, Att 1 * blow (1d8), SV D8 W9 P10 B10 S12 (8). (Summoned by magic staff.)','OSE','Special','OSR',3),('waterElemental','Water Elemental','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('waterElemental','Water Elemental','Power level','There are three power levels of elemental. Each is typically summoned by different means:','OSE','Special','OSR',2),('waterElemental','Water Elemental','Size','4\' tall, 16\' across / 6\' tall, 24\' across / 8\' tall, 32\' across.','OSE','Special','OSR',6),('waterElemental','Water Elemental','Water Mastery','','d20web','Special (Ex)','d20',1),('waterElemental','Water Elemental','Water-bound','Must remain within 60\' of water.','OSE','Special','OSR',7),('waterElemental','Water Elemental','|Drench|Vortex|Water Mastery','The elemental\'s touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as Dispel Magic (caster level 20).','aquilae','Special','OSR',1),('waterElemental','Water Elemental','|Drench|Vortex|Water Mastery','This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and cannot leave the water. It\'s a Breath save to avoid being caught by the vortex. The vortex itself is A water elemental gains a +4 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental suffers a -4 penalty on attack and damage rolls.','aquilae','Special','OSR',2),('waterElementalDragon','Water Elemental Dragon','1/day each','control weather, plane shift','5e SRD','Special','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','3/day','control water','5e SRD','Special','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','At will','create or destroy water','5e SRD','Special','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Claw','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Drench','The elemental water dragon can extinguish any one nonmagical flame or one magical flame created by a 5th level or lower spell it can see within 15 feet of it.','5e SRD','Bonus Action','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Freeze','If the elemental water dragon takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.','5e SRD','Special','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Innate Spellcasting','The dragon\'s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Legendary Resistance (3/day)','If the dragon fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Multiattack','The dragon can make three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Siege Monster','The dragon deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Steam Breath (Recharge 5-6)','The dragon exhales a 60-foot cone of superheated steam that spreads around corners. Creatures within the area must make DC 19 Dexterity saving throws, taking 63 (18d6) fire damage on a failed saving throw, or half as much on a successful one. Being underwater does not provide resistance to this effect.','5e SRD','Action','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('waterElementalDragon','Water Elemental Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('waterLeaper','Water Leaper','Amphibious','The water leaper can breathe both air and water.','5e SRD','Special','D&D 5e',1),('waterLeaper','Water Leaper','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can\'t bite another target.','5e SRD','Action','D&D 5e',1),('waterLeaper','Water Leaper','bite','5 (1d4+1)','d20web','Action','d20',1),('waterLeaper','Water Leaper','Camouflage','The water leaper has advantage on Dexterity (Stealth) checks when underwater.','5e SRD','Special','D&D 5e',1),('waterLeaper','Water Leaper','Jagged Sting','','d20web','Special (Ex)','d20',1),('waterLeaper','Water Leaper','Jagged Sting (Ex)','A water leaper\'s sting causes dangerous shards too tiny for the eye to see to break off into the target\'s flesh and cause bleeding. A successful DC 15 Heal check stops the bleeding and removes the fragments. However, magical and supernatural healing of any kind doesn\'t stop the bleeding and instead seals the fragments within the wound, increasing the bleed damage to 1d4 points and the Heal DC to stop the bleeding to 20. Further such healing still doesn\'t stop the bleed effect, but also doesn\'t increase the damage or Heal DC further.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('waterLeaper','Water Leaper','Multiattack','The water leaper uses its shriek and makes one bite attack and one stinger attack.','5e SRD','Action','D&D 5e',1),('waterLeaper','Water Leaper','Shriek','The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper\'s next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours.','5e SRD','Action','D&D 5e',1),('waterLeaper','Water Leaper','sting','5 (1d4+1 plus 1','d20web','Action','d20',1),('waterLeaper','Water Leaper','Stinger','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('waterLeaper','Water Leaper','Swallow','The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper\'s turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse.','5e SRD','Action','D&D 5e',1),('waterLeaper','Water Leaper','Water Leap','','d20web','Special (Ex)','d20',1),('waterLeaper','Water Leaper','Water Leap (Ex)','Water leapers get their name from their uncanny ability to ambush prey by leaping out of the water. A water leaper that begins its turn in the water can make a special leaping charge attack. This special charge doesn\'t need to be in a straight line with respect to altitude, allowing the water leaper to leap out, up and over the rim of a boat, and down onto its prey. At the end of a water leap, the water leaper can make both a bite and a sting attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('waterMephit','Water Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('waterMephit','Water Mephit','Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('waterMephit','Water Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('waterMephit','Water Mephit','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('waterOrm','Water Orm','Aquatic','Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don\'t take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.','fan json','Trait','Pathfinder 2e',1),('waterOrm','Water Orm','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('waterOrm','Water Orm','bite','19 (4d6+8/19-20 plus','d20web','Action','d20',1),('waterOrm','Water Orm','Elusive (Su)','Water orms are rarely discovered except by their own choice. As a full-round action while in water, a water orm can move up to its run speed (200 ft.) without leaving any trace of its passage (identical in effect to pass without trace). An elusive water orm gains a +40 circumstance bonus to its Stealth check. In addition, when not in combat, a water orm is considered to be under the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('waterOrm','Water Orm','Feat 1','Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('waterOrm','Water Orm','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('waterOrm','Water Orm','Feat 3',' Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('waterOrm','Water Orm','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('waterOrm','Water Orm','Feat 5',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('waterOrm','Water Orm','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('waterOrm','Water Orm','Feat 7',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('waterOrm','Water Orm','Melee 1','bite +19 (4d6+8/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('waterOrm','Water Orm','Melee 2',' tail slap +14 (2d8+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('waterOrm','Water Orm','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('waterOrm','Water Orm','Water Travel (Su)','As a full-round action once per day, a water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water that looks similar to the passage of a school of fish when viewed from above the water. While in this form, the water orm swims at a speed of 600 feet per round (60 mph) and gains a +40 bonus on all Swim checks. It cannot attack or take any action other than swimming in this form, and can remain in this form for up to 8 hours at a time. A water orm can revert to its solid form from this state as a free action. Water orms are unable to pass into or through salt water when using this ability.