('blackDragon','Black 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),('blackDragon','Black Dragon','claw or breath','[2 * claw (1d4 + 1), 1 * bite (2d10)] or breath','OSE','Action','OSR',1),('blackDragon','Black Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('blackDragon','Black Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('blackDragon','Black Dragon','Corrupt Water (Sp)','','d20web','Special (Sp)','d20',1),('blackDragon','Black Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('blackDragon','Black 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),('blackDragon','Black Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('blackDragon','Black Dragon','Lairs','A dragon\'s treasure is always kept in its well-hidden lair and is seldom unguarded.','OSE','Special','OSR',13),('blackDragon','Black 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),('blackDragon','Black Dragon','Language and spells','20%; 4 * 1st level.','OSE','Special','OSR',15),('blackDragon','Black 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),('blackDragon','Black Dragon','Line','5\' wide along whole length.','OSE','Special','OSR',7),('blackDragon','Black 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),('blackDragon','Black Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('blackDragon','Black 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),('blackDragon','Black Dragon','Sleeping','40%.','OSE','Special','OSR',16),('blackDragon','Black Dragon','Speak with Reptiles (Sp)','','d20web','Special (Sp)','d20',1),('blackDragon','Black 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),('blackDragon','Black Dragon','Swamp Stride','','d20web','Special (Ex)','d20',1),('blackDragon','Black 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),('blackDragon','Black Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('blackDragon','Black Dragon','unknown','unknown','d20web','Action','d20',1),('blackDragon','Black Dragon','Water Breathing','','d20web','Special (Ex)','d20',1),('blackDragon','Black 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),('blackPudding','Black Pudding','Cling','Can move across walls and ceilings.','OSE','Special','OSR',4),('blackPudding','Black Pudding','Division','Non-fire attacks (including spells) cause the pudding to divide. Each hit creates a 2HD pudding that does 1d8 damage.','OSE','Special','OSR',2),('blackPudding','Black Pudding','Erode wood and metal','Can dissolve wood or metal in one turn.','OSE','Special','OSR',3),('blackPudding','Black Pudding','Immunity','Only harmed by fire-based attacks.','OSE','Special','OSR',1),('blackPudding','Black Pudding','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),('blackPudding','Black Pudding','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),('blackPudding','Black Pudding','Seep','Can squeeze through small holes and cracks.','OSE','Special','OSR',5),('blackPudding','Black Pudding','touch','1 * touch (3d8)','OSE','Action','OSR',1),('blackScorpion',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),('blackShuck','Black Shuck','bite','13 (1d8+5 plus','d20web','Action','d20',1),('blackShuck','Black Shuck','Disease','','d20web','Special (Ex)','d20',1),('blackShuck','Black Shuck','Green-Eyed Gaze (Sp)','','d20web','Special (Sp)','d20',1),('blackTroll','Black Troll','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('blackTroll','Black Troll','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),('blackTroll','Black Troll','Fire Absorption','When the black troll is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. In addition, until the end of its next turn, the black troll deals an additional 3 (1d6) fire damage with each of its attacks.','5e SRD','Special','D&D 5e',1),('blackTroll','Black Troll','Keen Smell','The troll has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('blackTroll','Black Troll','Multiattack','The black troll makes one Bite attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('blackTroll','Black Troll','Regeneration','The black troll regains 10 hit points at the start of its turn. If the troll takes cold damage, this trait doesn\'t function at the start of the troll\'s next turn. The troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('blemmyes',NULL,'Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes\' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('blemmyes',NULL,'Carnivorous Compulsion','If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it.','5e SRD','Special','D&D 5e',1),('blemmyes',NULL,'Multiattack','The blemmyes makes two slam attacks and one bite attack.','5e SRD','Action','D&D 5e',1),('blemmyes',NULL,'Rock','Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.','5e SRD','Action','D&D 5e',1),('blemmyes',NULL,'Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('blindheim','Blindheim','2 claws','5 (1d3+1)','d20web','Action','d20',1),('blindheim','Blindheim','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),('blindheim','Blindheim','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),('blindheim','Blindheim','bite','5 (1d8)','d20web','Action','d20',1),('blindheim','Blindheim','Eye Beams','When a blindheim\'s eyes are open, it emits a 30- foot cone of light. It can see normally in this light and functions normally in areas of magical darkness. A creature looking at a blindheim when its eye beams are \"on\" must succeed on a DC 12 Constitution saving throw or be blinded for 1 hour. A blinded creature 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),('blindheim','Blindheim','|Blinding Gaze','A blindheim\'s eyes emit bright light to a range of 30 feet. Any creature within the area must make a Paralysis save or be blinded for 1 hour. Blindheims can see normally in the light generated by their eyes, which illuminates a 30-foot spread with bright light. Creatures with light blindness or light sensitivity take the normal penalties within 30 feet of a blindheim that is using its blinding gaze. A blindheim can activate or suppress this ability at will.','aquilae','Special','OSR',1),('blinkDog','Blink Dog','At will-quickened','dimension door (self only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('blinkDog','Blink Dog','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),('blinkDog','Blink Dog','bite','4 (1d6+1)','d20web','Action','d20',1),('blinkDog','Blink Dog','bite','1 * bite (1d6)','OSE','Action','OSR',1),('blinkDog','Blink Dog','Blink','In combat, teleport close to an enemy, attack, then reappear 1d4 * 10\' away. If they have initiative, can blink away without the opponent being able to counter-attack.','OSE','Special','OSR',1),('blinkDog','Blink Dog','Constant','blink','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('blinkDog','Blink Dog','Disappear','If in serious danger, the pack can flee by entirely disappearing.','OSE','Special','OSR',2),('blinkDog','Blink Dog','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('blinkDog','Blink Dog','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('blinkDog','Blink Dog','Hate warp beasts','Always attack.','OSE','Special','OSR',3),('blinkDog','Blink Dog','Melee 1','bite +4 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('blinkDog','Blink Dog','|Blink','You can blink as a constant ability. This imparts a 50% miss chance for all melee and ranged attacks and spells that target you.','aquilae','Special','OSR',1),('blizzardborn',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),('blizzardborn',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),('blizzardborn',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),('blodeuwedd',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('blodeuwedd',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),('bloodBoar',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),('bloodHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('bloodHag',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),('bloodHawk',NULL,'2 talons','4 (1d3)','d20web','Action','d20',1),('bloodHawk',NULL,'bite','4 (1d4)','d20web','Action','d20',1),('bloodlashBush',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),('bloodOoze',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),('bloodOoze',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),('bloodPainter',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('bloodseeker',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),('bloodshroud',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),('bloodWolf',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),('bloodWolf',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),('bloombornAthach',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('bloombornAthach',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),('bloomCultist',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),('bloomCultist',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),('bloomOfLamashtu',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),('bloomOfLamashtu',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),('bloomWyvern',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),('blue-RingedOctopus',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),('blue-RingedOctopus',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),('blueDragon','Blue 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),('blueDragon','Blue 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),('blueDragon','Blue 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),('blueDragon','Blue Dragon','Bite','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.','5e SRD','Action','D&D 5e',1),('blueDragon','Blue Dragon','bite or breath','[2 * claw (1d6 + 1), 1 * bite (3d10)] or breath','OSE','Action','OSR',2),('blueDragon','Blue 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),('blueDragon','Blue Dragon','Breath weapon','100\' long line of lightning.','OSE','Special','OSR',14),('blueDragon','Blue Dragon','Claw','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('blueDragon','Blue Dragon','claw or breath','[2 * claw (1d6 + 1), 1 * bite (3d10)] or breath','OSE','Action','OSR',1),('blueDragon','Blue Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('blueDragon','Blue Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('blueDragon','Blue Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('blueDragon','Blue 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),('blueDragon','Blue 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 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, 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),('blueDragon','Blue Dragon','Lairs','A dragon\'s treasure is always kept in its well-hidden lair and is seldom unguarded.','OSE','Special','OSR',13),('blueDragon','Blue 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),('blueDragon','Blue Dragon','Language and spells','40%; 4 * 1st level, 4 * 2nd level.','OSE','Special','OSR',15),('blueDragon','Blue 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),('blueDragon','Blue Dragon','Lightning Breath (Recharge 5-6)','The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('blueDragon','Blue Dragon','Line','5\' wide along whole length.','OSE','Special','OSR',7),('blueDragon','Blue 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),('blueDragon','Blue Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('blueDragon','Blue 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),('blueDragon','Blue Dragon','Sleeping','20%.','OSE','Special','OSR',16),('blueDragon','Blue 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),('blueDragon','Blue Dragon','Tail','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('blueDragon','Blue Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('blueDragon','Blue Dragon','unknown','unknown','d20web','Action','d20',1),('blueDragon','Blue Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 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),('boar','Boar','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),('boar','Boar','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 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('boar','Boar','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('boar','Boar','Melee 1','gore +4 (1d8+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('boar','Boar','Relentless (Recharges after a Short or Long Rest)','If the boar takes 7 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),('boar','Boar','Tusk','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.','5e SRD','Action','D&D 5e',1),('boar','Boar','tusk','1 * tusk (2d4)','OSE','Action','OSR',1),('bodak',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),('bogBeast','Bog Beast','2 claws','10 (1d6+5 plus','d20web','Action','d20',1),('bogBeast','Bog Beast','Claws','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction of the target\'s hit point maximum lasts until the disease is cured.','5e SRD','Action','D&D 5e',1),('bogBeast','Bog Beast','Disease','','d20web','Special (Ex)','d20',1),('bogBeast','Bog Beast','Keen Smell','The bog beast has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('bogBeast','Bog Beast','Multiattack','The bog beast makes two attacks with its claws.','5e SRD','Action','D&D 5e',1),('bogey',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('bogeyman',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('boggard','Boggard','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('boggard','Boggard','Feat 2',' Weapon Focus (morningstar)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('boggard','Boggard','Hold Breath','','d20web','Special (Ex)','d20',1),('boggard','Boggard','Hold Breath (Ex)','A boggard can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('boggard','Boggard','Melee 1','morningstar +5 (1d8+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('boggard','Boggard','Melee 2',' tongue -1 touch (sticky tongue)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('boggard','Boggard','morningstar','5 (1d8+3)','d20web','Action','d20',1),('boggard','Boggard','Sticky Tongue','','d20web','Special (Ex)','d20',1),('boggard','Boggard','Sticky Tongue (Ex)','A creature hit by a boggard\'s tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard\'s actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('boggard','Boggard','Swamp Stride','','d20web','Special (Ex)','d20',1),('boggard','Boggard','Swamp Stride (Ex)','A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('boggard','Boggard','Terrifying Croak (Su)','Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of the boggard must make a DC 13 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard\'s croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('boggard','Boggard','Terrifying Croak (Su)','','d20web','Special (Su)','d20',1),('boggard','Boggard','tongue -1 touch (sticky tongue)','tongue -1 touch (sticky tongue)','d20web','Action','d20',1),('boggardCultist',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),('boggardCultist',NULL,'Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('boggardCultist',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),('boggardHunter',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),('boggardHunter',NULL,'Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('boggardHunter',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),('boggardScout',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),('boggardScout',NULL,'Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('boggardScout',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),('boggardSwampseer',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),('boggardSwampseer',NULL,'Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('boggardSwampseer',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),('boggardWarden',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),('boggardWarden',NULL,'Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('boggardWarden',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),('boggardWarrior',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),('boggardWarrior',NULL,'Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('boggardWarrior',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),('boggart',NULL,'1/day','confusion, dissonant whispers','5e SRD','Special','D&D 5e',1),('boggart',NULL,'2/day','invisibility, shocking grasp','5e SRD','Special','D&D 5e',1),('boggart',NULL,'At will','detect thoughts, prestidigitation','5e SRD','Special','D&D 5e',1),('boggart',NULL,'Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('boggart',NULL,'Feed (Su)','','d20web','Special (Su)','d20',1),('boggart',NULL,'Frightening Form','The boggart can use an action to transform into a form that would scare a target within 10 ft. The target must make a successful DC 13 Wisdom saving throw or become frightened for 1 minute. It needs to use a bonus action to transform back into its true form.','5e SRD','Special','D&D 5e',1),('boggart',NULL,'Immunity to Magic','','d20web','Special (Ex)','d20',1),('boggart',NULL,'Innate Spellcasting','The boggart\'s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The boggart can innately cast the following spells, requiring no components.','5e SRD','Special','D&D 5e',1),('boggart',NULL,'Magic Resistance','The boggart has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('boggart',NULL,'slam','9 (2d6 electricity)','d20web','Action','d20',1),('boggle','Boggle','2 claws','15 (1d4+5)','d20web','Action','d20',1),('boggle','Boggle','bite','15 (1d4+5)','d20web','Action','d20',1),('boggle','Boggle','gore','15 (1d6+5)','d20web','Action','d20',1),('boggle','Boggle','Mindboggle Aura (Su)','','d20web','Special (Su)','d20',1),('boggle','Boggle','Scarecrow Form (Sp)','','d20web','Special (Sp)','d20',1),('bogMummy','Bog Mummy','Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('bogMummy','Bog Mummy','slam','14 (1d8+10 plus mummy rot)','d20web','Action','d20',1),('bogMummy','Bog Mummy','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),('bogMummy','Bog Mummy','unknown','unknown','d20web','Action','d20',1),('bogMummyAmalgamation',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('bogMummyAmalgamation',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),('bogMummyCultist',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('bogMummyCultist',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),('bogStrider',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('boiuna','Boiuna','Amphibious','The boiúna breathes air and water.','5e SRD','Special','D&D 5e',1),('boiuna','Boiuna','Bite','Melee Weapon Attack: +17 to hit, 60 ft. reach, all targets in a 10-foot square. Hit: 75 (10d12 + 10) piercing damage. If the boiúna bites a single Large or smaller creature, the target must succeed on a DC 25 Dexterity or Strength saving throw (target\'s choice) or be swallowed by the boiúna. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the boiúna, and it takes 10 (3d6) acid damage and 21 (6d6) bludgeoning damage at the start of each of the boiúna\'s turns. If the boiúna dies, a swallowed creature is no longer restrained and can escape from the corpse by using 30 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('boiuna','Boiuna','Change Shape','The boiúna can transform into a Small or Medium humanoid or back into its original form. In this humanoid form, it loses its bite and tail attacks.','5e SRD','Action','D&D 5e',1),('boiuna','Boiuna','Enchanting Gaze','A boiúna can attempt to charm a creature within 120 feet of it with its gaze. The creature must succeed a DC 23 Wisdom saving throw or be charmed for 1 minute.','5e SRD','Action','D&D 5e',1),('boiuna','Boiuna','Immobilize Ship','The boiúna can turn the power of its gaze on a ship within 120 feet, causing it to halt as if stuck fast on a sandbar or anchor. If the ship has a pilot or captain, they can attempt a DC 23 Wisdom saving throw to resist this effect. On a success, their ship is immune to this effect for 24 hours. If failed, the ship cannot move for 1 hour unless the boiúna releases it. Casting remove curse on the ship grants the pilot or captain a new saving throw with advantage to end the effect.','5e SRD','Action','D&D 5e',1),('boiuna','Boiuna','Multiattack','The boiúna makes one bite attack and one tail attack.','5e SRD','Action','D&D 5e',1),('boiuna','Boiuna','Serpentiginous Rebirth','A creature slain by the boiúna is reincarnated 24 hours later as an ordinary river snake with no recollection of their former life. Their former body (but not their gear) dissolves into mud. Once they are reincarnated, they cannot be returned to life by raise dead or resurrection, though reincarnate or wish can bring them back in their original form even if their body is not present by simply touching the body of water where they were slain, or the body of the boiúna, or the snake they became when reborn.','5e SRD','Special','D&D 5e',1),('boiuna','Boiuna','Siege Monster','The boiuna deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('boiuna','Boiuna','Steal Shadow','A creature that ends its turn adjacent to the boiúna must succeed a DC 23 Charisma saving throw or have its shadow stolen from it. Starting on its next turn, and every hour thereafter, a creature that has its shadow stolen must succeed a DC 23 Constitution saving throw or gain 1 level of exhaustion. If the boiúna is killed or if remove curse is cast on a creature whose shadow has been stolen, its shadow returns and they no longer need to save against gaining levels of exhaustion, but any exhaustion already accrued remains. The boiúna can suppress or regain use of this ability as a bonus action.','5e SRD','Special','D&D 5e',1),('boiuna','Boiuna','Stench','The awful reek of the boiúna causes non-reptilian creatures within 60 feet to become poisoned unless they succeed on a DC 20 Constitution saving throw. They remain poisoned until they complete a short rest. A successful save grants immunity to the boiúna\'s stench for 24 hours.','5e SRD','Special','D&D 5e',1),('boiuna','Boiuna','Tail','Melee Weapon Attack: +17 to hit, 60 ft. reach, all targets in a 20-foot line, 5 feet wide. Hit: 48 (14d10 + 10) bludgeoning damage and targets must succeed on a DC 25 Strength or Dexterity saving throw (target\'s choice) or be pushed 10 feet in a direction chosen by the boiúna.','5e SRD','Action','D&D 5e',1),('boiuna','Boiuna','Unstoppable','The boiúna\'s movement is never impeded by difficult terrain.','5e SRD','Special','D&D 5e',1),('boneCroupier',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),('boneGolem','Bone Golem','Attack multiple opponents','Up to 2 per round.','OSE','Special','OSR',7),('boneGolem','Bone Golem','Constructing','A very complex, expensive, and time-consuming process.','OSE','Special','OSR',4),('boneGolem','Bone Golem','Energy immunity','Unharmed by fire, cold, and electricity.','OSE','Special','OSR',8),('boneGolem','Bone Golem','Immunity','Unharmed by gas; unaffected by charm, hold, and sleep spells.','OSE','Special','OSR',2),('boneGolem','Bone Golem','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('boneGolem','Bone Golem','Mundane damage immunity; Immunity','See main entry.','OSE','Special','OSR',5),('boneGolem','Bone Golem','Other materials','Golems formed of other materials are also possible.','OSE','Special','OSR',3),('boneGolem','Bone Golem','weapon','2 or 4 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('boneGolem','Bone Golem','Weapons','4*1-handed or 2*2-handed.','OSE','Special','OSR',6),('boneProphet',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),('boneProphet',NULL,'Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('boneShip',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),('boneSkipperSwarm',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),('boneSkipperSwarm',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),('bonesnapper','Bonesnapper','bite','7 (1d8+2 plus','d20web','Action','d20',1),('boneWarrior',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),('boneWarrior',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),('borealDragon','Boreal Dragon','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('borealDragon','Boreal Dragon','Cinder Breath (Recharge 5-6)','The dragon exhales a 60-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('borealDragon','Boreal Dragon','Claw','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('borealDragon','Boreal Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('borealDragon','Boreal 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 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, 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),('borealDragon','Boreal 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),('borealDragon','Boreal 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),('borealDragon','Boreal Dragon','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('borealDragon','Boreal Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('borealDragon','Boreal Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be forced prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('boreWormSwarm',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),('boreWormSwarm',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),('bottlenoseDolphin',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),('bouda','Bouda','1/day','contagion','5e SRD','Special','D&D 5e',1),('bouda','Bouda','3/day','darkness, expeditious retreat','5e SRD','Special','D&D 5e',1),('bouda','Bouda','At will','thaumaturgy','5e SRD','Special','D&D 5e',1),('bouda','Bouda','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('bouda','Bouda','Constant','detect evil and good, detect magic','5e SRD','Special','D&D 5e',1),('bouda','Bouda','Defiling Smear (1/Day)','The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 Constitution saving throw against poison or be poisoned for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda\'s defiling smear for 24 hours. The stench of a smear remains potent for one week.','5e SRD','Special','D&D 5e',1),('bouda','Bouda','Innate Spellcasting','The bouda\'s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('bouda','Bouda','Mephitic Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round by the visible cloud of vermin swarming around the bouda\'s forearms.','5e SRD','Action','D&D 5e',1),('bouda','Bouda','Multiattack','The bouda makes one bite attack and one mephitic claw attack.','5e SRD','Action','D&D 5e',1),('bouda','Bouda','Ravenous Gorge','The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature\'s HD that last 1 hour. Organs consumed by this ability are gone, and the creature can\'t be restored to life through spells and magical effects that require a mostly intact corpse.','5e SRD','Action','D&D 5e',1),('bouda','Bouda','Shapechanger','The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if destroyed, before turning to dust.','5e SRD','Special','D&D 5e',1),('brachiosaurus',NULL,'|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),('brainchild',NULL,'Illusion','Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.','fan json','Trait','Pathfinder 2e',1),('brainchild',NULL,'Mental','A mental effect can alter the target\'s mind. It has no effect on an object or a mindless creature.','fan json','Trait','Pathfinder 2e',1),('brainCollector',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('bralani',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),('bralani',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),('brambleChampionConstruct',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),('brambleChampionConstruct',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),('brassDragon','Brass Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('brassDragon','Brass Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('brassDragon','Brass 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),('brassDragon','Brass Dragon','Desert Wind (Su)','','d20web','Special (Su)','d20',1),('brassDragon','Brass Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('brassDragon','Brass Dragon','Fire Breath','The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('brassDragon','Brass Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('brassDragon','Brass 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),('brassDragon','Brass Dragon','Move Sand (Sp)','','d20web','Special (Sp)','d20',1),('brassDragon','Brass 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),('brassDragon','Brass Dragon','Sleep Breath','The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.','5e SRD','Action','D&D 5e',1),('brassDragon','Brass Dragon','Sleep Breath (Su)','','d20web','Special (Su)','d20',1),('brassDragon','Brass 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),('brassDragon','Brass Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('brassDragon','Brass Dragon','unknown','unknown','d20web','Action','d20',1),('brassDragon','Brass 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),('bregdi',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),('bregdi',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),('brigand','Brigand','Camp leaders','Combined camps are led by a 9th level fighter, plus a 5th level fighter for every 50 brigands. Also 50% chance of a magic-user (level 1d3 + 8); 30% chance of a cleric (8th level).','OSE','Special','OSR',5),('brigand','Brigand','Cavalry','The other half is mounted on riding horses and has: chainmail, shield, sword.','OSE','Special','OSR',2),('brigand','Brigand','Footmen','Half the group has: leather armour, shield, sword, shortbow.','OSE','Special','OSR',1),('brigand','Brigand','Fortified camps','Bands commonly combine and live in a camp of 5d6 * 10 brigands.','OSE','Special','OSR',4),('brigand','Brigand','Leaders and commanders','For every 20 brigands, there is a leader (2nd level fighter). For every 40 brigands, there is a commander (4th level fighter). Leaders ride war horses (with barding) and have: plate mail, sword, lance.','OSE','Special','OSR',3),('brigand','Brigand','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('brightWalker',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),('brightWalker',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('brightWalker',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),('brimorak',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),('brimorak',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),('brineDragon','Brine Dragon','unknown','unknown','d20web','Action','d20',1),('brineShark',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),('brineShark',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),('brineShark',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),('brontosaurus',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),('brontosaurus',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('bronzeDragon','Bronze Dragon','Amphibious','The dragon can breathe air and water.','5e SRD','Special','D&D 5e',1),('bronzeDragon','Bronze Dragon','Bite','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('bronzeDragon','Bronze Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('bronzeDragon','Bronze Dragon','Change Shape (Su)','','d20web','Special (Su)','d20',1),('bronzeDragon','Bronze Dragon','Claw','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('bronzeDragon','Bronze Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('bronzeDragon','Bronze 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 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, 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),('bronzeDragon','Bronze 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),('bronzeDragon','Bronze Dragon','Lightning Breath','The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('bronzeDragon','Bronze 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),('bronzeDragon','Bronze Dragon','Repulsion Breath','The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.','5e SRD','Action','D&D 5e',1),('bronzeDragon','Bronze Dragon','Repulsion Breath (Su)','','d20web','Special (Su)','d20',1),('bronzeDragon','Bronze Dragon','Tail','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('bronzeDragon','Bronze Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('bronzeDragon','Bronze Dragon','unknown','unknown','d20web','Action','d20',1),('bronzeDragon','Bronze Dragon','Water Breathing','','d20web','Special (Ex)','d20',1),('bronzeDragon','Bronze Dragon','Wave Mastery (Su)','','d20web','Special (Su)','d20',1),('bronzeDragon','Bronze Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 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),('bronzeGolem','Bronze Golem','Constructing','A very complex, expensive, and time-consuming process.','OSE','Special','OSR',4),('bronzeGolem','Bronze Golem','Fire immunity','Unharmed by fire.','OSE','Special','OSR',7),('bronzeGolem','Bronze Golem','fist','1 * fist (3d10 + 1d10 heat)','OSE','Action','OSR',1),('bronzeGolem','Bronze Golem','Flaming blood','If damaged by an edged weapon, emits a spurt of liquid fire: attacker suffers 2d6 damage (save versus death to avoid).','OSE','Special','OSR',6),('bronzeGolem','Bronze Golem','Immunity','Unharmed by gas; unaffected by charm, hold, and sleep spells.','OSE','Special','OSR',2),('bronzeGolem','Bronze Golem','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('bronzeGolem','Bronze Golem','Mundane damage immunity; Immunity','See main entry.','OSE','Special','OSR',5),('bronzeGolem','Bronze Golem','Other materials','Golems formed of other materials are also possible.','OSE','Special','OSR',3),('broodLeechSwarm',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),('broodLeechSwarm',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),('broodLeechSwarm',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),('brotherOx','Brother Ox','Bovine Passivism','No bovine creatures or wereboars can willingly attack Brother Ox. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('brotherOx','Brother Ox','Charge','If Brother Ox moves at least 20 feet straight toward a target and then hits it with a gore attack, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('brotherOx','Brother Ox','Gore (Ox or True Form Only)','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('brotherOx','Brother Ox','Ki Disruption (Recharge 6)','Brother Ox makes one unarmed strike against a creature to create an instability within the target\'s essence that lasts 2d8 days. This instability is harmless unless Brother Ox uses his action to end it early. To do so, Brother Ox and the target must be on the same plane of existence. Brother Ox can use this action again to force the target to make a DC 19 Constitution saving throw. On a failure, the target is reduced to 0 hp. On a success, it takes 55 (10d10) necrotic damage.','5e SRD','Action','D&D 5e',1),('brotherOx','Brother Ox','Legendary Resistance (2/day)','If Brother Ox fails a saving throw, he can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('brotherOx','Brother Ox','Magic Resistance','Brother Ox has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('brotherOx','Brother Ox','Magic Weapons','Brother Ox\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('brotherOx','Brother Ox','Move','Brother Ox moves up to his speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('brotherOx','Brother Ox','Multiattack','In ox or human form, Brother Ox makes three melee attacks. In his true form, he makes three attacks: one with his gore and two with his unarmed strike.','5e SRD','Action','D&D 5e',1),('brotherOx','Brother Ox','Rejuvenation','If he dies, Brother Ox\'s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bovine on the Material Plane which becomes Brother Ox with all of the hp and abilities thereof. Only killing every bovine on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('brotherOx','Brother Ox','Shapechanger','Brother Ox can use his action to polymorph into a Huge ox, a Medium bald human with a short, dark beard, or back into his true Huge ox-headed humanoid form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him.','5e SRD','Special','D&D 5e',1),('brotherOx','Brother Ox','Speak with Bovines','Brother Ox can communicate with any bovine creature as if they shared a language.','5e SRD','Special','D&D 5e',1),('brotherOx','Brother Ox','Stunning Strike (Costs 2 Actions)','Brother Ox makes one unarmed strike. If it hits a creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Legendary Action','D&D 5e',1),('brotherOx','Brother Ox','Unarmed Strike (Humanoid or True Form Only)','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('brotherOx','Brother Ox','Wholeness','Brother Ox regains 10 hp, is cured of all diseases, and ends one effect lowering his ability scores or hp maximum. Brother Ox can\'t use this legendary action again until the end of his next turn.','5e SRD','Legendary Action','D&D 5e',1),('brownie','Brownie','1/day','dancing lights','5e SRD','Special','D&D 5e',1),('brownie','Brownie','At will','druidcraft, goodberry','5e SRD','Special','D&D 5e',1),('brownie','Brownie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('brownie','Brownie','Fey Ancestry','The brownie has advantage on saving throws against being charmed, and magic can\'t put it to sleep.','5e SRD','Special','D&D 5e',1),('brownie','Brownie','Innate Spellcasting','The brownie\'s innate spellcasting ability is Wisdom (spell save DC 13). The brownie can innately cast the following spells, requiring no components.','5e SRD','Special','D&D 5e',1),('brownie','Brownie','Mimic Death','The brownie can collapse to the ground and appear to be dead. A DC 13 Intelligence (Investigation) check will reveal they are still alive.','5e SRD','Action','D&D 5e',1),('brownie','Brownie','short sword','6 (1d2-2/19-20)','d20web','Action','d20',1),('brownie','Brownie','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),('brughadatch',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),('brughadatch',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('brushThylacine',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),('buccaneer','Buccaneer','Arms','60% of group have: leather armour, sword; 30% have: leather armour, sword, crossbow; 10% have: chainmail, sword, crossbow.','OSE','Special','OSR',2),('buccaneer','Buccaneer','Fleet commander','9th level fighter. 30% chance of a magic-user (level 1d2 + 9); 25% chance of a cleric (8th level).','OSE','Special','OSR',4),('buccaneer','Buccaneer','Havens','Lawless, fortified, coastal towns may act as a haven for buccaneers and pirates.','OSE','Special','OSR',6),('buccaneer','Buccaneer','Leaders and captains','For every 30 buccaneers, there is a 4th level fighter. Each ship has a captain (7th level fighter).','OSE','Special','OSR',3),('buccaneer','Buccaneer','Ships and crew','Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 * 10 buccaneers each); coastal waters: 1d6 small galleys (1d3+1 * 10 buccaneers each); any: 1d4 longships (1d3+2 * 10 buccaneers each); ocean: 1d3 small warships (1d5+3 * 10 buccaneers each). (See Water Vessels for details on ships.)','OSE','Special','OSR',1),('buccaneer','Buccaneer','Treasure','Divided between vessels. Instead of carrying aboard, may have a map to where it is buried.','OSE','Special','OSR',5),('buccaneer','Buccaneer','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('bugaboo',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('bugbear','Bugbear','Brute','A melee weapon deals one extra die of its damage when the bugbear warrior hits with it (included in the attack).','5e SRD','Special','D&D 5e',1),('bugbear','Bugbear','Feat 1','Intimidating Prowess','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bugbear','Bugbear','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bugbear','Bugbear','Melee 1','morningstar +5 (1d8+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bugbear','Bugbear','Padded Feet','The bugbear warrior has advantage on Dexterity (Stealth) checks to move silently.','5e SRD','Special','D&D 5e',1),('bugbear','Bugbear','Ranged 1','javelin +3 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bugbear','Bugbear','Spiked Greatclub','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 5 (2d4) piercing damage.','5e SRD','Action','D&D 5e',1),('bugbear','Bugbear','Stalker','','d20web','Special (Ex)','d20',1),('bugbear','Bugbear','Stalker (Ex)','Perception and Stealth are always class skills for bugbears.