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('waterOrm','Water Orm','|Swallow Whole|Elusive|Water Travel','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',1),('waterOrm','Water Orm','|Swallow Whole|Elusive|Water Travel','Water orms are rarely discovered except by their own choice. As a full-round action while in water, a water orm can move up to its run speed (200 ft.) without leaving any trace of its passage (identical in effect to pass without trace). In addition, when not in combat, a water orm is considered to be under the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled.','aquilae','Special','OSR',2),('waterOrm','Water Orm','|Swallow Whole|Elusive|Water Travel','As a full-round action once per day, a water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water that looks similar to the passage of a school of fish when viewed from above the water. While in this form, the water orm swims at a speed of 600 feet per round (60 mph). It cannot attack or take any action other than swimming in this form, and can remain in this form for up to 8 hours at a time. A water orm can revert to its solid form as a free action. Water orms are unable to pass into or through salt water when using this ability.','aquilae','Special','OSR',3),('waterTermite','Water Termite','bite','1 * bite (1d4)','OSE','Action','OSR',1),('waterTermite','Water Termite','Eat ships','Cling to bottom of vessel. Each individual inflicts 1d3 hull damage then drops off.','OSE','Special','OSR',3),('waterTermite','Water Termite','Ink cloud','Underwater; maximum once a turn. When escaping, can emit a cloud of black ink to confuse attackers.','OSE','Special','OSR',2),('waterTermite','Water Termite','Irritant spray','Above water; maximum once a turn. Can spray one target: save versus poison or stunned for 1 turn.','OSE','Special','OSR',1),('waterTermite','Water Termite','Noticing ship damage','50% chance per round of spotting leaks.','OSE','Special','OSR',4),('waterTermite','Water Termite','spray','1 * spray (stun)','OSE','Action','OSR',2),('waterWisp','Water Wisp','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('waterWisp','Water Wisp','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('waterYai','Water Yai','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('waterYai','Water Yai','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('waterYai','Water Yai','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('waterYai','Water Yai','Oni','Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes.','fan json','Trait','Pathfinder 2e',1),('waterYai','Water Yai','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('wayang','Wayang','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wayang','Wayang','Feat 2',' Scribe Scroll','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wayang','Wayang','Light and Dark (Su)','Once per day as an immediate action, a wayang can choose to be affected by positive and negative energy effects as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('wayang','Wayang','Melee 1','dagger +0 (1d3-1/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wayang','Wayang','Ranged 1','blowgun +4 (1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wayang','Wayang','|Light and Dark','Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.','aquilae','Special','OSR',1),('wayangWhisperblade',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('wayangWhisperblade',NULL,'Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('wayangWhisperblade',NULL,'Wayang','Small humanoids who emigrated from the Shadow Plane long ago, wayangs still wield shadow magic.','fan json','Trait','Pathfinder 2e',1),('weasel','Weasel','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('weasel','Weasel','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('weasel','Weasel','bite','4 (1d3-4 plus attach)','d20web','Action','d20',1),('weasel','Weasel','Keen Hearing and Smell','The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('weasel','Weasel','|Attach','When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage each round so long as you are attached. Enemies of this creature who succeed in striking it in melee can forego inflicting damage in favor of removing the attached creature from the victim.','aquilae','Special','OSR',1),('webLurker',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('weepingJack',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('weepingJack',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('wemmuth',NULL,'Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('wendigo',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('wendigo',NULL,'Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('wereantDisciple',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('wereantDisciple',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('wereantDisciple',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('wereantDisciple',NULL,'Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('wereantPoisoner',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('wereantPoisoner',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('wereantPoisoner',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('wereantPoisoner',NULL,'Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('wereantSentinel',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('wereantSentinel',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('wereantSentinel',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('wereantSentinel',NULL,'Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('werebadger','Werebadger','Bite (Badger or Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werebadger lycanthropy.','5e SRD','Action','D&D 5e',1),('werebadger','Werebadger','Claw (Badger or Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('werebadger','Werebadger','Keen Hearing and Smell','The werebadger has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('werebadger','Werebadger','Shapechanger','The werebadger can use its action to polymorph into a small badger-humanoid hybrid or into a giant badger, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('werebat',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('werebat','Werebat','Bite (Hybrid or Bat Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw, or be cursed with werebat lycanthropy.','5e SRD','Action','D&D 5e',1),('werebat','Werebat','Claws (Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('werebat','Werebat','Dagger (Humanoid Form Only)','Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('werebat','Werebat','Echolocation','The werebat can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('werebat',NULL,'Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('werebat',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('werebat','Werebat','Keen Hearing','The werebat has advantage on Wisdom (Perception) checks that rely on hearing.','5e SRD','Special','D&D 5e',1),('werebat','Werebat','Multiattack (Humanoid or Hybrid Form Only)','The werebat makes two attacks: one with its bite, and one with its dagger or claws.','5e SRD','Action','D&D 5e',1),('werebat','Werebat','Screech (Hybrid or Bat Form Only; Recharges 5-6)','The werebat