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bugbear','Bugbear','Surprise','On a 1-3, due to stealth.','OSE','Special','OSR',1),('bugbear','Bugbear','weapon','1 * weapon (2d4 or by weapon +1)','OSE','Action','OSR',1),('bugbearThug',NULL,'Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('bugbearThug',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),('bugbearTormentor',NULL,'Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('bugbearTormentor',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),('buggane',NULL,'2 claws','11 (1d8+6)','d20web','Action','d20',1),('buggane',NULL,'Blind (Ex)','Bugganes are blind. They are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('buggane',NULL,'Earth Distortion','Earth Distortion Once every 1d4 rounds, a buggane can empower itself to completely ignore the Rend physicality of stone and metal, enabling it to pass through stone and metal barriers as easily as air. Until the beginning of the buggane\'s next turn, the buggane has earth glide and takes no damage from stone or metal weapons, or from the natural attacks of creatures of the earth subtype or stone or metal constructs. Additionally, a buggane\'s melee attacks ignore any AC bonus (including enhancement bonuses) from metal or stone armor and shields. While using earth distortion, the buggane cannot damage stone or metal constructs or creatures of the earth subtype with its natural attacks.','aquilae','Special','OSR',1),('buggane',NULL,'Earth Distortion (Su)','Once per minute as a swift action, a buggane can empower itself to completely ignore the physicality of stone and metal, enabling it to pass through stone and metal barriers as easily as air. Until the beginning of the buggane\'s next turn, the buggane has earth glide and takes no damage from stone or metal weapons, or from the natural attacks of creatures of the earth subtype or stone or metal constructs. Additionally, a buggane\'s melee attacks ignore any AC bonus (including enhancement bonuses) from metal or stone armor and shields. While using earth distortion, the buggane cannot damage stone or metal constructs or creatures of the earth subtype with its natural attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('buggane',NULL,'Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('buggane',NULL,'Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('buggane',NULL,'Feat 3',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('buggane',NULL,'gore','11 (1d8+6)','d20web','Action','d20',1),('buggane',NULL,'Melee 1','2 claws +11 (1d8+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('buggane',NULL,'Melee 2',' gore +11 (1d8+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('buggane',NULL,'Smash and Bash (Ex)','As a free action, a buggane can attempt to trip an opponent it damages with its rend attack without provoking an attack of opportunity. If the trip attempt fails, the buggane cannot be tripped in return. If the trip attempt is successful, the target must succeed at a DC 19 Fortitude save or be stunned for 1 round. The save DC is Strength-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('buggane',NULL,'zz','If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent\'s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.','aquilae','Special','OSR',2),('bugulNoz',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('bukavac','Bukavac','4 claws','20 (1d6+9)','d20web','Action','d20',1),('bukavac','Bukavac','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('bukavac','Bukavac','bite','20 (1d8+9)','d20web','Action','d20',1),('bukavac','Bukavac','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC 15). A bukavac can grapple up to 2 Medium size foes.','5e SRD','Action','D&D 5e',1),('bukavac','Bukavac','Croaking Blast (Recharge 5-6)','A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration.','5e SRD','Action','D&D 5e',1),('bukavac','Bukavac','Gore','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('bukavac','Bukavac','gore','20 (1d8+9)','d20web','Action','d20',1),('bukavac','Bukavac','Hold Breath','The bukavac can hold its breath for up to 20 minutes.','5e SRD','Special','D&D 5e',1),('bukavac','Bukavac','Hop','A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action.','5e SRD','Special','D&D 5e',1),('bukavac','Bukavac','Multiattack','The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack.','5e SRD','Action','D&D 5e',1),('bul-Gae',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),('bul-Gae',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),('bul-Gae',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),('bulette','Bulette','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),('bulette','Bulette','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('bulette','Bulette','bite','13 (2d8+9/19-20) and 2 claws +12 (2d6+6)','d20web','Action','d20',1),('bulette','Bulette','Deadly Leap','If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target\'s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn\'t knocked prone, and is pushed 5 feet out of the bulette\'s space into an unoccupied space of the creature\'s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette\'s space.','5e SRD','Action','D&D 5e',1),('bulette','Bulette','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bulette','Bulette','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bulette','Bulette','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bulette','Bulette','Feat 4',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bulette','Bulette','Leap','','d20web','Special (Ex)','d20',1),('bulette','Bulette','Leap (Ex)','A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bulette','Bulette','Melee 1','bite +13 (2d8+9/19-20) and 2 claws +12 (2d6+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bulette','Bulette','Savage Bite','','d20web','Special (Ex)','d20',1),('bulette','Bulette','Savage Bite (Ex)','A bulette\'s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19-20.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bulette','Bulette','Standing Leap','The bulette\'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),('bulgasari','Bulgasari','bite','9 (2d6+5 plus','d20web','Action','d20',1),('bulgasari','Bulgasari','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10+5) slashing damage.','5e SRD','Action','D&D 5e',1),('bulgasari','Bulgasari','Iron Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+5) piercing damage.','5e SRD','Action','D&D 5e',1),('bulgasari','Bulgasari','Keen Hearing and Smell','The bulgasari has advantage on Wisdom (Perception) checks that rely on hearing and smell.','5e SRD','Special','D&D 5e',1),('bulgasari','Bulgasari','Poor Eyesight','The bulgasari has disadvantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('bulgasari','Bulgasari','Pounce','If the bulgasari moves at least 20 feet forward toward a creature and then hits it with an iron bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced&nbsp;prone. If the target is prone, the bulgasari can make one attack with its claws against it as a bonus action.','5e SRD','Special','D&D 5e',1),('bulgasari','Bulgasari','Stampeding Charge (Recharge 5-6)','The bulgasari moves up to its speed on the ground in a straight line. Creatures in the way of this line must make a DC 14 Dexterity saving throw, taking 20 (3d12) piercing damage on a failed save, or half on a success. Either way, affected creatures are pushed outside of its path. Alternatively, a creature can make a DC 15 Strength saving throw, taking half damage and granting advantage on the next saving throw against the charge on a success.','5e SRD','Action','D&D 5e',1),('bulgasari','Bulgasari','Steam Breath (Recharges after Short or Long Rest)','When a bulgasari feels cornered, it exhales scalding steam from its trunk in a wild circle around its body. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save and half as much on a successful one. The area becomes heavily obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.','5e SRD','Action','D&D 5e',1),('bullShark','Bull Shark','Blood scent','Can detect blood in water up to 300\' away.','OSE','Special','OSR',1),('bullShark','Bull Shark','Blood scent; Feeding frenzy','See main entry.','OSE','Special','OSR',3),('bullShark','Bull Shark','Feeding frenzy','Triggered by the scent of blood: always attack; no morale checks.','OSE','Special','OSR',2),('bullShark','Bull Shark','ram','1 * bite (2d4) or 1 * ram (stun)','OSE','Action','OSR',1),('bullShark','Bull Shark','Ram','Stunned for 3 rounds (save versus paralysis).','OSE','Special','OSR',4),('bunyip','Bunyip','<a href=\"../bestiary/universalMonsterRules.html#blood-rage\" >Blood Rage</a> (Ex)','A bunyip\'s blood rage ability activates whenever it detects blood in the water using its keen scent, but otherwise functions as the universal monster rule of the same name.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bunyip','Bunyip','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),('bunyip','Bunyip','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),('bunyip','Bunyip','Bite','Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 28 (5d10 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('bunyip','Bunyip','bite','8 (2d6+3)','d20web','Action','d20',1),('bunyip','Bunyip','Blood Frenzy','If a creature takes piercing or slashing damage within 30 feet of the bunyip while they are both swimming, or if the bunyip is damaged, the bunyip goes into a frenzy for 1 minute, gaining advantage on all attack rolls.','5e SRD','Special','D&D 5e',1),('bunyip','Bunyip','Feat 1','Improved Critical (bite)B','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bunyip','Bunyip','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bunyip','Bunyip','Feat 3',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bunyip','Bunyip','Feat 4',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bunyip','Bunyip','Horrifying roar','A bunyip\'s roar is supernaturally loud and horrifying. When a bunyip roars, all hearing creatures within a 100-foot spread must succeed on a DC 14 Wisdom saving throw to avoid being deafened and frightened. A deafened creature can attempt a DC 14 Constitution saving throw at the end of each of its turns to end the effect. A frightened creature can attempt a DC 14 Wisdom saving throw at the end of each of its turns to end the effect. Whether or not the initial saving throw is successful, creatures in the area are immune to the roar of that bunyip for 24 hours.','5e SRD','Action','D&D 5e',1),('bunyip','Bunyip','Melee 1','bite +7 (1d8+1/19-20 plus bleed)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bunyip','Bunyip','Roar (Su)','A bunyip\'s roar is supernaturally loud and horrifying. When a bunyip roars (a standard action the creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bunyip','Bunyip','Water Breathing','The bunyip can only breathe underwater.','5e SRD','Special','D&D 5e',1),('bunyip','Bunyip','|Bleed|Blood Rage|Roar','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('bunyip','Bunyip','|Bleed|Blood Rage|Roar','When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +4 bonus on Constitution and Strength checks, but attacks made against it gain +4 bonus.. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.','aquilae','Special','OSR',2),('bunyip','Bunyip','|Bleed|Blood Rage|Roar','A bunyip\'s roar is supernaturally loud and horrifying. When a bunyip roars, all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a Paralysis save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours.','aquilae','Special','OSR',3),('bunyip','Bunyip','|Bleed|Blood Rage|Roar','This is a sonic, mind-affecting fear effect.','aquilae','Special','OSR',4),('buraq','Buraq','1/day each','plane shift, wind walk','5e SRD','Special','D&D 5e',1),('buraq','Buraq','2 hooves','9 (1d4+4)','d20web','Action','d20',1),('buraq','Buraq','3/day each','haste, longstrider','5e SRD','Special','D&D 5e',1),('buraq','Buraq','Angelic Weapons','The buraq\'s attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack).','5e SRD','Special','D&D 5e',1),('buraq','Buraq','At will','comprehend languages, detect evil and good, holy aura, pass without trace','5e SRD','Special','D&D 5e',1),('buraq','Buraq','Drink the Wind (Su)','','d20web','Special (Su)','d20',1),('buraq','Buraq','Fold the Earth (Su)','','d20web','Special (Su)','d20',1),('buraq','Buraq','Hooves','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.','5e SRD','Action','D&D 5e',1),('buraq','Buraq','Innate Spellcasting','The buraq\'s innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components:','5e SRD','Special','D&D 5e',1),('buraq','Buraq','Magic Resistance','The buraq has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('buraq','Buraq','Multiattack','The buraq makes two attacks with its hooves.','5e SRD','Action','D&D 5e',1),('buraq','Buraq','Night Journey','When outdoors at night, a buraq\'s vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey.','5e SRD','Special','D&D 5e',1),('buraq','Buraq','Shimmering Wings (Su)','','d20web','Special (Su)','d20',1),('buraq','Buraq','Static Field (Su)','','d20web','Special (Su)','d20',1),('buraq','Buraq','Teleport (1/Day)','The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away.','5e SRD','Action','D&D 5e',1),('burrowling','Burrowling','2 claws','3 (1d3)','d20web','Action','d20',1),('burrowling','Burrowling','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('burrowling','Burrowling','bite','3 (1d4)','d20web','Action','d20',1),('burrowling','Burrowling','Burrow Awareness','A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet.','5e SRD','Special','D&D 5e',1),('burrowling','Burrowling','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('burrowling','Burrowling','Multiattack','The burrowling makes one bite attack and one claw attack.','5e SRD','Action','D&D 5e',1),('burrowling','Burrowling','Pack Tactics','The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that\'s capable of attacking.','5e SRD','Special','D&D 5e',1),('burrowling','Burrowling','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),('buso',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),('bythos',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),('bythos',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),('cacodaemon','Cacodaemon','Claws','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2+1) piercing damage.','5e SRD','Action','D&D 5e',1),('cacodaemon','Cacodaemon','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),('cacodaemon','Cacodaemon','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),('cacodaemon','Cacodaemon','Regeneration','The cacodaemon regains 2 hit points at the start of its turn if it has at least 1 hit point. If the cacodaemon takes radiant damage or damage from holy water, this trait doesn\'t function at the start of the cacodaemon\'s next turn.','5e SRD','Special','D&D 5e',1),('cacodaemon','Cacodaemon','|Change Shape','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',1),('cacodaemon','Cacodaemon','|Change Shape','Detect Good Detect Magic Disease Fast Healing You can Detect Good as a constant ability. Any Good creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',2),('cacodaemon','Cacodaemon','|Change Shape','Soul Lock Once per day as a full-round action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon\'s gut, which it can regurgitate as a standard action. A soul gem is a tiny-sized object with 1 hit point and the same AC as this creature. Destroying a soul gem frees the soul within, though it does not return the deceased creature to life.','aquilae','Special','OSR',3),('cacodaemon','Cacodaemon','|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',4),('cacodaemon','Cacodaemon','|Change Shape','You can Detect Magic as a constant ability. Any magical creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',5),('cacodaemon','Cacodaemon','|Change Shape','Disease-Bite-Injury; save Death; frequency 1/day; effect 1d2 Wisdom damage; cure 2 consecutive saves. In addition to the normal effects of the disease, as long as a victim is infected, the cacodaemon can telepathically communicate with the creature over any distance (as long as they remain on the same plane).','aquilae','Special','OSR',6),('cacodaemon','Cacodaemon','|Change Shape','You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.','aquilae','Special','OSR',7),('cacodaemon','Cacodaemon','|Change Shape','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',8),('cacodemon','Cacodemon','1/day','hold person','5e SRD','Special','D&D 5e',1),('cacodemon','Cacodemon','3/day each','darkness, detect magic, detect thoughts, see invisibility','5e SRD','Special','D&D 5e',1),('cacodemon','Cacodemon','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('cacodemon','Cacodemon','Innate Spellcasting','The cacodemon\'s innate spellcasting ability is Charisma (spell save DC 12). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('cacodemon','Cacodemon','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 to make a melee attack.','5e SRD','Action','D&D 5e',1),('cacodemon','Cacodemon','Magic Resistance','The cacodemon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('cacodemon','Cacodemon','Magic Weapons','The cacodemon\'s weapon attacks are considered magical for the purposes of damage resistances.','5e SRD','Special','D&D 5e',1),('cacodemon','Cacodemon','Multiattack','The cacodemon makes two Longsword and one Claw attack, or two Claw attacks.','5e SRD','Action','D&D 5e',1),('cacodemon','Cacodemon','Summon (1/day)','The cacodemon has a 35% chance to summon 1d3 derghodemons (see Tome of Horrors 5e) or a cacodemon. The summoned demon appears in an unoccupied space within 60 feet of the cacodemon, but can\'t summon other demons. It remains for one minute, until it or the first cacodemon is slain, or until the first cacodemon takes an action to dismiss it.','5e SRD','Action','D&D 5e',1),('cactusCat',NULL,'2 claws','7 (1d2+2)','d20web','Action','d20',1),('cactusCat',NULL,'bite','7 (1d3+2)','d20web','Action','d20',1),('cactusCat',NULL,'cactus spikes','7 (1d6+1)','d20web','Action','d20',1),('cactusLeshy',NULL,'Leshy','Leshies are living plants animated by primal magic.','fan json','Trait','Pathfinder 2e',1),('cactusLeshy',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),('cadaverousRake',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),('caecilia','Caecilia','bite','1 * bite (1d8)','OSE','Action','OSR',1),('caecilia','Caecilia','Swallow whole','On a natural 19 or 20 attack roll. Inside the monster\'s belly: suffer 1d8 damage per round (until the caecilia dies); may attack with a dagger at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',1),('caiman','Caiman','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the black caiman can\'t use its tentacles on another target.','5e SRD','Action','D&D 5e',1),('caiman','Caiman','Death Dive','When grappling a foe of its size or smaller, a black caiman can perform a deadly dive as its action. As it clings to its foe, it uses the force of its powerful tail to propel it downward in the water, allowing it to inflict bite damage and drag the target up to the black caiman\'s swimming speed. The creature is still grappled by the black caiman.','5e SRD','Action','D&D 5e',1),('caiman','Caiman','Hold Breath','The black caiman can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('caiman','Caiman','Multiattack','The black caiman makes two attacks: one with its bite and one with its tail slap.','5e SRD','Action','D&D 5e',1),('caiman','Caiman','Tail Slap','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be forced prone.','5e SRD','Action','D&D 5e',1),('cairnLinnorm',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),('cairnWight',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),('cairnWight',NULL,'Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('calathgar','Calathgar','2 tendrils','7 (1d4+2)','d20web','Action','d20',1),('calathgar','Calathgar','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('calathgar','Calathgar','Cold Healing','','d20web','Special (Ex)','d20',1),('calathgar','Calathgar','flower','7 (1d6+2 plus 1d6 cold)','d20web','Action','d20',1),('calathgar','Calathgar','Mold Mulch','','d20web','Special (Ex)','d20',1),('calathgar','Calathgar','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),('calathgar','Calathgar','Seed Spray','','d20web','Special (Ex)','d20',1),('calcifda',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),('calcifda',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('caligniCaller',NULL,'Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('caligniCaller',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),('caligniCreeper',NULL,'Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('caligniCreeper',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),('caligniDancer',NULL,'Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('caligniDancer',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),('caligniSlayer',NULL,'Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('caligniSlayer',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),('caligniStalker',NULL,'Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('caligniStalker',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),('caligniVanguard',NULL,'Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('caligniVanguard',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),('calikang',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),('camarach',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),('camazotz','Camazotz','Aspect of Death','A creature that is within 20 feet of a camazotz when it is reduced to 0 hit points is considered to have failed its first death saving throw.','5e SRD','Special','D&D 5e',1),('camazotz','Camazotz','Claws','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('camazotz','Camazotz','Defensive Round','-If intruders prove too dangerous for a camazotz, it takes to the air to identify the most vulnerable creatures for it to attackThe camazotz prefers using its Vampiric Shroud attack against solitary creatures or individuals separated from their allies.','5e SRD','Tactic','D&D 5e',1),('camazotz','Camazotz','Draining Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 17 (5d6) necrotic damage. A creature that takes necrotic damage from the camazotz must make a DC 19 Constitution saving throw or lose one Recovery Die, which the camazotz can use its bonus action to immediately recover 10 (1d10 + 5) hit points.','5e SRD','Action','D&D 5e',1),('camazotz','Camazotz','Echolocation','The camazotz can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('camazotz','Camazotz','Flyby','The camazotz doesn\'t provoke opportunity attacks when it flies out of an enemies reach.','5e SRD','Special','D&D 5e',1),('camazotz','Camazotz','Initial Round','-The camazotz prefers to strike from above, shrouded in darkness approaching from unexpected anglesIts great sentience allows the camazotz to identify spellcasters and then concentrate on eliminating them.','5e SRD','Tactic','D&D 5e',1),('camazotz','Camazotz','Keen Hearing','The camazotz has advantage on Wisdom (Perception) checks that rely on hearing.','5e SRD','Special','D&D 5e',1),('camazotz','Camazotz','Magic Weapons','The camazotz\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('camazotz','Camazotz','Multiattack','The camazotz makes three attacks: one with its bite and two with its claws. It can replace one of these with its ultrasonic shriek.','5e SRD','Action','D&D 5e',1),('camazotz','Camazotz','Tread Flyer','If a camazotz has surprise when it makes its first attack, all surprised creatures within 30 feet of it must succeed on a DC 19 Wisdom saving throw or be frightened of it, and be unable to use Recovery Dice, for 1 minute. A frightened creature can make a new saving throw at the end of each of its turns to overcome the effect.','5e SRD','Special','D&D 5e',1),('camazotz','Camazotz','Ultrasonic Shriek (Recharge 5-6)','The camazotz emits a high-pitched scream in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. on a failed save, a creature takes 49 (14d6) thunder damage and is deafened and stunned for 1 minute. on a successful save, a creature takes half that damage and is deafened and poisoned for 1 minute. A creature can make a new saving throw at the end of each of its turns, overcoming the stunned or poisoned conditions on a success.','5e SRD','Action','D&D 5e',1),('camazotz','Camazotz','Victorious Round','-Once the camazotz no longer feels threatened by enemies, it makes certain to check each fallen body for any remaining fluids to drain.','5e SRD','Tactic','D&D 5e',1),('camel','Camel','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),('camel','Camel','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('camel','Camel','bite','1 * bite (1)','OSE','Action','OSR',1),('camel','Camel','Carry loads','Up to 3,000 coins unencumbered; up to 6,000 at half speed.','OSE','Special','OSR',4),('camel','Camel','Charge attacks','Are not possible, when mounted on a camel.','OSE','Special','OSR',5),('camel','Camel','Desert travel','Move at full speed through broken lands and deserts.','OSE','Special','OSR',3),('camel','Camel','hoof','1 * hoof (1d4)','OSE','Action','OSR',2),('camel','Camel','Ill-tempered','Bite or kick creatures in their way, including owners.','OSE','Special','OSR',1),('camel','Camel','Water','After drinking well, can survive 2 weeks without water.','OSE','Special','OSR',2),('camel','Camel','|Spit','Once per hour, a camel can regurgitate the contents of its stomach, spitting the foul material at a single target within 10 feet. The target must make a Death save or be sickened for 1d4 rounds.','aquilae','Special','OSR',1),('candlaron\'sEcho',NULL,'Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('candlaron\'sEcho',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),('candlaron\'sEcho',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('canopyElder',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),('carbuncle','Carbuncle','3/day','daze (DC 10), jump, levitate (self only, up to 10 feet)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('carbuncle','Carbuncle','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),('carbuncle','Carbuncle','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),('carbuncle','Carbuncle','bite','1 (1d3 -2)','d20web','Action','d20',1),('carbuncle','Carbuncle','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),('carbuncle','Carbuncle','Empath (Su)','Carbuncles possess a crude form of telepathy, allowing them to transmit mild impressions and remembered sensations to other creatures. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a carbuncle can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('carbuncle','Carbuncle','Fatal Faker (Su)','As a standard action three times per day, a carbuncle can teleport as per the spell dimension door, but only within a range of 30 feet. Upon teleporting, the carbuncle leaves behind a perfect replica of itself amid a colored flash and the sound of a reptilian choke. This replica duplicates the carbuncle in all ways, though it is obviously dead and the colorless stone in its head is reduced to worthless dust.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('carbuncle','Carbuncle','Feat 1','Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('carbuncle','Carbuncle','Gem Illumination','As a bonus action, the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for an additional 10 feet.','5e SRD','Special','D&D 5e',1),('carbuncle','Carbuncle','Jungle Camouflage','The carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.','5e SRD','Special','D&D 5e',1),('carbuncle','Carbuncle','Light Beam (Recharge 5-6)','The carbuncle shoots a 30-foot-long, 5-foot-wide line of scintillating light from the garnet on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('carbuncle','Carbuncle','Melee 1','bite +1 (1d3-3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('carbuncle','Carbuncle','Multiattack','The carbuncle makes one bite attack and one claw attack.','5e SRD','Action','D&D 5e',1),('carbuncle','Carbuncle','Specious Suggestion (Su)','As a standard action three times per day, a carbuncle can concentrate intently on one creature within its line of sight and attempt to impose its will upon the target. A DC 11 Will save is enough to resist this compulsion. If the target fails to resist, roll 1d6. On a result of 1-2, the target gains a flash of insight and a +2 insight bonus to its Armor Class for 1 minute. On a result of 3-4, the victim is affected as if by suggestion for 1 minute, and must follow a single (usually embarrassing, always harmless) suggestion from the carbuncle. On a result of 5-6, the victim\'s thoughts are garbled with those of the carbuncle, imposing a -2 penalty to the victim\'s Will saving throws for 1 minute. This is a mind-affecting effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('carbuncle','Carbuncle','Vulnerability to Suggestion','','d20web','Special (Ex)','d20',1),('carbuncle','Carbuncle','Vulnerability to Suggestion (Ex)','Any mind-affecting spell can affect a carbuncle regardless of creature type limitations. A spell like charm person, for example, which typically only affects humanoid creatures, can also affect carbuncles.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('carbuncle','Carbuncle','|Empath|Fatal Faker|Specious|Suggestion','Carbuncles possess a crude form of telepathy, allowing them to transmit mild impressions and remembered sensations to other creatures. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a carbuncle can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.','aquilae','Special','OSR',1),('carbuncle','Carbuncle','|Empath|Fatal Faker|Specious|Suggestion','As a standard action three times per day, a carbuncle can teleport as per the spell dimension door, but only within a range of 30 feet. Upon teleporting, the carbuncle leaves behind a perfect replica of itself amid a colored flash and the sound of a reptilian choke. This replica duplicates the carbuncle in all ways, though it is obviously dead and the colorless stone in its head is reduced to worthless dust.','aquilae','Special','OSR',2),('carbuncle','Carbuncle','|Empath|Fatal Faker|Specious|Suggestion','As a standard action three times per day, a carbuncle can concentrate intently on one creature within its line of sight and attempt to impose its will upon the target. A Spell save is enough to resist this compulsion. If the target fails to resist, roll 1d6. On a result of 1-2, the target gains a flash of insight and attacks against it suffer -4 penalties for 1 minute. On a result of 3-4, the victim is affected as if by suggestion for 1 minute, and must follow a single (usually embarrassing, always harmless) suggestion from the carbuncle. On a result of 5-6, the victim\'s thoughts are garbled with those of the carbuncle, imposing a -4 penalty on the victim\'s saving throws for 1 minute. This is a mind-affecting effect.','aquilae','Special','OSR',3),('carcassCrawler','Carcass Crawler','Cling','Can walk on walls and ceilings.','OSE','Special','OSR',2),('carcassCrawler','Carcass Crawler','Paralysis','A hit by a tentacle causes paralysis for 2d4 turns (save versus paralysis). Paralysed victims will be devoured, if the crawler is left in peace.','OSE','Special','OSR',1),('carcassCrawler','Carcass Crawler','tentacle','8 * tentacle (paralysis)','OSE','Action','OSR',1),('caribou','Caribou','butt','1 * butt (1d6)','OSE','Action','OSR',1),('caribou','Caribou','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('caribou','Caribou','Males','In groups of 3 or more, only 1-in-4 are males. These have 1d4 extra hit points and protect the herd.','OSE','Special','OSR',2),('caribou','Caribou','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('caribou','Caribou','Stampede','See main entry.','OSE','Special','OSR',4),('carnivorousBlob',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),('carnivorousBlob',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),('carnivorousCrystal',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),('carnivorousCrystal',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),('carnivorousCrystal',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),('carrionGolem',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),('carrionGolem',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),('carrionGolem',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),('cassisian',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),('cassisian',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),('castoroides',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),('cataclysmBeetle',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),('caterwaul','Caterwaul','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('caterwaul','Caterwaul','bite','8 (1d6+2 plus','d20web','Action','d20',1),('caterwaul','Caterwaul','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('caterwaul','Caterwaul','Evasion','If the caterwaul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the caterwaul instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.','5e SRD','Special','D&D 5e',1),('caterwaul','Caterwaul','Keen Smell','The caterwaul has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('caterwaul','Caterwaul','Multiattack','The caterwaul makes one Bite attack and one Claw attack.','5e SRD','Action','D&D 5e',1),('caterwaul','Caterwaul','Pounce','If the caterwaul moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the caterwaul can make one Bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('catfolk','Catfolk','Agile Climber','When a bast catfolk moves at least 10 feet along the ground, it can use the rest of its movement to scale a wall or other vertical surface as if had a climbing speed. It must end its movement standing on a horizontal surface.','5e SRD','Special','D&D 5e',1),('catfolk','Catfolk','Bast\'s Blessing','A bast catfolk can communicate simple ideas to cats and other feline beasts, but it can\'t understand them in return. In addition, it has advantage on Charisma checks when dealing with such creatures.','5e SRD','Special','D&D 5e',1),('catfolk','Catfolk','Cat\'s Luck','Once per day when a catfolk makes a saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.','aquilae','Special','OSR',1),('catfolk','Catfolk','Cat\'s Luck (Ex)','Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('catfolk','Catfolk','Claws','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.','5e SRD','Action','D&D 5e',1),('catfolk','Catfolk','Feat 1','Weapon Focus (longbow)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('catfolk','Catfolk','Melee 1','longsword +3 (1d8+2/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('catfolk','Catfolk','Multiattack','The bast catfolk makes two attacks: one with its scimitar and one with its claws.','5e SRD','Action','D&D 5e',1),('catfolk','Catfolk','Ranged 1','longbow +5 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('catfolk','Catfolk','Scimitar','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('catfolk','Catfolk','Shortbow','Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+ 2) piercing damage.','5e SRD','Action','D&D 5e',1),('catfolk','Catfolk','Sprinter (Ex)','A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('catfolk','Catfolk','Stalker\'s Reflex (1/Day)','When it makes a Dexterity check, a bast catfolk can choose to have advantage on the roll.','5e SRD','Special','D&D 5e',1),('catfolkPouncer',NULL,'Catfolk','A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features. An ability with this trait can be used or selected only by catfolk. An item with this trait is created and used by catfolk.','fan json','Trait','Pathfinder 2e',1),('catfolkPouncer',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),('catoblepas','Catoblepas','2 hooves','16 (1d8+2)','d20web','Action','d20',1),('catoblepas','Catoblepas','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),('catoblepas','Catoblepas','bite','18 (3d6+5)','d20web','Action','d20',1),('catoblepas','Catoblepas','Charge','If the catoblepas moves at least 20 feet straight toward a target and then hits it with a gore 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.','5e SRD','Special','D&D 5e',1),('catoblepas','Catoblepas','Foul Stench','','d20web','Special (Ex)','d20',1),('catoblepas','Catoblepas','Gore','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('catoblepas','Catoblepas','gore','18 (2d8+5/19-20)','d20web','Action','d20',1),('catoblepas','Catoblepas','Hooves','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('catoblepas','Catoblepas','Keen Smell','The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('catoblepas','Catoblepas','Multiattack','The catoblepas makes one Hooves attack, one Gore attack, and one Tail attack.','5e SRD','Action','D&D 5e',1),('catoblepas','Catoblepas','Poison Breath','(recharge 5-6)The catoblepas exhales its horrid, stinking breath in a 60-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 63 (14d8) poison damage. The target dies if reduced to 0 hit points by this breath.','5e SRD','Action','D&D 5e',1),('catoblepas','Catoblepas','Stench','Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature\'s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.','5e SRD','Special','D&D 5e',1),('catoblepas','Catoblepas','Tail','Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the catoblepas and knocked prone.','5e SRD','Action','D&D 5e',1),('catoblepas','Catoblepas','tail slap','12 (2d6+7 and push)','d20web','Action','d20',1),('catoblepas','Catoblepas','|Catoblepas|Stench|Trample','A catoblepas\'s horrid, stinking breath is a 60-foot cone of poison gas. Breath - contact; save Death; frequency 1/round for 6 rounds; effect 1d8 Poison damage and 1d4 Constitution damage; cure 3 consecutive saves.','aquilae','Special','OSR',1),('catoblepas','Catoblepas','|Catoblepas|Stench|Trample','You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Death save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.','aquilae','Special','OSR',2),('catoblepas','Catoblepas','|Catoblepas|Stench|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature.','aquilae','Special','OSR',3),('catoblepas','Catoblepas','|Catoblepas|Stench|Trample','Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',4),('catrina','Catrina','3/day','major image (DC 20)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('catrina','Catrina','At will','dancing lights, death watch, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), speak with dead','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('catrina','Catrina','Calm Emotions Aura (Su)','A catrina\'s aura acts like a calm emotions spell with a radius of 30 feet. A creature that succeeds at its save is immune to that catrina\'s aura for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('catrina','Catrina','Compel Condemned (Su)','As a standard action, a catrina can force one humanoid within 30 feet to make a DC 17 Will save or be affected as per the spell dominate person. This ability functions exactly as that spell, but the catrina can only command an affected creature to approach and kiss her. This action is not considered to be against the target\'s nature or self-destructive. Any damage taken by the target (other than damage the catrina deals) immediately ends this effect.