emits a high-pitched cry. Each creature in a 15-foot cone must make a DC 12 Constitution saving throw. A creature takes 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('werebat','Werebat','Shapechanger','The werebat can use its action to polymorph into a bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('werebat',NULL,'Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('werebear','Werebear','Amiable','May be friendly, if approached peacefully.','OSE','Special','OSR',10),('werebear','Werebear','Armour','Not used because it hinders shape-changing.','OSE','Special','OSR',4),('werebear','Werebear','Bear hug','If a victim is hit by both claw attacks in the same round, the werebear can hug for an extra 2d8 automatic damage.','OSE','Special','OSR',11),('werebear','Werebear','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('werebear','Werebear','bite','1 * bite (2d8)','OSE','Action','OSR',2),('werebear','Werebear','Bite (Bear or Hybrid Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.','5e SRD','Action','D&D 5e',1),('werebear','Werebear','claw','2 * claw (2d4)','OSE','Action','OSR',1),('werebear','Werebear','Claw (Bear or Hybrid Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('werebear','Werebear','Greataxe (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('werebear','Werebear','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('werebear','Werebear','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('werebear','Werebear','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('werebear','Werebear','Infection','A character who loses more than &#189; their hit points from lycanthropes\' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.','OSE','Special','OSR',9),('werebear','Werebear','Keen Smell','The werebear has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('werebear','Werebear','Languages','In human form, can speak normally. In animal form, can only speak with animals of the associated type.','OSE','Special','OSR',3),('werebear','Werebear','Multiattack','In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.','5e SRD','Action','D&D 5e',1),('werebear','Werebear','Mundane damage immunity','In animal form, can only harmed by silver weapons or magic.','OSE','Special','OSR',2),('werebear','Werebear','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('werebear','Werebear','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('werebear','Werebear','Shapechanger','The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('werebear','Werebear','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('werebear','Werebear','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('werebear','Werebear','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('werebear','Werebear','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.','aquilae','Special','OSR',1),('werebear','Werebear','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','A natural lycanthrope\'s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim\'s size is not within one size category of the lycanthrope, this ability has no effect.','aquilae','Special','OSR',2),('werebear','Werebear','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal\'s attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.','aquilae','Special','OSR',3),('wereboar','Wereboar','Armour','Not used because it hinders shape-changing.','OSE','Special','OSR',4),('wereboar','Wereboar','Battle rage','In human form, may enter a berserk rage: +2 to hit; fight to the death. Rage sometimes causes them to attack their allies.','OSE','Special','OSR',10),('wereboar','Wereboar','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('wereboar','Wereboar','Charge (Boar or Hybrid Form Only)','If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('wereboar','Wereboar','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('wereboar','Wereboar','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('wereboar','Wereboar','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('wereboar','Wereboar','Infection','A character who loses more than &#189; their hit points from lycanthropes\' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.','OSE','Special','OSR',9),('wereboar','Wereboar','Languages','In human form, can speak normally. In animal form, can only speak with animals of the associated type.','OSE','Special','OSR',3),('wereboar','Wereboar','Maul (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('wereboar','Wereboar','Multiattack (Humanoid or Hybrid Form Only)','The wereboar makes two attacks, only one of which can be with its tusks.','5e SRD','Action','D&D 5e',1),('wereboar','Wereboar','Mundane damage immunity','In animal form, can only harmed by silver weapons or magic.','OSE','Special','OSR',2),('wereboar','Wereboar','Relentless (Recharges after a Short or Long Rest)','If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.','5e SRD','Special','D&D 5e',1),('wereboar','Wereboar','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('wereboar','Wereboar','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('wereboar','Wereboar','Shapechanger','The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('wereboar','Wereboar','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('wereboar','Wereboar','tusk/bite','1 * tusk/bite (2d6)','OSE','Action','OSR',1),('wereboar','Wereboar','Tusks (Boar or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.','5e SRD','Action','D&D 5e',1),('wereboar','Wereboar','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('wereboar','Wereboar','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('wereboar','Wereboar','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.','aquilae','Special','OSR',1),('wereboar','Wereboar','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','A natural lycanthrope\'s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim\'s size is not within one size category of the lycanthrope, this ability has no effect.','aquilae','Special','OSR',2),('wereboar','Wereboar','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal\'s attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.','aquilae','Special','OSR',3),('werecrocodile','Werecrocodile','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('werecrocodile','Werecrocodile','Bite (Crocodile or Hybrid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the werecrocodile can\'t bite another target. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy.','5e SRD','Action','D&D 5e',1),('werecrocodile','Werecrocodile','Change Shape','The werecrocodile transforms into a Large crocodile or into a crocodile?humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Bonus Action','D&D 5e',1),('werecrocodile','Werecrocodile','Hold Breath (Crocodile or Hybrid Form Only)','The werecrocodile can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('werecrocodile','Werecrocodile','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('werecrocodile','Werecrocodile','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('werecrocodile','Werecrocodile','Khopesh (Humanoid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.','5e SRD','Action','D&D 5e',1),('werecrocodile','Werecrocodile','Multiattack (Humanoid or Hybrid Form Only)','The werecrocodile makes two Tail Swipe or Khopesh attacks, or it makes one Bite attack and one Tail Swipe attack.','5e SRD','Action','D&D 5e',1),('werecrocodile','Werecrocodile','Tail Swipe (Crocodile or Hybrid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target not grappled by the werecrocodile. Hit: 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be forced prone.','5e SRD','Action','D&D 5e',1),('werecrocodile','Werecrocodile','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('werefox','Werefox','Bite (Fox or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werefox lycanthropy.','5e SRD','Action','D&D 5e',1),('werefox','Werefox','Charm','One humanoid the werefox can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 minute. The charmed target obeys the werefox\'s verbal commands. If the target suffers any harm or receives a command that will put them in danger, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the werefox\'s charm for the next 24 hours. The werefox can have only one target charmed at a time. If it charms another, the effect on the previous target ends.','5e SRD','Action','D&D 5e',1),('werefox','Werefox','Keen Hearing and Smell','The werefox has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('werefox','Werefox','Shapechanger','The werefox can use its action to polymorph into a medium fox-humanoid hybrid or into a giant fox, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('werefox','Werefox','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('werehyena',NULL,'Bite (Hyena or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehyena lycanthropy.','5e SRD','Action','D&D 5e',1),('werehyena',NULL,'Claws (Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('werehyena',NULL,'Keen Hearing and Smell','The werehyena has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('werehyena',NULL,'Multiattack (Gnoll or Hybrid Form Only)','The werehyena makes two attacks: one with its bite and one with its claws or scimitar.','5e SRD','Action','D&D 5e',1),('werehyena',NULL,'Scimitar (Gnoll or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('werehyena',NULL,'Shapechanger','The werehyena can use its action to polymorph into a hyena-gnoll hybrid or into a hyena, or back into its true gnoll form. Its statistics, other than AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('werejaguar','Werejaguar','Ambush (Jaguar or Hyrbid Form Only)','If a werejaguar hits a creature with a claw attack, and the creature is surprised, the werejaguar may use a bonus action to make a bite attack.','5e SRD','Special','D&D 5e',1),('werejaguar','Werejaguar','Atlatl (Humanoid or Hybrid Form Only)','Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('werejaguar','Werejaguar','Bite (Tiger or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the werejaguar scores a critical hit, it rolls damage dice three times, instead of twice.','5e SRD','Action','D&D 5e',1),('werejaguar','Werejaguar','Claw (Tiger or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('werejaguar','Werejaguar','High Jumper (Jaguar form only)','With a 10-foot running start, the jaguar can long jump up to 25 feet. The werejaguar can jump 10 feet vertically and can safely land after a fall of twice that distance.','5e SRD','Special','D&D 5e',1),('werejaguar','Werejaguar','Keen Smell','The werejaguar has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('werejaguar','Werejaguar','Multiattack (Humanoid or Hybrid Form Only)','In humanoid form, the werejaguar makes two spear attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.','5e SRD','Action','D&D 5e',1),('werejaguar','Werejaguar','Shapechanger','The werejaguar can use its action to polymorph into a jaguar-humanoid hybrid or into a jaguar, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('werejaguar','Werejaguar','Spear (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used in two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('werendegar',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('wereorca',NULL,'Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the wereorca can bite only the grappled creature and has advantage on attack rolls to do so.','5e SRD','Action','D&D 5e',1),('wereorca',NULL,'Charge (Killer Whale or Hybrid Form Only)','If the wereorca uses a Dash action and swims at least 15 feet straight toward a creature, it can make one bite attack against it as a bonus action.','5e SRD','Action','D&D 5e',1),('wereorca',NULL,'Hold Breath','The wereorca can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('wereorca',NULL,'Multiattack','In killer whale or hybrid form, the wereorca makes two bite attacks. In humanoid form, the wereorca makes two slam attacks.','5e SRD','Action','D&D 5e',1),('wereorca',NULL,'Pack Tactics','The wereorca has advantage on attack rolls against a creature if at least one of the wereorca\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('wereorca',NULL,'Shapechanger','The wereorca can use its action to polymorph into a large orca-humanoid hybrid or into a large killer whale, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('wereorca',NULL,'Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('wereowl','Wereowl','Flyby','The wereowl doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('wereowl','Wereowl','Keen Hearing and Sight','The wereowl has advantage on Wisdom (Perception) checks that rely on hearing or sight.','5e SRD','Special','D&D 5e',1),('wereowl','Wereowl','Multiattack','In owl form, the wereowl makes two talon attacks. In humanoid form, it makes three shortbow or shortsword attacks. In hybrid form, it can attack like an owl or a humanoid.','5e SRD','Action','D&D 5e',1),('wereowl','Wereowl','Shapechanger','The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a giant owl, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('wereowl','Wereowl','Shortbow (Humanoid or Hybrid Form Only)','Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('wereowl','Wereowl','Shortsword (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('wereowl','Wereowl','Silent Flight (Hybrid or Owl Form Only)','The wereowl has advantage on Dexterity (Stealth) checks when it flies.','5e SRD','Special','D&D 5e',1),('wereowl','Wereowl','Talon (Hybrid or Owl Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereowl lycanthropy.','5e SRD','Action','D&D 5e',1),('wererabbit',NULL,'1/day','expeditious retreat, haste, longstrider','5e SRD','Special','D&D 5e',1),('wererabbit',NULL,'Bite (Rabbit or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererabbit lycanthropy.','5e SRD','Action','D&D 5e',1),('wererabbit',NULL,'Innate Spellcasting','The wererabbit innate spellcasting ability is Wisdom (spell save DC 13). The wererabbit can innately cast the following spells, requiring no components.','5e SRD','Special','D&D 5e',1),('wererabbit',NULL,'Keen Hearing and Smell','The wererabbit has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('wererabbit',NULL,'Shapechanger','The wererabbit can use its action to polymorph into a small rabbit-humanoid hybrid or into a giant rabbit, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('wererabbit',NULL,'Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('wererat','Wererat','Armour','Not used because it hinders shape-changing.','OSE','Special','OSR',4),('wererat','Wererat','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('wererat','Wererat','Bite (Rat or Hybrid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.','5e SRD','Action','D&D 5e',1),('wererat','Wererat','Hand Crossbow (Humanoid or Hybrid Form Only)','Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('wererat','Wererat','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('wererat','Wererat','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('wererat','Wererat','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('wererat','Wererat','Infection','A character who loses more than &#189; their hit points from lycanthropes\' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.','OSE','Special','OSR',9),('wererat','Wererat','Keen Smell','The wererat has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('wererat','Wererat','Languages','In human form, can speak normally. In animal form, can