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('catrina','Catrina','Feat 1','Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('catrina','Catrina','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('catrina','Catrina','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('catrina','Catrina','Kiss of Death (Su)','A catrina can kill a grappled, helpless, or willing target with a long, passionate kiss. The target must succeed at a DC 17 Fortitude save or take 5d6 points of damage. Any creature damaged by the same catrina\'s kiss for three consecutive rounds instantly dies, regardless of how many hit points it has remaining. Creatures of the old age category take a -2 penalty on saving throws to resist this ability, while those in the venerable age category take a -4 penalty. This is a death effect. The save DCs are Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('catrina','Catrina','Melee 1','2 slams +6 (1d8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('catrina','Catrina','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),('catrina','Catrina','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),('catSith',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('caulborn',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),('causticMonitor',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),('cauthooj',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),('caveBear','Cave Bear','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('caveBear','Cave Bear','Bear hug','See main entry.','OSE','Special','OSR',1),('caveBear','Cave Bear','bite','1 * bite (2d6)','OSE','Action','OSR',2),('caveBear','Cave Bear','claw','2 * claw (1d8)','OSE','Action','OSR',1),('caveBear','Cave Bear','Sense of smell','Poor eyesight, but keen sense of smell. When hungry, will follow a track of blood by scent.','OSE','Special','OSR',2),('caveDrake','Cave Drake','Ambusher','In the first round of combat, the cave drake has advantage on attack rolls against any creature it has surprised.','5e SRD','Special','D&D 5e',1),('caveDrake','Cave Drake','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('caveDrake','Cave Drake','Blinding Spit (Recharge 5-6)','Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: The target is poisoned for 1 minute and must succeed on a DC 13 Constitution saving throw or be blinded while poisoned in this way.','5e SRD','Action','D&D 5e',1),('caveDrake','Cave Drake','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),('caveDrake','Cave Drake','Keen Smell','The cave drake has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('caveDrake','Cave Drake','Multiattack','The cave drake makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('caveDrake','Cave Drake','Spider Climb','The cave drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('caveDrake','Cave Drake','Stone Camouflage','The cave drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('caveFisher','Cave Fisher','2 claws','5 (1d4+3)','d20web','Action','d20',1),('caveFisher','Cave Fisher','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),('caveFisher','Cave Fisher','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('caveFisher','Cave Fisher','Filament','Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: the target is restrained by the filament and must succeed on a DC 13 Strength saving throw or be pulled up to 25 feet toward the cave fisher. As an action, the restrained target can make a DC 13 Strength check, breaking free of the filament on a success. The filament can also be attacked and destroyed (Armor Class 12; 5 hit points; immunity to bludgeoning, piercing, and psychic damage).','5e SRD','Action','D&D 5e',1),('caveFisher','Cave Fisher','Filament','A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher\'s filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a Strength check. A caught creature can also attempt to escape a filament by making a Breath check. A filament has the same AC as this creature, has 5 hit points, and resists all damage except slashing.','aquilae','Special','OSR',1),('caveFisher','Cave Fisher','Filament','','d20web','Special (Ex)','d20',1),('caveFisher','Cave Fisher','Filament (Ex)','A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher\'s filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('caveFisher','Cave Fisher','Melee 1','2 claws +5 (1d4+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('caveFisher','Cave Fisher','Multiattack','The cave fisher makes two Claw attacks.','5e SRD','Action','D&D 5e',1),('caveFisher','Cave Fisher','Pull','','d20web','Special (Ex)','d20',1),('caveFisher','Cave Fisher','Pull (Ex)','A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('caveFisher','Cave Fisher','Ranged 1','filament +3 (drag)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('caveFisher','Cave Fisher','|Filament','An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.','aquilae','Special','OSR',2),('caveGiant','Cave Giant','Gargantuan','Gargantuan','d20web','Action','d20',1),('caveGiant','Cave Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('caveGiant','Cave 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),('caveGiant','Cave 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),('caveGiant','Cave 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),('caveGiant','Cave 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),('caveLocust','Cave Locust','Blend in with stone','May be overlooked or mistaken for statues, due to their stony colouration.','OSE','Special','OSR',1),('caveLocust','Cave Locust','Jump','Very skittish. If attacked, usually flee by jumping up to 60\' then flying away. 50% chance of jumping at a random opponent, in which case treat the jump as an attack.','OSE','Special','OSR',3),('caveLocust','Cave Locust','Poison immunity','Immune to yellow mould and most poisons, due to their habit of eating fungi.','OSE','Special','OSR',5),('caveLocust','Cave Locust','Shriek','If attacked or frightened, shriek to warn others. This may attract wandering monsters (20% chance per round).','OSE','Special','OSR',2),('caveLocust','Cave Locust','spit','1 * bite (1d2) or 1 * jump (1d4) or 1 * spit (stench)','OSE','Action','OSR',1),('caveLocust','Cave Locust','Spit','Used defensively. 10\' range. Target treated as AC 9 [10]. The affected character is covered in stinking spittle: unable to act for 1 turn (save versus poison). Until the goo is washed off, others who come within 5\' must also save versus poison or be violently sick.','OSE','Special','OSR',4),('caveMoray','Cave Moray','bite','5 (2d6+3)','d20web','Action','d20',1),('cavernLizard','Cavern Lizard','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus the target is grappled (escape DC 13), and the cavern lizard can\'t grapple another target.','5e SRD','Action','D&D 5e',1),('cavernLizard','Cavern Lizard','bite','10 (2d6+7 plus','d20web','Action','d20',1),('cavernLizard','Cavern Lizard','Surprise Attack','If the cavern lizard surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.','5e SRD','Special','D&D 5e',1),('cavernTroll',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),('cavernTroll',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('cavernTroll',NULL,'Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('caveScorpion','Cave Scorpion','2 claws','2 (1d4)','d20web','Action','d20',1),('caveScorpion','Cave Scorpion','Animal','An animal is a creature with a relatively low intelligence. It typically doesn\'t have an Intelligence ability modifier over -4, can\'t speak languages, and can\'t be trained in Intelligence-based skills.','fan json','Trait','Pathfinder 2e',1),('caveScorpion','Cave Scorpion','sting','2 (1d4 plus','d20web','Action','d20',1),('caveTroll','Cave Troll','2 claws','6 (1d4+2)','d20web','Action','d20',1),('caveTroll','Cave Troll','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('caveTroll','Cave Troll','claw (from','claw (from','d20web','Action','d20',1),('caveTroll','Cave Troll','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('caveTroll','Cave Troll','Multiattack','The cave troll makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('caveTroll','Cave Troll','Regeneration','The cave troll regains 10 hit points at the start of its turn. If the cave troll takes acid or fire damage, this trait doesn\'t function at the start of the cave troll\'s next turn. The cave troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('caveTroll','Cave Troll','Rock Hide','When the cave troll is hit with a weapon attack, it momentarily hardens its skin, gaining resistance to non-magical bludgeoning, piercing and slashing damage from that attack.','5e SRD','Reaction','D&D 5e',1),('caveTroll','Cave Troll','Rocky Camouflage','The cave troll has advantage on Dexterity (Stealth) checks made to hide while in rocky terrain.','5e SRD','Special','D&D 5e',1),('cavnakash',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),('cavnakash',NULL,'Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('cavnakash',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('cayhound','Cayhound','bite','11 (1d10+7 plus 1d6 sonic and','d20web','Action','d20',1),('cayhound','Cayhound','|Thunderous|Bark|Unbound','Once every 1d6 rounds, a Cayhound can cause every creature within a 15 foot cone to take sonic damage and be knocked prone (Wand save halves damage and negates knocked prone).','aquilae','Special','OSR',1),('cayhound','Cayhound','|Thunderous|Bark|Unbound','Cayhounds move as though under a continuous Freedom of Movement spell.','aquilae','Special','OSR',2),('ccoa','Ccoa','Bite (Cat-Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 3) piercing damage. The target must also make a DC 16 Charisma save or become overwhelmed by hopelessness for 1 minute. During this time, the target cannot attack or target any creature with harmful Abilities, Spells, or other magical Effects.','5e SRD','Action','D&D 5e',1),('ccoa','Ccoa','Hailstorm (Cloud-form only)','Ranged Spell Attack: +10 to hit, 120 ft., one target. Hit: 14 (3d6) bludgeoning plus 14 (3d6) cold damage.','5e SRD','Action','D&D 5e',1),('ccoa','Ccoa','Ice Stare (Cat-Form Only)','The ccoa can set its otherworldly gaze on a single target within 60 feet causing patches of ice to crystallize on its exposed flesh. The crystallized patches deal 22 (5d8) points of cold damage and reduce the target\'s speed by 10 feet until the start of its next turn. A successful DC 16 Constitution save halves the damage and the target\'s movement is unaffected.','5e SRD','Action','D&D 5e',1),('ccoa','Ccoa','Lightning Blast (Recharge 5-6)','While in cloud form, the ccoa can target a single creature within any space it occupies with a bolt of lightning. The targeted creature and each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 27 (5d10) lightning damage on a failed save, or half as much damage on a successful one. Outdoors in stormy conditions, the damage increases to 38 (7d10) lightning damage.','5e SRD','Action','D&D 5e',1),('ccoa','Ccoa','Regeneration (cloud Form Only)','While in cloud form, the ccoa regenerates damage taken. The ccoa regains 10 hit points at the start of its turn. The ccoa only dies if it is slain in cat-form.','5e SRD','Special','D&D 5e',1),('ccoa','Ccoa','Shapechanger','The ccoa can use its action to polymorph into the form of a dark storm cloud or back to its cat-like form. In cloud form, the ccoa appears as a swirling 10-foot-tall black storm cloud with a 30-foot radius. The cloud form has a fly speed of 40 ft., can move through a hostile creature\'s space and stop there, and move through a space as narrow as 1 inch wide without squeezing.','5e SRD','Special','D&D 5e',1),('cecaeliaTrapper',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),('cecaeliaTrapper',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),('centaur','Centaur','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),('centaur','Centaur','Charge','If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.','5e SRD','Special','D&D 5e',1),('centaur','Centaur','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('centaur','Centaur','Feat 2',' Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('centaur','Centaur','Females and young','Normally remain in the lair. Flee if attacked. Young have 2HD and make 2 hoof attacks (1d2) and 1 weapon attack (1d4 or by weapon).','OSE','Special','OSR',3),('centaur','Centaur','hoof','2 * hoof (1d6)','OSE','Action','OSR',1),('centaur','Centaur','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),('centaur','Centaur','Lair','Hidden in dense woods, along twisting, guarded paths.','OSE','Special','OSR',2),('centaur','Centaur','Longbow','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),('centaur','Centaur','Melee 1','longsword +5 (1d8+2/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('centaur','Centaur','Melee 2',' 2 hooves +0 (1d6+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('centaur','Centaur','Multiattack','The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.','5e SRD','Action','D&D 5e',1),('centaur','Centaur','Pike','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('centaur','Centaur','Ranged 1','spear +5 (1d8+2/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('centaur','Centaur','Undersized Weapons','','d20web','Special (Ex)','d20',1),('centaur','Centaur','Undersized Weapons (Ex)','Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('centaur','Centaur','weapon','1 * weapon (1d6 or by weapon),','OSE','Action','OSR',2),('centaur','Centaur','Weapons','Bows, clubs, lances.','OSE','Special','OSR',1),('centaurScout',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),('centipede','Centipede','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.','5e SRD','Action','D&D 5e',1),('centipedeSwarm',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),('centipedeSwarm',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),('cephalLorentus',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),('ceru','Ceru','gore','7 (1d3-1 plus','d20web','Action','d20',1),('ceru','Ceru','Poison','','d20web','Special (Ex)','d20',1),('ceru','Ceru','|Fast Healing|Luckbringer|Poison','You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',1),('ceru','Ceru','|Fast Healing|Luckbringer|Poison','take worse result on all rolls for 1 round. If luck is good, target may choose a single roll and roll twice taking the better result.','aquilae','Special','OSR',2),('ceru','Ceru','|Fast Healing|Luckbringer|Poison','Gore - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('cerynitis','Cerynitis','Constant','see invisibility, speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cerynitis','Cerynitis','Freedom (Sp)','Whenever a cerynitis is affected by a spell or effect that would be removed by freedom, she is instantly affected by freedom.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cerynitis','Cerynitis','gore','12 (1d8+6)','d20web','Action','d20',1),('cerynitis','Cerynitis','Sacred Grace (Ex)','A cerynitis is blessed by her patron deity, allowing her to always act on the surprise round and granting her a sacred bonus to AC and initiative equal to her Charisma bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cerynitis','Cerynitis','Uncanny Dodge (Ex)','This ability functions as the rogue class feature of the same name.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cerynitis','Cerynitis','Unearthly Speed (Ex)','When a creature makes a ranged or melee attack against a cerynitis, targets her with an ability, or includes her in the area of effect of an ability, the cerynitis can move up to half her speed as if she had readied an action to move. If she moves at all, this foils ranged and melee attacks; if she moves out of the area of effect, she avoids an area of effect ability; if she moves out of range of the targeted effect, she avoids a targeted ability. Once she uses this ability, a cerynitis can\'t use it again for 1 round. Each use of this ability counts as a move action for the purpose of triggering Lightning Stance. A cerynitis can\'t use unearthly speed to avoid an attack or ability if she is not aware of the attack or ability, and she cannot use this ability at all if she is rendered immobile or if she bears a rider.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cetacealAgathion','Cetaceal Agathion','Stun','','d20web','Special (Ex)','d20',1),('cetacealAgathion','Cetaceal Agathion','|Protective Aura','Creatures of opposing alignment to this creature must attempt a Spell save each time they wish to attack this creature; failure means they cannot attack.','aquilae','Special','OSR',1),('cetacealAgathion','Cetaceal Agathion','|Protective Aura','Push After making a successful melee strike, you may attempt another strike using the same attack bonus. If successful, this check pushes a creature directly away. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature. Any creature moved by a this push attack must make a Wand saving throw or be Stunned for 1 round.','aquilae','Special','OSR',2),('cetacealAgathion','Cetaceal Agathion','|Protective Aura','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 Shockwave Once per day, you can release a 100-foot-radius burst of energy. All creatures in the area take 3d8 damage; half of this damage is cold, and half is electricity (Breath save halves).','aquilae','Special','OSR',3),('cetus','Cetus','1/day','control weather','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cetus','Cetus','At will-quickened','control water, control winds','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cetus','Cetus','bite','26 (6d6+27 plus','d20web','Action','d20',1),('cetus','Cetus','Dispelling Bite (Su)','The magically infused sea salt in a cetus\'s bite tears at some types of magic. Any time a cetus bites a creature under an effect or using a magic item that prevents that creature from being grappled-such as freedom of movement-or that holds the creature aloft-such as fly or air walk-each such effect is affected by a targeted dispel magic. The cetus treats its Hit Dice as its caster level for this effect.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cetus','Cetus','Impossible Leap (Su)','A cetus can uncoil upward, revealing more length than it seems it could possibly possess while soaring to great heights. As a full-round action, it can leap out of the water toward a creature up to 1,200 feet in the air and make a bite attack against that creature before coiling down and returning to its original space. This leap provokes attacks of opportunity.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cetus','Cetus','Mariner\'s Misfortune (Su)','Being near a cetus is bad luck for non-aquatic creatures. Any such creature in the cetus\'s aura must attempt a DC 26 Will save, rolling twice and taking the lower result. On a failed save, that creature must continue to roll twice and take the lower result on all ability checks, attacks rolls, savings throws, and skill checks for as long as it remains within the cetus\'s aura and for 1 minute thereafter. A creature that succeeds at its saving throw is immune to that cetus\'s mariner\'s misfortune for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cetus','Cetus','Ocean\'s Aegis (Su)','The sea itself protects a cetus. A cetus gains a deflection bonus to AC equal to its Charisma bonus while any part of it is in water.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cetus','Cetus','Vulnerable to Petrification (Su)','A cetus takes a -4 penalty on saving throws against petrification, and even on a successful save against petrification takes 1d4 points of Dexterity damage. If its Dexterity damage from petrification ever exceeds its Dexterity, a cetus becomes petrified. Being targeted with a petrification effect suppresses a cetus\'s regeneration for 1 minute, even if the creature succeeds at its save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ceustodaemon','Ceustodaemon','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),('ceustodaemon','Ceustodaemon','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),('ceustodaemon','Ceustodaemon','|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy','You can Detect Good as a constant ability. Any Good creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',1),('ceustodaemon','Ceustodaemon','|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy','You can Detect Magic as a constant ability. Any magical creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',2),('ceustodaemon','Ceustodaemon','|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy','You can See Invisibility, as per the spell, as a constant ability.','aquilae','Special','OSR',3),('ceustodaemon','Ceustodaemon','|Breath Weapon|Detect Good|Detect Magic|See Invisibility|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),('chaaor','Chaaor','1/day','plane shift (self only)','5e SRD','Special','D&D 5e',1),('chaaor','Chaaor','At will','darkness, jump, see invisibility','5e SRD','Special','D&D 5e',1),('chaaor','Chaaor','Bite','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('chaaor','Chaaor','Claw','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). The demon has two claws, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('chaaor','Chaaor','Innate Spellcasting','The demon\'s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('chaaor','Chaaor','Magic Resistance','The demon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('chaaor','Chaaor','Magic Weapons','The demon\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('chaaor','Chaaor','Multiattack','The demon makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('chaaor','Chaaor','Roar (3/day)','The demon can emit a loud roar in a 60 radius. Each creature in the area must make a DC 17 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) thunder damage and is stunned until the end of the demon\'s next turn. On a successful saving throw, the target takes half damage and is not stunned.','5e SRD','Action','D&D 5e',1),('chaaor','Chaaor','Summon Demon (1/day)','The demon chooses what to summon and attempts a magical summoning. A chaaor has a 30% chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\'t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.','5e SRD','Action','D&D 5e',1),('chaceklain',NULL,'Aggressive Leap','The adult chaceklain makes a long or high jump to land on a target within 40 ft. of it. That target must succeed on a DC 15 Strength saving throw or be knocked prone. If the creature is prone, the adult chaceklain can immediately make a bite attack against it.','5e SRD','Bonus Action','D&D 5e',1),('chaceklain',NULL,'Amphibious','The adult chaceklain can breathe air and water.','5e SRD','Special','D&D 5e',1),('chaceklain',NULL,'Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone and grappled (escape DC 16). Until this grapple ends, the target is restrained and the adult chaceklain can\'t make bite attacks against other targets.','5e SRD','Action','D&D 5e',1),('chaceklain',NULL,'Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('chaceklain',NULL,'Feral Instinct','The adult chaceklain has advantage on initiative rolls.','5e SRD','Special','D&D 5e',1),('chaceklain',NULL,'Multiattack','The adult chaceklain makes two claw attacks.','5e SRD','Action','D&D 5e',1),('chaceklain',NULL,'Nimble Escape','The adult chaceklain can take the Disengage or Hide action.','5e SRD','Bonus Action','D&D 5e',1),('chaceklain',NULL,'Tail','Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage and the target must succeed on a DC 16 Dexterity saving throw or be stunned for 1d4 turns. 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),('chaceklain',NULL,'Toxic Touch','If a creature comes into contact with the adult chaceklain, or hits it with a melee attack and is within 5 ft. of the adult chaceklain, the creature must succeed on a DC 13 Constitution saving throw. On a failure, the creature takes 10 (3d6) poison damage.','5e SRD','Reaction','D&D 5e',1),('chainWorm','Chain Worm','bite','19 (2d8+8 plus','d20web','Action','d20',1),('chakanaj',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),('chakanaj',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),('chamrosh','Chamrosh','Angelic Awareness','The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment.','5e SRD','Special','D&D 5e',1),('chamrosh','Chamrosh','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('chamrosh','Chamrosh','Fearsome Bark (Recharge 5-6)','The chamrosh lets out a high-pitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn\'t frightened. The bark has no effect on neutral or good-aligned creatures.','5e SRD','Action','D&D 5e',1),('chamrosh','Chamrosh','Flyby','The chamrosh doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('chamrosh','Chamrosh','Healing Lick (2/Day)','The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions.','5e SRD','Action','D&D 5e',1),('chamrosh','Chamrosh','Keen Hearing and Smell','The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('chancellorKemnebi',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),('chancellorKemnebi',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('chaneque','Chaneque','3/day','fear (DC 13)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('chaneque','Chaneque','claw','5 (1d3+3)','d20web','Action','d20',1),('chaneque','Chaneque','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chaneque','Chaneque','Feat 2',' Weapon FinesseM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chaneque','Chaneque','Melee 1','claw +5 (1d3+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chaneque','Chaneque','Ranged 1','thrown skull +5 (1d4+3 plus steal soul)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chaneque','Chaneque','Steal Soul (Su)','As a ranged attack, a chaneque can pelt an opponent with a ritually prepared, soul-stealing fey skull. If the skull strikes its target, she must succeed at a DC 14 Will saving throw to prevent it from ripping her soul from her body. If the victim fails the saving throw, the skull temporarily devours her soul, leaving her vulnerable to the commands of whoever holds the skull. Thereafter, the skull\'s possessor can use it to command the victim, as the dominate person spell. The soul remains stolen until the possessor chooses to release the victim or the skull is destroyed. While a chaneque can carry multiple skulls on its belt, it can only manipulate single soul at one time. The save DC is Wisdom-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('chaneque','Chaneque','|Steal Soul','As a ranged attack, a chaneque can pelt an opponent with a ritually prepared, soul-stealing fey skull. If the skull strikes its target, she must succeed at a Wand saving throw to prevent it from ripping her soul from her body. If the victim fails the saving throw, the skull temporarily devours her soul, leaving her vulnerable to the commands of whoever holds the skull. Thereafter, the skull\'s possessor can use it to command the victim, as the dominate person spell. The soul remains stolen until the possessor chooses to release the victim or the skull is destroyed. While a chaneque can carry multiple skulls on its belt, it can only manipulate single soul at one time.','aquilae','Special','OSR',1),('changelingExile',NULL,'Changeling','A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.','fan json','Trait','Pathfinder 2e',1),('changelingExile',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),('changelingExile',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),('changNam','Chang Nam','Amphibious','The chang nam can breathe air or water.','5e SRD','Special','D&D 5e',1),('changNam','Chang Nam','gore','4 (1d3-2 plus','d20web','Action','d20',1),('changNam','Chang Nam','Oblique Thrust','The chang nam can thrust its tusks into the reflection of a creature rather than attacking the creature directly. It can attack any square adjacent to a creature, gaining advantage on the attack roll as if attacking a prone target. A successful hit deals damage as though the chang nam had struck the creature directly. In addition, as an action the chang nam can attack the footprints of a creature that has traveled on the ground and can thrust its tusks into the creature\'s footprint in the same manner as attacking its reflection. The creature must have moved through that space within the past 1 minute.','5e SRD','Action','D&D 5e',1),('changNam','Chang Nam','Shadow Gore (Su)','','d20web','Special (Su)','d20',1),('changNam','Chang Nam','Shadow of Death','If a creature starts its turn within 30 feet of the chang nam and can see the creature\'s shadow (which requires dim light or bright light), the chang nam can force the creature to make a DC 12 Constitution saving throw if the chang nam isn\'t incapacitated. The creature takes 7 (2d6) necrotic damage, or half as much on a successful save. A creature that isn\'t surprised can avert its eyes at the start of its turn to avoid seeing the chang nam\'s shadow and having to make a saving throw. If it does so, it can\'t see the chang nam until the start of its next turn, when it can avert its eyes again. If it looks at the chang nam in the meantime, it must immediately make the save. The chang nam\'s shadow cannot be seen in darkness or when vision is heavily obscured, and creatures have advantage on their saving throws when vision is lightly obscured.','5e SRD','Special','D&D 5e',1),('changNam','Chang Nam','Shadow of Death (Su)','','d20web','Special (Su)','d20',1),('changNam','Chang Nam','Tusks','Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d6 - 2) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.','5e SRD','Action','D&D 5e',1),('charau-ka',NULL,'Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('charau-ka',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),('charau-kaAcolyteofAngazhan',NULL,'Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('charau-kaAcolyteofAngazhan',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),('charau-kaButcher',NULL,'Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('charau-kaButcher',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),('charau-kaDragonPriest',NULL,'Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('charau-kaDragonPriest',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),('charau-kaDragonPriest',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),('charau-kaDragonPriest',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),('charau-kaWarrior',NULL,'Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('charau-kaWarrior',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),('charfiend','Charfiend','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('charfiend','Charfiend','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),('charfiend','Charfiend','Keen Smell','The charfiend has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('charfiend','Charfiend','Multiattack','The charfiend makes two attacks, one with its bite and one with its claws.','5e SRD','Action','D&D 5e',1),('charfiend','Charfiend','Stench','Any creature other than a charfiend that starts its turn within 5 feet of the charfiend must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature\'s next turn. On a successful saving throw, the creature is immune to the stench of all charfiends for 1 hour.','5e SRD','Special','D&D 5e',1),('charfiend','Charfiend','Unholy Aura','The charfiend exudes an aura of unholy power in a 20-foot radius. Fiends, titanspawn, and undead within the aura (including the charfiend) can roll a d4 and add the number rolled to any attack roll or saving throw. A creature cannot benefit from the unholy aura of more than one charfiend at a time.','5e SRD','Special','D&D 5e',1),('charghar',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),('charghar',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('charghar',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),('charybdis','Charybdis','1/day each','control weather, hallucinatory terrain','5e SRD','Special','D&D 5e',1),('charybdis','Charybdis','Amphibious','The charybdis can breathe water and air.','5e SRD','Special','D&D 5e',1),('charybdis','Charybdis','At will','control water, fog cloud','5e SRD','Special','D&D 5e',1),('charybdis','Charybdis','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be swallowed by the charybdis. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the charybdis, and it takes 24 (7d6) acid damage at the start of each of the charybdis\'s turns. If the charybdis takes 40 damage or more on a single turn from a creature inside it, the charybdis must succeed on a DC 26 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 charybdis. If charybdis dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('charybdis','Charybdis','bite','20 (2d8+12/19-20 plus','d20web','Action','d20',1),('charybdis','Charybdis','Claws','Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('charybdis','Charybdis','Claws 2','The charybdis makes one attack with its claws.','5e SRD','Action','D&D 5e',1),('charybdis','Charybdis','Control Water','The charybdis casts control water or chooses one the effects of control water.','5e SRD','Action','D&D 5e',1),('charybdis','Charybdis','Innate Spellcasting','The charybdis\'s spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('charybdis','Charybdis','Multiattack','The charybdis makes two attacks: one with its bite, and one with its claws.','5e SRD','Action','D&D 5e',1),('charybdis','Charybdis','Regeneration','The charybdis regains 10 hit points at the start of its turn if it has at least 1 hit point.','5e SRD','Special','D&D 5e',1),('charybdis','Charybdis','Ship Eater','The charybdis deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('charybdis','Charybdis','Vortex (Recharge 4-6)','The charybdis draws creatures and ships within 100 feet of it in the water towards it by creating a massive whirlpool. Ships attempting to avoid this require someone at the helm of the ship must make a relevant check (usually a water vehicle proficiency) with a DC of 20, or be drawn 50 feet closer to the charybdis. Creatures in the water must make a similar Strength (Athletics) check to avoid being drawn close 25 feet. Any creature or ship that is drawn to within 10 feet or closer of the charybdis is subject to a claw attack as part of the Vortex action.','5e SRD','Action','D&D 5e',1),('charybdis','Charybdis','|Fast Healing|Swallow Whole|Vortex','You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',1),('charybdis','Charybdis','|Fast Healing|Swallow Whole|Vortex','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',2),('charybdis','Charybdis','|Fast Healing|Swallow Whole|Vortex','This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and cannot leave the water. It\'s a Breath save to avoid being caught by the vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 4d6 points of damage per round.','aquilae','Special','OSR',3),('chatteringJaws',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),('chatteringJaws',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),('cheetah','Cheetah','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cheetah','Cheetah','Feat 2',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cheetah','Cheetah','Melee 1','bite +6 (1d6+3 plus trip)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cheetah','Cheetah','Melee 2',' 2 claws +6 (1d3+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cheetah','Cheetah','Sprint (Ex)','Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cheetah','Cheetah','|Sprint','Once per hour, a cheetah can move at 10 times its normal speed when it makes a charge.','aquilae','Special','OSR',1),('chelicerae',NULL,'1st level','burning hands, detect magic, expeditious retreat, ray of sickness','5e SRD','Special','D&D 5e',1),('chelicerae',NULL,'2nd level','hold person, invisibility, scorching ray','5e SRD','Special','D&D 5e',1),('chelicerae',NULL,'3rd level','animate dead, haste, lightning bolt','5e SRD','Special','D&D 5e',1),('chelicerae',NULL,'4th level','phantasmal killer','5e SRD','Special','D&D 5e',1),('chelicerae',NULL,'Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.','5e SRD','Action','D&D 5e',1),('chelicerae',NULL,'bite','14 (2d6+6 plus','d20web','Action','d20',1),('chelicerae',NULL,'Cantrips','acid splash, mage hand, minor illusion, true strike','5e SRD','Special','D&D 5e',1),('chelicerae',NULL,'Claw','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('chelicerae',NULL,'Magic Resistance','The chelicerae has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('chelicerae',NULL,'Multiattack','The chelicerae makes one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('chelicerae',NULL,'Poison','','d20web','Special (Ex)','d20',1),('chelicerae',NULL,'Siphon Spell Slots','The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. However, the chelicerae can also draw out spell slots from drained spellcasters or creatures without magic ability. Instead of moving, the chelicerae can inflict 1d4 Wisdom damage to any creature grappled in its mandibles, adding 2 spell slots to its spell reservoir for every point of damage inflicted. A victim reduced to 0 Wisdom cannot power any more magical abilities. Victims do not heal ability damage or regain spell slots while this grapple is maintained.','5e SRD','Special','D&D 5e',1),('chelicerae',NULL,'Siphon Spell Slots','','d20web','Special (Ex)','d20',1),('chelicerae',NULL,'Spellcasting','The chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:','5e SRD','Special','D&D 5e',1),('chelicerae',NULL,'Spider Climb','Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check.','5e SRD','Special','D&D 5e',1),('chernobue',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),('chernobue',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),('cherufe','Cherufe','1/month','earthquake','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cherufe','Cherufe','2 claws','25 (2d6+8 plus burn)','d20web','Action','d20',1),('cherufe','Cherufe','bite','25 (2d8+8 plus burn)','d20web','Action','d20',1),('cherufe','Cherufe','Fire Healing','','d20web','Special (Ex)','d20',1),('cherufe','Cherufe','Fire Healing (Ex)','Any source that normally deals fire damage to a cherufe instead heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the cherufe to exceed its full normal hit points, it gains any excess as temporary hit points. These temporary hit points don\'t stack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cherufe','Cherufe','Firewalker','When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn.','5e SRD','Special','D&D 5e',1),('cherufe','Cherufe','Fissure','The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure\'s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface.','5e SRD','Action','D&D 5e',1),('cherufe','Cherufe','Heat (Su)','Cherufes transfer their heat to any weapons, including their rock throwing, causing burn.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cherufe','Cherufe','Heat (Su)','','d20web','Special (Su)','d20',1),('cherufe','Cherufe','Internal Flame','A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius.','5e SRD','Special','D&D 5e',1),('cherufe','Cherufe','Magma Ball','Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage.','5e SRD','Action','D&D 5e',1),('cherufe','Cherufe','Multiattack','The cherufe makes four slam attacks. Alternatively, it can throw two magma balls.','5e SRD','Action','D&D 5e',1),('cherufe','Cherufe','Quake (Recharge 6)','The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is forced&nbsp;prone. On a success, the creature takes half the damage and isn\'t&nbsp;forced prone.','5e SRD','Action','D&D 5e',1),('cherufe','Cherufe','Slam','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('chewSpider',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),('chewSpider',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),('childofUrgathoa',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),('childrenOfMhar',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('chimera','Chimera','2 claws','12 (1d6+4)','d20web','Action','d20',1),('chimera','Chimera','Attack pattern','Dragon head: 50% chance of breath attack, otherwise bites.','OSE','Special','OSR',1),('chimera','Chimera','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),('chimera','Chimera','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),('chimera','Chimera','bite','12 (2d6+4)','d20web','Action','d20',1),('chimera','Chimera','bite',' lion: 1 * bite (2d4)','OSE','Action','OSR',3),('chimera','Chimera','breath','1 * breath (3d6)','OSE','Action','OSR',4),('chimera','Chimera','Breath weapon','Cone of fire: end 10\' wide, 50\' long. Can be used up to three times per day.','OSE','Special','OSR',2),('chimera','Chimera','Breath Weapon (Su)','A chimera\'s breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera\'s breath weapon is usable once every 1d4 rounds, deals 6d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based. To determine a chimera\'s head color and breath weapon randomly, roll 1d10 and consult the table below.