only speak with animals of the associated type.','OSE','Special','OSR',3),('wererat','Wererat','Languages','Can speak Common in both forms.','OSE','Special','OSR',11),('wererat','Wererat','Multiattack (Humanoid or Hybrid Form Only)','The wererat makes two attacks, only one of which can be a bite.','5e SRD','Action','D&D 5e',1),('wererat','Wererat','Mundane damage immunity','In animal form, can only harmed by silver weapons or magic.','OSE','Special','OSR',2),('wererat','Wererat','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('wererat','Wererat','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('wererat','Wererat','Shapechanger','The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('wererat','Wererat','Shortsword (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('wererat','Wererat','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('wererat','Wererat','Surprise','On a 1-4; set ambushes.','OSE','Special','OSR',10),('wererat','Wererat','weapon','1 * bite (1d4) or 1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('wererat','Wererat','Weapons','May also use weapons in animal form.','OSE','Special','OSR',12),('wererat','Wererat','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('wererat','Wererat','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('wererat','Wererat','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.','aquilae','Special','OSR',1),('wererat','Wererat','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','A natural lycanthrope\'s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim\'s size is not within one size category of the lycanthrope, this ability has no effect.','aquilae','Special','OSR',2),('wererat','Wererat','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal\'s attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.','aquilae','Special','OSR',3),('wereraven','Wereraven','Beak (Hybrid or Raven Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw, or be cursed with wereraven lycanthropy.','5e SRD','Action','D&D 5e',1),('wereraven','Wereraven','Flyby','The wereraven doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('wereraven','Wereraven','Mimicry','The wereraven can mimic simple sounds it has heard, such as whispering, screams of pain, or the cries of a wild animal. A creature that hears the sounds can identify them as imitations with a successful DC 13 Wisdom (Insight) check.','5e SRD','Special','D&D 5e',1),('wereraven','Wereraven','Plunging Attack','If the wereraven is flying, and dives at least 30 feet straight toward a creature and then hits it with a talons attack, the target must succeed on a DC 10 Dexterity saving throw, or become blinded for 1 minute. Any effect that restores hit points also removes this blindness.','5e SRD','Special','D&D 5e',1),('wereraven','Wereraven','Rapier (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('wereraven','Wereraven','Shapechanger','The wereraven can use its action to polymorph into a raven-humanoid hybrid, or into a Small raven, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('wereraven','Wereraven','Talons (Hybrid or Raven Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('wereraven','Wereraven','The wereraven makes two weapon attacks.','Multiattack (Humanoid or Hybrid Form Only)','5e SRD','Action','D&D 5e',1),('wereshark','Wereshark','Amphibious','The wereshark can breathe air or water.','5e SRD','Special','D&D 5e',1),('wereshark','Wereshark','Bite (Shark or Hybrid Form only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.','5e SRD','Action','D&D 5e',1),('wereshark','Wereshark','Blood Frenzy','The wereshark has advantage on melee attack rolls against any creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('wereshark','Wereshark','Multiattack','(hybrid form only)In humanoid form, the wereshark makes two trident attacks. In hybrid form, it can substitute a bite for one Melee Weapon Attack.','5e SRD','Action','D&D 5e',1),('wereshark','Wereshark','Shapechanger','The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter shark, or back into its true form, which is humanoid. Its statistics, other than its AC, and its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('wereshark','Wereshark','Trident (Humanoid or Hyrbid Form Only)','Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('weretiger','Weretiger','Armour','Not used because it hinders shape-changing.','OSE','Special','OSR',4),('weretiger','Weretiger','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('weretiger','Weretiger','bite','1 * bite (2d6)','OSE','Action','OSR',2),('weretiger','Weretiger','Bite (Tiger or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3 piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.','5e SRD','Action','D&D 5e',1),('weretiger','Weretiger','claw','2 * claw (1d6)','OSE','Action','OSR',1),('weretiger','Weretiger','Claw (Tiger or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('weretiger','Weretiger','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('weretiger','Weretiger','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('weretiger','Weretiger','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('weretiger','Weretiger','Infection','A character who loses more than &#189; their hit points from lycanthropes\' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.','OSE','Special','OSR',9),('weretiger','Weretiger','Keen Hearing and Smell','The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('weretiger','Weretiger','Languages','In human form, can speak normally. In animal form, can only speak with animals of the associated type.','OSE','Special','OSR',3),('weretiger','Weretiger','Longbow (Humanoid or Hybrid Form Only)','Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('weretiger','Weretiger','Multiattack (Humanoid or Hybrid Form Only)','In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.','5e SRD','Action','D&D 5e',1),('weretiger','Weretiger','Mundane damage immunity','In animal form, can only harmed by silver weapons or magic.','OSE','Special','OSR',2),('weretiger','Weretiger','Pounce (Tiger or Hybrid Form Only)','If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('weretiger','Weretiger','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('weretiger','Weretiger','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('weretiger','Weretiger','Scimitar (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('weretiger','Weretiger','Shapechanger','The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('weretiger','Weretiger','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('weretiger','Weretiger','Surprise','On a 1-4, due to stealth.','OSE','Special','OSR',10),('weretiger','Weretiger','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('weretiger','Weretiger','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('werewolf','Werewolf','Armour','Not used because it hinders shape-changing.','OSE','Special','OSR',4),('werewolf','Werewolf','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('werewolf','Werewolf','bite','1 * bite (2d4)','OSE','Action','OSR',1),('werewolf','Werewolf','Bite (Hybrid or Wolf Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw, or be cursed with werewolf lycanthropy.','5e SRD','Action','D&D 5e',1),('werewolf','Werewolf','Claws (Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('werewolf','Werewolf','Flying Pounce (Hybrid Form Only)','If the werewolf leaps at least 15 feet directly towards a creature, and then hits it with a claw attack, the target takes an additional 9 (2d8) damage and must succeed on a DC 13 Strength saving throw, or be knocked prone.','5e SRD','Special','D&D 5e',1),('werewolf','Werewolf','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('werewolf','Werewolf','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('werewolf','Werewolf','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('werewolf','Werewolf','Infection','A character who loses more than &#189; their hit points from lycanthropes\' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.','OSE','Special','OSR',9),('werewolf','Werewolf','Keen Hearing and Smell','The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('werewolf','Werewolf','Languages','In human form, can speak normally. In animal form, can only speak with animals of the associated type.','OSE','Special','OSR',3),('werewolf','Werewolf','Leader','Groups of 5+ are led by a werewolf with 5HD (30hp). The leader gains a +2 bonus to damage rolls.','OSE','Special','OSR',10),('werewolf','Werewolf','Multiattack (Humanoid or Hybrid Form Only)','The werewolf makes three attacks: one with its bite, and two with its claws or unarmed strike.','5e SRD','Action','D&D 5e',1),('werewolf','Werewolf','Mundane damage immunity','In animal form, can only harmed by silver weapons or magic.','OSE','Special','OSR',2),('werewolf','Werewolf','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('werewolf','Werewolf','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('werewolf','Werewolf','Shapechanger','The werewolf can use its action to polymorph into a wolf-humanoid hybrid, or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its armor class, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('werewolf','Werewolf','Standing Leap (Hybrid or Wolf Form Only)','The werewolf\'s long jump is up to 30 feet, and its high jump is up to 15 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('werewolf','Werewolf','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('werewolf','Werewolf','Unarmed Strike (Humanoid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('werewolf','Werewolf','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('werewolf','Werewolf','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('werewolf','Werewolf','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.','aquilae','Special','OSR',1),('werewolf','Werewolf','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','A natural lycanthrope\'s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim\'s size is not within one size category of the lycanthrope, this ability has no effect.','aquilae','Special','OSR',2),('werewolf','Werewolf','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal\'s attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.','aquilae','Special','OSR',3),('weykoward',NULL,'Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('weykoward',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('whale','Whale','Engulf','The whale fully opens its gaping maw and all Medium or smaller creatures and objects in a 30 ft. cone from its mouth must succeed on a DC 19 Strength saving throw or be completely engulfed by the whale. While swallowed, creatures are restrained and have total cover against attacks and other effects from outside the whale. Additionally, all creatures and objects in its interior take 24 (7d6) acid damage at the start of each of the whale\'s turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures and objects, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement.','5e SRD','Action','D&D 5e',1),('whale','Whale','Hold Breath','The whale can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('whale','Whale','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('whale','Whale','Tail 2','The whale makes a tail attack.','5e SRD','Action','D&D 5e',1),('whale','Whale','The whale uses Engulf.','Engulf (Costs 2 Actions)','5e SRD','Action','D&D 5e',1),('whale','Whale','Tsunami (Costs 3 Actions)','The whale slams its tail against the water creating a 60-foot cone of water. Each creature in that area must make a DC 19 Strength saving throw. On a failed save, a creature takes 42 (12d6) bludgeoning damage and is pushed 30 feet and knocked prone. On a successful save, a creature takes only half damage.','5e SRD','Action','D&D 5e',1),('whale','Whale','|Hold Breath','The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.','aquilae','Special','OSR',1),('whalesteed',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('wharfling','Wharfling','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can\'t use its bite on another target. While the target is grappled, the wharfling\'s bite attack hits it automatically.','5e SRD','Action','D&D 5e',1),('wharfling','Wharfling','Pilfer','A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action against a DC equal to 10 + the grappled target\'s Dexterity modifier. On a successful check, the wharfling steals a small metallic object from the target, and the theft is unnoticed if the check result equals or exceeds the target\'s passive Perception. A wharfling flees with its treasure.','5e SRD','Action','D&D 5e',1),('wheelArchon',NULL,'Archon','Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('wheelArchon',NULL,'Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('whimwyrm',NULL,'Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('whimwyrm',NULL,'Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('whiteApe','White Ape',' Territorial','Defend their lair with threats and, if this is ignored, violence.','OSE','Special','OSR',1),('whiteApe','White Ape','thrown rock','2 * claw (1d4) or 1 * thrown rock (1d6)','OSE','Action','OSR',1),('whiteDragon','White Dragon','Age','The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and &#188; or &#189; as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.','OSE','Special','OSR',12),('whiteDragon','White Dragon','Attack pattern','A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).','OSE','Special','OSR',3),('whiteDragon','White Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('whiteDragon','White Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.','5e SRD','Action','D&D 5e',1),('whiteDragon','White Dragon','bite','[2 * claw (1d4), 1 * bite (2d8)] or breath','OSE','Action','OSR',2),('whiteDragon','White Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('whiteDragon','White Dragon','Breath weapon','80\' long cone of cold.','OSE','Special','OSR',14),('whiteDragon','White Dragon','Claw','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('whiteDragon','White Dragon','claw','[2 * claw (1d4), 1 * bite (2d8)] or breath','OSE','Action','OSR',1),('whiteDragon','White Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('whiteDragon','White Dragon','Cold Aura (Su)','','d20web','Special (Su)','d20',1),('whiteDragon','White Dragon','Cold Breath (Recharge 5-6)','The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('whiteDragon','White Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('whiteDragon','White Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('whiteDragon','White Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('whiteDragon','White Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('whiteDragon','White Dragon','Ice Shape (Su)','','d20web','Special (Su)','d20',1),('whiteDragon','White Dragon','Ice Walk','The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\'t cost it extra moment.','5e SRD','Special','D&D 5e',1),('whiteDragon','White Dragon','Icewalking','','d20web','Special (Ex)','d20',1),('whiteDragon','White Dragon','Lairs','A dragon\'s treasure is always kept in its well-hidden lair and is seldom unguarded.','OSE','Special','OSR',13),('whiteDragon','White Dragon','Language and spells','Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).','OSE','Special','OSR',9),('whiteDragon','White Dragon','Language and spells','10%; 3 * 1st level.','OSE','Special','OSR',15),('whiteDragon','White Dragon','Legendary Resistance (3/Day)','If