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('chimera','Chimera','claw','2 * claw (1d3)','OSE','Action','OSR',1),('chimera','Chimera','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),('chimera','Chimera','Feat 1','Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chimera','Chimera','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chimera','Chimera','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chimera','Chimera','Feat 4',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chimera','Chimera','Feat 5',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chimera','Chimera','Fire Breath (Recharge 5-6)','The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('chimera','Chimera','gore','12 (1d8+4)','d20web','Action','d20',1),('chimera','Chimera','gore','goat: 1 * gore (2d4)','OSE','Action','OSR',2),('chimera','Chimera','Horns','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('chimera','Chimera','Melee 1','bite +12 (2d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chimera','Chimera','Melee 2',' bite +12 (1d8+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chimera','Chimera','Melee 3',' gore +12 (1d8+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chimera','Chimera','Melee 4',' 2 claws +12 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chimera','Chimera','Multiattack','The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.','5e SRD','Action','D&D 5e',1),('chimericManticore',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),('chimericManticore',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('chimpanzeeVisitant',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),('chimpanzeeVisitant',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),('choker',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('choral',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),('choral',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),('chouchin-Obake',NULL,'Kami','Kami are spirits of the Material Plane that bond with a specific object or place.','fan json','Trait','Pathfinder 2e',1),('chromaticOoze',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),('chromaticOoze',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),('chuhaister','Chuhaister','Deadfall Shield (Recharge 5-6)','When the chuhaister or one ally within 30 feet of it is hit by an attack, the chuhaister can create a magical, wooden barrier that interrupts the attack. The attack causes no damage. The shield splinters and disappears afterwards.','5e SRD','Reaction','D&D 5e',1),('chuhaister','Chuhaister','Feybane','Creatures of the fey type don\'t recover spells during a long rest while within 60 feet of the chuhaister. In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher.','5e SRD','Special','D&D 5e',1),('chuhaister','Chuhaister','Greatclub','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (5d6+6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('chuhaister','Chuhaister','Light Sensitivity','While in bright light, the chuhaister has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('chuhaister','Chuhaister','Multiattack','The chuhaister makes two greatclub attacks.','5e SRD','Action','D&D 5e',1),('chuhaister','Chuhaister','Rock','Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('chupacabra','Chupacabra','2 claws','6 (1d3 plus','d20web','Action','d20',1),('chupacabra','Chupacabra','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),('chupacabra','Chupacabra','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn\'t attack. Instead, at the start of each of the chupacabra\'s turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra.','5e SRD','Action','D&D 5e',1),('chupacabra','Chupacabra','bite','6 (1d4)','d20web','Action','d20',1),('chupacabra','Chupacabra','Fearful Gaze','The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed 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 chupacabra\'s Fearful Gaze for the next 24 hours.','5e SRD','Action','D&D 5e',1),('chupacabra','Chupacabra','Keen Hearing and Smell','The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('chupacabra','Chupacabra','Malodorous Stench','When the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.','5e SRD','Reaction','D&D 5e',1),('chupacabra','Chupacabra','Running Leap','With a 10-foot running start, the chupacabra can long jump up to 25 feet.','5e SRD','Special','D&D 5e',1),('chupacabra','Chupacabra','|Chupar','A chupacabra that successfully hits an opponent can make an additional attack; on a hit, it can suck blood from that opponent automatically once per round, dealing an additional 1d4 points of damage. Upon successfully draining blood, the chupacabra is invigorated, gaining a significant boost in speed for 10 rounds similar to the haste spell. The invigorated chupacabra can still drain blood - and in so doing increase the length of its invigoration - but it gains no additional effects.','aquilae','Special','OSR',1),('churr',NULL,'2 claws','10 (1d6+5 plus','d20web','Action','d20',1),('churr',NULL,'Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('churr',NULL,'bite','10 (1d6+5)','d20web','Action','d20',1),('churr',NULL,'Claw','Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) slashing damage and the target is grappled and restrained.','5e SRD','Action','D&D 5e',1),('churr',NULL,'Howl','A churr unleashes a frightening howl. Creatures within 60 feet of the churr must make a successful DC 10 Wisdom saving throw or become frightened for 1d6 x 10 minutes. A successful saving throw renders a character immune to the howling of churrs until after the character\'s next long rest.','5e SRD','Action','D&D 5e',1),('churr',NULL,'Howl (Su)','','d20web','Special (Su)','d20',1),('churr',NULL,'Multiattack','A churr makes one Bite attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('chuul','Chuul','2 claws','14 (2d6+7 plus','d20web','Action','d20',1),('chuul','Chuul','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('chuul','Chuul','Amphibious','The chuul can breathe air and water.','5e SRD','Special','D&D 5e',1),('chuul','Chuul','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),('chuul','Chuul','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chuul','Chuul','Feat 2',' Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chuul','Chuul','Feat 3',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chuul','Chuul','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chuul','Chuul','Feat 5',' Weapon Focus (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chuul','Chuul','Melee 1','2 claws +14 (2d6+7 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('chuul','Chuul','Multiattack','The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.','5e SRD','Action','D&D 5e',1),('chuul','Chuul','Paralytic Tentacles (Ex)','A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul\'s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature\'s mandibles.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('chuul','Chuul','Pincer','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn\'t have two other creatures grappled.','5e SRD','Action','D&D 5e',1),('chuul','Chuul','Sense Magic','The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\'t itself magical.','5e SRD','Special','D&D 5e',1),('chuul','Chuul','Tentacles','One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. 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),('chuul','Chuul','|Constrict|Paralytic|Tentacles','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('chuul','Chuul','|Constrict|Paralytic|Tentacles','A chuul can transfer a grappled victim from a claw to its tentacles as a move action.','aquilae','Special','OSR',2),('chuul','Chuul','|Constrict|Paralytic|Tentacles','The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a Paralysis save each round on the chuul\'s turn or be paralyzed for 6 rounds. While held in the tentacles, paralyzed or not, a victim automatically takes bludgeoning damage each round from the creature\'s mandibles.','aquilae','Special','OSR',3),('chyzaedu',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('cinderKnight','Cinder Knight','Greatsword','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) 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 5 (1d10) fire damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('cinderKnight','Cinder Knight','Heat Aura','At the start of each of the cinder knight\'s turns, each creature within 5 feet of it takes 7 (2d6) fire damage. A creature that touches the cinder knight or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.','5e SRD','Special','D&D 5e',1),('cinderKnight','Cinder Knight','Illumination','The cinder knight sheds dim light in a 15-foot radius.','5e SRD','Special','D&D 5e',1),('cinderKnight','Cinder Knight','Multiattack','The cinder knight makes two melee attacks.','5e SRD','Action','D&D 5e',1),('cinderKnight','Cinder Knight','Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) 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 5 (1d10) fire damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('cinderKnight','Cinder Knight','Water Susceptibility','For every 5 feet the cinder knight moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.','5e SRD','Special','D&D 5e',1),('cinderRat',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),('cinderRat',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),('cityGuardSquadron',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),('cityGuardSquadron',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),('cityGuardSquadron',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),('clackingSkullSwarm',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),('clackingSkullSwarm',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),('clackingSkullSwarm',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),('clamor','Clamor','Incorporeal Movement','The clamor can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.','5e SRD','Special','D&D 5e',1),('clamor','Clamor','Mimicry','The clamor can mimic any sound it has ever heard, including humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check.','5e SRD','Special','D&D 5e',1),('clamor','Clamor','Natural Invisibility','The clamor is invisible.','5e SRD','Special','D&D 5e',1),('clamor','Clamor','Silence Vulnerability','If the clamor starts its turn in an area under the effect of silence, it takes 13 (3d8) force damage, and it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened, it must use its action to Dash away from the area of silence. If it begins its turn further than 60 feet away from the area of silence, it 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),('clamor','Clamor','Thunder Touch','Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) thunder damage, and the target is pushed 5 feet directly away from the clamor.','5e SRD','Action','D&D 5e',1),('clawsOfTime',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('clawsOfTime',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),('clayGolem','Clay Golem','2 slams','19 (2d10+7 plus cursed wound)','d20web','Action','d20',1),('clayGolem','Clay Golem','Acid Absorption','Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.','5e SRD','Special','D&D 5e',1),('clayGolem','Clay Golem','Berserk','Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.','5e SRD','Special','D&D 5e',1),('clayGolem','Clay Golem','Berserk','','d20web','Special (Ex)','d20',1),('clayGolem','Clay 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),('clayGolem','Clay Golem','Cursed Wound','','d20web','Special (Ex)','d20',1),('clayGolem','Clay 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),('clayGolem','Clay Golem','Haste (Recharge 5-6)','Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.','5e SRD','Action','D&D 5e',1),('clayGolem','Clay Golem','Haste (Su)','','d20web','Special (Su)','d20',1),('clayGolem','Clay Golem','Immunity to Magic','','d20web','Special (Ex)','d20',1),('clayGolem','Clay Golem','Immutable Form','The golem is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('clayGolem','Clay Golem','Magic Resistance','The golem has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('clayGolem','Clay Golem','Magic Weapons','The golem\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('clayGolem','Clay 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),('clayGolem','Clay Golem','Multiattack','The golem makes two slam attacks.','5e SRD','Action','D&D 5e',1),('clayGolem','Clay Golem','Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.','5e SRD','Action','D&D 5e',1),('clayGolem','Clay Golem','|Berzerk|Cursed Wound|Haste','When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.','aquilae','Special','OSR',1),('clayGolem','Clay Golem','|Berzerk|Cursed Wound|Haste','The damage a clay golem deals doesn\'t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a Death save, or the healing has no effect on the injured creature.','aquilae','Special','OSR',2),('clayGolem','Clay Golem','|Berzerk|Cursed Wound|Haste','After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.','aquilae','Special','OSR',3),('cleansedCultist',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),('cleansedCultist',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),('cliffGiant','Cliff Giant','z','Earth Attunement A cliff giant has tremorsense 30 feet when standing on unworked stone or natural Rock Catching Rock Throwing earth.','aquilae','Special','OSR',1),('cliffGiant','Cliff Giant','zz','You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Breath save to catch it as a free action. You must be aware of the attack in order to make a rock catching attempt.','aquilae','Special','OSR',2),('cliffGiant','Cliff Giant','zzz','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',3),('cliffGiant','Cliff Giant','zzzz','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',4),('cloaker','Cloaker','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('cloaker','Cloaker','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target\'s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.','5e SRD','Action','D&D 5e',1),('cloaker','Cloaker','Damage Transfer','While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.','5e SRD','Special','D&D 5e',1),('cloaker','Cloaker','Engulf','','d20web','Special (Ex)','d20',1),('cloaker','Cloaker','Engulf (Ex)','A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cloaker','Cloaker','False Appearance','While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.','5e SRD','Special','D&D 5e',1),('cloaker','Cloaker','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cloaker','Cloaker','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cloaker','Cloaker','Feat 3',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cloaker','Cloaker','Light Sensitivity','While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('cloaker','Cloaker','Melee 1','bite +8 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cloaker','Cloaker','Melee 2',' tail slap +3 (1d8+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cloaker','Cloaker','Moan','Each creature within 60 feet of the cloaker that can hear its moan and that isn\'t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker\'s next turn. If a creature\'s saving throw is successful, the creature is immune to the cloaker\'s moan for the next 24 hours. Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn\'t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can\'t see or if it relies on senses other than sight. A duplicate has the cloaker\'s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.','5e SRD','Action','D&D 5e',1),('cloaker','Cloaker','Moan','Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker\'s fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cloaker','Cloaker','Moan','','d20web','Special (Ex)','d20',1),('cloaker','Cloaker','Moan (Ex)','A cloaker can emit an infrasonic moan as a standard action, with one of four effects.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cloaker','Cloaker','Multiattack','The cloaker makes two attacks: one with its bite and one with its tail.','5e SRD','Action','D&D 5e',1),('cloaker','Cloaker','Shadow Shift (Su)','When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cloaker','Cloaker','Shadow Shift (Su)','','d20web','Special (Su)','d20',1),('cloaker','Cloaker','Tail','Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('cloaker','Cloaker','|Moan|Shadow Shift','A cloaker can emit an infrasonic moan, with one of four effects. Fear; All creatures in a creatures in a 30-foot cone must save (Death negates) or fall prone and be nauseated for rounds (Paralysis negates). Unnerve; Anyone within a 60-foot spread automatically suffers dis+4 bonus on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Paralysis negates) or enter a trance, helpless until the moaning stops.','aquilae','Special','OSR',1),('cloaker','Cloaker','|Moan|Shadow Shift','Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker\'s fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours.','aquilae','Special','OSR',2),('cloaker','Cloaker','|Moan|Shadow Shift','When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only, +4 bonus to AC), mirror image (enemies attacking you have a 50% chance to hit a shadow duplicate to no effect), or silent image (an illusion; Spell save or believe it\'s real).','aquilae','Special','OSR',3),('clockworkAmalgam',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkAmalgam',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),('clockworkAmalgam',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),('clockworkAssassin',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkAssassin',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),('clockworkAssassin',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),('clockworkBrewer',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkBrewer',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),('clockworkBrewer',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),('clockworkBuccaneer',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkBuccaneer',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),('clockworkBuccaneer',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),('clockworkCannoneer',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkCannoneer',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),('clockworkCannoneer',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),('clockworkClockTower',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkClockTower',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),('clockworkClockTower',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),('clockworkDisposer',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkDisposer',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),('clockworkDisposer',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),('clockworkDoorWarden',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkDoorWarden',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),('clockworkDoorWarden',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),('clockworkDragon',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkDragon',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),('clockworkDragon',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),('clockworkFabricator',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkFabricator',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),('clockworkFabricator',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),('clockworkGunner',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkGunner',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),('clockworkGunner',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),('clockworkHandler',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkHandler',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),('clockworkHandler',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),('clockworkHunter',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkHunter',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),('clockworkHunter',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),('clockworkMage',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkMage',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),('clockworkMage',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),('clockworkPuppeteer',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkPuppeteer',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),('clockworkPuppeteer',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),('clockworkRifler',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkRifler',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),('clockworkRifler',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),('clockworkShamblerHorde',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),('clockworkShamblerHorde',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),('clockworkShamblerHorde',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),('clockworkShamblerHorde',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('clockworkSoldier',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkSoldier',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),('clockworkSoldier',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),('clockworkSphinx',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkSphinx',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),('clockworkSphinx',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),('clockworkSpy',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('clockworkSpy',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),('clockworkSpy',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),('cloudDragon','Cloud