the dragon fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('whiteDragon','White Dragon','Line','5\' wide along whole length.','OSE','Special','OSR',7),('whiteDragon','White Dragon','Multiattack','The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('whiteDragon','White Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('whiteDragon','White Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('whiteDragon','White Dragon','Sleeping','50%.','OSE','Special','OSR',16),('whiteDragon','White Dragon','Snow Vision','','d20web','Special (Ex)','d20',1),('whiteDragon','White Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('whiteDragon','White Dragon','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('whiteDragon','White Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('whiteDragon','White Dragon','unknown','unknown','d20web','Action','d20',1),('whiteDragon','White Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('whiteStag','White Stag','Beloved by the Gods','When the white stag dies, the deity that created it curses the creature that dealt the killing blow. The cursed creature finds the natural world working against it: roots randomly rise up to trip the creature when it walks past a tree (5% chance per mile traveled in forested terrain), animals are more reluctant to obey (disadvantage on Wisdom (Animal Handling) checks), and the wind seems to always be blowing in the least favorable direction for the creature (scattering papers, sending the creature\'s scent in the direction of a creature tracking it, etc.). This curse lasts until it is lifted by a remove curse spell or after the cursed creature completes a task of penance for the deity or its temple.','5e SRD','Special','D&D 5e',1),('whiteStag','White Stag','Forest Runner','Difficult terrain doesn\'t slow the white stag\'s travel while in a forest.','5e SRD','Special','D&D 5e',1),('whiteStag','White Stag','Gore','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('whiteStag','White Stag','Hooves','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('whiteStag','White Stag','Multiattack','The white stag makes one gore attack and one hooves attack.','5e SRD','Action','D&D 5e',1),('whiteStag','White Stag','Running Leap','With a 10-foot running start, the white stag can long jump up to 25 feet.','5e SRD','Special','D&D 5e',1),('wight','Wight','Create Spawn (Su)','Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('wight','Wight','Desiccating Touch (Su)','','d20web','Special (Su)','d20',1),('wight','Wight','Energy drain','A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character\'s XP is reduced to halfway between the former and new levels. A person drained of all levels becomes a wight in 1d4 days, under the control of the wight that killed them.','OSE','Special','OSR',3),('wight','Wight','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wight','Wight','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wight','Wight','Greatsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('wight','Wight','Handaxe','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('wight','Wight','Life Drain','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage, and the target is grappled (escape DC 13). Until this grapple ends, the warrior must use one hand to maintain the grapple, but can automatically hit the grappled creature with its Life Drain. The target must succeed on a DC 12 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the warrior\'s control, unless the humanoid is restored to life or its body is destroyed. The warrior can have no more than 12 zombies under its control at one time.','5e SRD','Action','D&D 5e',1),('wight','Wight','Melee 1','slam +4 (1d4+1 plus energy drain)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wight','Wight','Multiattack','The warrior makes two weapon attacks. It can use its Life Drain in place of one melee attack.','5e SRD','Action','D&D 5e',1),('wight','Wight','Mundane damage immunity','Only harmed by silver weapons or magic.','OSE','Special','OSR',2),('wight','Wight','Resurrection Vulnerability (Su)','A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('wight','Wight','Second Wind (1/Day)','As a bonus action, the warrior regains 10 hit points.','5e SRD','Special','D&D 5e',1),('wight','Wight','slam','4 (1d4+1 plus','d20web','Action','d20',1),('wight','Wight','Sunlight Sensitivity','While in sunlight, the warrior has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('wight','Wight','touch','1 * touch (energy drain)','OSE','Action','OSR',1),('wight','Wight','Turn Resistance','The warrior has advantage on saving throws against any effect that turns undead.','5e SRD','Special','D&D 5e',1),('wight','Wight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('wight','Wight','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',1),('wight','Wight','Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('wight','Wight','|Create Spawn|Energy Drain|Resurrection|Vulnerability','Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer -4 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become fullfledged and free-willed wights. They do not possess any of the abilities they had in life.','aquilae','Special','OSR',1),('wight','Wight','|Create Spawn|Energy Drain|Resurrection|Vulnerability','You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 1d6 points of necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.','aquilae','Special','OSR',2),('wight','Wight','|Create Spawn|Energy Drain|Resurrection|Vulnerability','A raise dead or similar spell cast on a wight destroys it (Spell save negates). Using the spell in this way does not require a material component.','aquilae','Special','OSR',3),('wightCommander',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('wightCommander',NULL,'Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('wightCultist',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('wihsaak',NULL,'Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('wihsaak',NULL,'Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('wikkawak','Wikkawak','3/day','quench','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('wikkawak','Wikkawak','Feat 1','Martial Weapon Proficiency (battleaxe)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wikkawak','Wikkawak','Feat 2',' Nimble Moves','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wikkawak','Wikkawak','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wikkawak','Wikkawak','Melee 1','battleaxe +9 (1d8+7/×3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wikkawak','Wikkawak','Ranged 1','javelin +7 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wikkawak','Wikkawak','Thuggery (Ex)','Intimidate and Perception are class skills for wikkawaks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('wikkawak','Wikkawak','|Trackless STep','You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.','aquilae','Special','OSR',1),('wildHuntArcher',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('wildHuntArcher',NULL,'Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('wildHuntHorse',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('wildHuntHorse',NULL,'Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('wildHuntHound',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('wildHuntHound',NULL,'Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('wildHuntMonarch',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('wildHuntMonarch',NULL,'Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('wildHuntScout',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('wildHuntScout',NULL,'Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('will-o\'-Wisp',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('will-o\'-Wisp',NULL,'Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),('windchaser',NULL,'Beast','A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('wingedOwlbear',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('winterHag',NULL,'Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('winterHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('winterHag',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('winterWolf','Winter Wolf','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('winterWolf','Winter Wolf','bite','10 (1d8+7 plus 1d6 cold and','d20web','Action','d20',1),('wirbelnFungi','Wirbeln Fungi','Natural Appearance','While the wirbeln remains motionless, it is indistinguishable from an ordinary fungus.','5e SRD','Special','D&D 5e',1),('wirbelnFungi','Wirbeln Fungi','Poison Dart','Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it must make a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('wirbelnFungi','Wirbeln Fungi','Poison Needle','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('wirbelnFungi','Wirbeln Fungi','Spore Cloud(Recharge 5-6)','. The wirbeln ejects spores in a 15- foot cone. All creatures that are not wirbeln fungi must succeed on a DC 13 Constitution saving throw or take 5 (1d10) poison damage and be subject to one of the following effects for 1 minute, depending on the wirbeln\'s color: green is poisoned; red is blinded; yellow is incapacitated; blue is paralyzed; purple is frightened; and black is 5 (2d4) poison damage each round. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('witchfire',NULL,'Incorporeal','An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can\'t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can\'t end their movement in its space.\n\n An incorporeal creature can\'t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can\'t attempt Strength-based checks against incorporeal creatures or objects.\n\n Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.','fan json','Trait','Pathfinder 2e',1),('witchfire',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('witchfire',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('witchwyrd',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('withered',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('withered',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('witherstench','Witherstench','2 claws','5 (1d4-1)','d20web','Action','d20',1),('wizardSponge',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('wizardSponge',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('wizardSponge',NULL,'Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('wolf','Wolf','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('wolf','Wolf','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('wolf','Wolf','bite','2 (1d6+1 plus','d20web','Action','d20',1),('wolf','Wolf','bite','1 * bite (1d6)','OSE','Action','OSR',1),('wolf','Wolf','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wolf','Wolf','Keen Hearing and Smell','The alpha wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('wolf','Wolf','Melee 1','bite +2 (1d6+1 plus trip)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wolf','Wolf','Pack Tactics','The alpha wolf has advantage on an attack roll against a creature if at least one of the alpha wolf\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('wolf','Wolf','Pounce','If the alpha wolf moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone. If the target is prone, the alpha wolf can make one additional bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('wolf','Wolf','Running Leap','With a 10-foot running start, the alpha wolf can long jump up to 25 feet.','5e SRD','Special','D&D 5e',1),('wolf','Wolf','Strength in numbers','Packs of 4 or more wolves have morale 8. If the pack is reduced to less than 50% of its original size, this morale bonus is lost.','OSE','Special','OSR',2),('wolf','Wolf','Training','At the referee\'s discretion, captured cubs may be trained like dogs. Wolves are difficult to train.','OSE','Special','OSR',1),('wolfSkeleton',NULL,'Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('wolfSkeleton',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('wolfSkeleton',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('wolliped','Wolliped','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('wolliped','Wolliped','Docile','','d20web','Special (Ex)','d20',1),('wolliped','Wolliped','gore','1 (1d8+2)','d20web','Action','d20',1),('wolliped','Wolliped','Spit','','d20web','Special (Ex)','d20',1),('wolverine','Wolverine','2 claws','4 (1d6+2)','d20web','Action','d20',1),('wolverine','Wolverine','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('wolverine','Wolverine','bite','4 (1d4+2)','d20web','Action','d20',1),('wolverine','Wolverine','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('wolverine','Wolverine','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wolverine','Wolverine','Feat 2',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wolverine','Wolverine','Melee 1','2 claws +4 (1d6+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wolverine','Wolverine','Melee 2',' bite +4 (1d4+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('wolverine','Wolverine','Multiattack','The wolverine makes two claw attacks. If the wolverine hits the same target with both attacks, the target takes an extra 3 (1d6) slashing damage.','5e SRD','Action','D&D 5e',1),('wolverine','Wolverine','Rage (Ex)','A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to AC. The creature cannot end its rage voluntarily.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('wolverine','Wolverine','|Rage','A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to AC. The creature cannot end its rage voluntarily.','aquilae','Special','OSR',1),('woodGiant',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('woodGiant',NULL,'Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('woodGolem','Wood Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('woodGolem','Wood Golem','Constructing','A very complex, expensive, and time-consuming process.','OSE','Special','OSR',4),('woodGolem','Wood Golem','fist','1 * fist (1d8)','OSE','Action','OSR',1),('woodGolem','Wood Golem','Flammable','-2 to saves against fire attacks; suffers one extra point of damage per die.','OSE','Special','OSR',7),('woodGolem','Wood Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('woodGolem','Wood Golem','Immunity','Unharmed by gas; unaffected by charm, hold, and sleep spells.','OSE','Special','OSR',2),('woodGolem','Wood Golem','Initiative','-1 penalty due to stiff movement.','OSE','Special','OSR',6),('woodGolem','Wood Golem','Mindless','A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.','fan json','Trait','Pathfinder 2e',1),('woodGolem','Wood Golem','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('woodGolem','Wood Golem','Mundane damage immunity; Immunity','See main entry.','OSE','Special','OSR',5),('woodGolem','Wood Golem','Other materials','Golems formed of other materials are also possible.','OSE','Special','OSR',3),('woollyRhinoceros',NULL,'Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('worg','Worg','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it and the worg alpha make opposing Strength (Athletics) checks. If the worg alpha wins, the attack deals an additional 7 (1d6 + 4) damage.','5e SRD','Action','D&D 5e',1),('worg','Worg','bite','7 (1d6+4 plus','d20web','Action','d20',1),('worg','Worg','Feat 1','Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('worg','Worg','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('worg','Worg','Keen Hearing and Smell','The worg alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),