Dragon','unknown','unknown','d20web','Action','d20',1),('cloudGiant','Cloud Giant','1/day each','control weather, gaseous form','5e SRD','Special','D&D 5e',1),('cloudGiant','Cloud Giant','3/day each','feather fall, fly, misty step, telekinesis','5e SRD','Special','D&D 5e',1),('cloudGiant','Cloud Giant','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),('cloudGiant','Cloud Giant','At will','detect magic, fog cloud, light','5e SRD','Special','D&D 5e',1),('cloudGiant','Cloud Giant','boulder','1 * weapon (6d6) or 1 * boulder (3d6)','OSE','Action','OSR',1),('cloudGiant','Cloud Giant','Boulder throwing','Up to 200\'.','OSE','Special','OSR',2),('cloudGiant','Cloud Giant','Castle','Built into mountain-sides or floating on cloud banks.','OSE','Special','OSR',3),('cloudGiant','Cloud Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('cloudGiant','Cloud Giant','Guardians','3d6 giant hawks or (only in mountains) 6d6 dire wolves.','OSE','Special','OSR',4),('cloudGiant','Cloud Giant','Hate intruders','May block mountain passes to ensure isolation.','OSE','Special','OSR',5),('cloudGiant','Cloud 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),('cloudGiant','Cloud Giant','Innate Spellcasting','The giant\'s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('cloudGiant','Cloud Giant','Keen sight and smell','Only surprised on a 1.','OSE','Special','OSR',1),('cloudGiant','Cloud Giant','Keen Smell:','The giant has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('cloudGiant','Cloud Giant','Morningstar','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('cloudGiant','Cloud Giant','Multiattack','The giant makes two morningstar attacks.','5e SRD','Action','D&D 5e',1),('cloudGiant','Cloud Giant','Rock','Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('cloudGiant','Cloud 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),('cloudGiant','Cloud 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),('cloudGiant','Cloud 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),('cloudsplitter',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),('cloudsplitter',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),('cloudsplitter',NULL,'Phantom','A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead.','fan json','Trait','Pathfinder 2e',1),('cloudsplitter',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('clubnek','Clubnek','2 claws','5 (1d4+2)','d20web','Action','d20',1),('clubnek','Clubnek','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('clubnek','Clubnek','beak','5 (1d4+2)','d20web','Action','d20',1),('clubnek','Clubnek','Charge','If the clubnek moves at least 20 feet straight toward a target and then hits with its beak on the same turn, the target takes an extra 3 (1d6) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('clubnek','Clubnek','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('clubnek','Clubnek','Multiattack','The clubnek makes three attacks: one with its beak and two with its claws.','5e SRD','Action','D&D 5e',1),('cobbleboneSwarm',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),('cobbleboneSwarm',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),('cobbleboneSwarm',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),('cobbleswarm',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('cobbleswarm',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),('cobbleswarm',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),('cockatrice','Cockatrice','beak','1 * beak (1d6 + petrification)','OSE','Action','OSR',1),('cockatrice','Cockatrice','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),('cockatrice','Cockatrice','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.','5e SRD','Action','D&D 5e',1),('cockatrice','Cockatrice','bite','9 (1d4-2 plus petrification)','d20web','Action','d20',1),('cockatrice','Cockatrice','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cockatrice','Cockatrice','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cockatrice','Cockatrice','Feat 3',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cockatrice','Cockatrice','Melee 1','bite +9 (1d4-2 plus petrification)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cockatrice','Cockatrice','Petrification','A cockatrice\'s bite causes flesh to calcify and harden-multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice\'s bite attack, it must succeed on a Death save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature\'s natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice\'s bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)-but after a petrified creature fails three of these Death saves in a row, the petrified state becomes permanent.','aquilae','Special','OSR',1),('cockatrice','Cockatrice','Petrification','Anyone touched is turned to stone (save versus petrify).','OSE','Special','OSR',1),('cockatrice','Cockatrice','Petrification (Su)','A cockatrice\'s bite causes flesh to calcify and harden-multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice\'s bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature\'s natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice\'s bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)-but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cockatrice','Cockatrice','|Petrification','Ability score damage from this effect is recovered with restoration or greater healing magic so long as the victim has not yet turned to stone as described.','aquilae','Special','OSR',2),('cockroachSwarm',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),('cockroachSwarm',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),('cocoonOfLucidPotential',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('coilSpy',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),('coilSpy',NULL,'Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('collais','Collais','Gore','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('collais','Collais','Hooves','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('collais','Collais','Impale and Toss','When the colláis hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 16 Strength saving throw or take 11 (2d10) piercing damage and be flung up to 10 feet away from the colláis in a random direction and knocked prone.','5e SRD','Special','D&D 5e',1),('collais','Collais','Magic Resistance','The colláis has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('collais','Collais','Multiattack','The colláis makes one gore attack and two hooves attacks.','5e SRD','Action','D&D 5e',1),('colossalApe',NULL,'2 claws','24 (2d6+19/19-20)','d20web','Action','d20',1),('colossalApe',NULL,'bite','24 (2d8+19)','d20web','Action','d20',1),('colossalApe',NULL,'Crippling Rend','','d20web','Special (Ex)','d20',1),('colossalApe',NULL,'Fist','Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and a target of Large or smaller size is grappled (escape DC 25). The ape has two fists, each of which can grapple one target.','5e SRD','Action','D&D 5e',1),('colossalApe',NULL,'Fling','One Large or smaller object held or creature grappled by the ape is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 23 Dexterity saving throw or take the same damage and be knocked prone.','5e SRD','Action','D&D 5e',1),('colossalApe',NULL,'Hurl','The ape throws a rock at a 15-foot square within 100 feet that it can see. Any creatures in the target squares must make a DC 23 Dexterity saving throw. A creature takes 21 (6d6) bludgeoning damage, and if Huge are smaller are also knocked prone. A successful save halves damage and avoids being knocked prone. If the attack misses, the rock lands 1d6 squares away in a random direction. Wherever the rock lands, the area of effect becomes difficult terrain.','5e SRD','Action','D&D 5e',1),('colossalApe',NULL,'Kaiju Killer','Against creatures of Huge or larger size, the ape gains advantage on Wisdom (Survival) checks. Creatures with the kaiju or titan tag can never gain advantage against the ape while it is not incapacitated, and the ape gains advantage on all saving throws against such creatures.','5e SRD','Special','D&D 5e',1),('colossalApe',NULL,'Kaiju Killer (Su)','','d20web','Special (Su)','d20',1),('colossalApe',NULL,'Maim','If the ape hits with two fist attacks agaisnt the same target on its turn, the target must make a DC 23 Constitution saving throw. On a failed save, the target gains one level of exhaustion.','5e SRD','Special','D&D 5e',1),('colossalApe',NULL,'Multiattack','The ape makes two fist attacks.','5e SRD','Action','D&D 5e',1),('colossalApe',NULL,'Raging Rampage','','d20web','Special (Ex)','d20',1),('colossalApe',NULL,'Rock','Ranged Weapon Attack: +15 to hit, range 100/200 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('colossalApe',NULL,'Titanic Tosser','','d20web','Special (Ex)','d20',1),('combusted',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),('combusted',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),('commonEurypterid',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),('commonEurypterid',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),('compsognathus','Compsognathus','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),('compsognathus','Compsognathus','Bite','Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm\'s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hp or fewer.','5e SRD','Action','D&D 5e',1),('compsognathus','Compsognathus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('compsognathus','Compsognathus','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('compsognathus','Compsognathus','Grasslands Camouflage','The compsognathus has advantage on Dexterity (Stealth) checks made to hide in tall grass.','5e SRD','Special','D&D 5e',1),('compsognathus','Compsognathus','Melee 1','bite +1 (1d3-1 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('compsognathus','Compsognathus','Pack Tactics','The compsognathus has advantage on attack rolls against a creature if at least one of the compsognathus\' allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('compsognathus','Compsognathus','Poison (Ex)','Bite-injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('compsognathus','Compsognathus','|Poison','Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage and 1d6 Poison damage; cure 1 save.','aquilae','Special','OSR',1),('conquerorWorm',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('consoniteChoir',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),('consoniteChoir',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),('consoniteChoir',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),('constrictorSnake','Constrictor Snake','bite','5 (1d4+4 plus','d20web','Action','d20',1),('constrictorSnake','Constrictor Snake','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('constrictorSnake','Constrictor Snake','Feat 2',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('constrictorSnake','Constrictor Snake','Melee 1','bite +5 (1d4+4 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('constrictorSnake','Constrictor Snake','z','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('contemplative',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('contemplativeMeditant',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('contemplativeMentor',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('convergentGiantEagle',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),('cooshee','Cooshee','bite','4 (1d6+2 plus','d20web','Action','d20',1),('copperDragon','Copper Dragon','Acid Breath','The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('copperDragon','Copper Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('copperDragon','Copper Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('copperDragon','Copper 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),('copperDragon','Copper Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('copperDragon','Copper Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('copperDragon','Copper 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),('copperDragon','Copper 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),('copperDragon','Copper Dragon','Slowing Breath','The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can\'t use reactions, its speed is halved, and it can\'t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.','5e SRD','Action','D&D 5e',1),('copperDragon','Copper 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),('copperDragon','Copper Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('copperDragon','Copper Dragon','unknown','unknown','d20web','Action','d20',1),('copperDragon','Copper 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),('coralCapuchin','Coral Capuchin','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),('coralCapuchin','Coral Capuchin','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),('coralCapuchin','Coral Capuchin','bite','7 (1d3-2 plus cursed bite)','d20web','Action','d20',1),('coralCapuchin','Coral Capuchin','Moisture Dependency','','d20web','Special (Ex)','d20',1),('coralDrake','Coral Drake','2 claws','15 (1d4+4)','d20web','Action','d20',1),('coralDrake','Coral Drake','Bite','Melee Weapon Attack: +7 to hit, 5 ft. reach, one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('coralDrake','Coral Drake','bite','15 (1d6+4)','d20web','Action','d20',1),('coralDrake','Coral Drake','blur','3/day each','5e SRD','Special','D&D 5e',1),('coralDrake','Coral Drake','Breath Weapon (Recharge 5-6)','Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacks to spew forth a 15-ft. cone of its spawn. Any creatures in this area must succeed a DC 16 Dexterity saving throw or take 27 (6d8) piercing damage from thousands of tiny bites, or half as much damage on a successful one. In addition, all creatures in the area must succeed a DC 16 Constitution saving throw or be stunned for 1 round.','5e SRD','Action','D&D 5e',1),('coralDrake','Coral Drake','Claw','Melee Weapon Attack: +7 to hit, 5 ft. reach, one target. Hit: 8 (1d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('coralDrake','Coral Drake','Innate Spellcasting','The drake\'s spell casting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('coralDrake','Coral Drake','Multiattack','The drake makes one bite attack, one sting attack, and two claw attacks.','5e SRD','Action','D&D 5e',1),('coralDrake','Coral Drake','Speed Surge (3/day)','A drake can draw on its draconic heritage for a boost of strength and speed that allows it to double its movement speeds that round.','5e SRD','Bonus Action','D&D 5e',1),('coralDrake','Coral Drake','Sting','Melee Weapon Attack: +7 to hit, 5 ft. reach, one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('coralDrake','Coral Drake','sting','15 (1d4+4 plus','d20web','Action','d20',1),('coralDrake','Coral Drake','Water Breathing','The drake can only breathe underwater.','5e SRD','Special','D&D 5e',1),('cornugon','Cornugon','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('cornugon','Cornugon','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),('corpselight',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),('corpseroot',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),('corrosiveLizard',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),('corrosiveLizard',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),('corruptedRelic',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),('corruptedRelic',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('corruptedRelic',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),('couatl','Couatl','0 (at will)','daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','1/day each','dream, greater restoration, scrying','5e SRD','Special','D&D 5e',1),('couatl','Couatl','1st (7/day)','endure elements, mage armor, obscuring mist, protection from chaos, true strike','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','2nd (7/day)','cure moderate wounds, eagle\'s splendor, scorching ray, silence (DC 15)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','3/day each','bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield','5e SRD','Special','D&D 5e',1),('couatl','Couatl','3rd (7/day)','gaseous form, magic circle against evil, summon monster III','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','4th (4/day)','charm monster (DC 17), freedom of movement','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','<p class=\"stat-block-1\"><b>Spells Known </b>(CL 9th)</p>','Spells Known (CL 9th)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','At will','detect evil and good, detect magic, detect thoughts','5e SRD','Special','D&D 5e',1),('couatl','Couatl','At will','detect thoughts (DC 15), ethereal jaunt (CL 16th), invisibility, plane shift (DC 20)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.','5e SRD','Action','D&D 5e',1),('couatl','Couatl','bite','16 (1d8+7 plus','d20web','Action','d20',1),('couatl','Couatl','Constant','detect chaos, detect evil, detect good, detect law','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','Constrict','Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can\'t constrict another target.','5e SRD','Action','D&D 5e',1),('couatl','Couatl','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('couatl','Couatl','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('couatl','Couatl','Feat 3',' Empower Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('couatl','Couatl','Feat 4',' Eschew MaterialsB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('couatl','Couatl','Feat 5',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('couatl','Couatl','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('couatl','Couatl','Feat 7',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('couatl','Couatl','Innate Spellcasting','The couatl\'s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:','5e SRD','Special','D&D 5e',1),('couatl','Couatl','Magic Weapons','The couatl\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('couatl','Couatl','Melee 1','bite +16 (1d8+7 plus grab and poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('couatl','Couatl','Poison','','d20web','Special (Ex)','d20',1),('couatl','Couatl','Poison (Ex)','Injury-bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','Shielded Mind','The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.','5e SRD','Special','D&D 5e',1),('couatl','Couatl','Spells','A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('couatl','Couatl','|Constrict|Poison|Telepathy','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('couatl','Couatl','|Constrict|Poison|Telepathy','You can Detect Evil, as per the spell, as a constant ability.','aquilae','Special','OSR',3),('couatl','Couatl','|Constrict|Poison|Telepathy','You can Detect Good as a constant ability. Any Good creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',4),('couatl','Couatl','|Constrict|Poison|Telepathy','You can Detect Law as a constant ability. Any Lawful creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',5),('couatl','Couatl','|Constrict|Poison|Telepathy','Bite - Injury; save Death; frequency 1/minute for 10 minutes; effect 1d4 Strength damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',6),('couatl','Couatl','|Constrict|Poison|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',7),('couatl','Couatl','|Constrict||Poison|Telepathy','You can Detect Chaos, as per the spell, as a constant ability.','aquilae','Special','OSR',2),('counteflora',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),('crab','Crab','Amphibious','The crab can breathe air and water.','5e SRD','Special','D&D 5e',1),('crab','Crab','Claw','Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.','5e SRD','Special','D&D 5e',1),('crabman','Crabman','2 claws','5 (1d6+3 plus','d20web','Action','d20',1),('crabman','Crabman','Amphibious','The crabman can breathe air and water.','5e SRD','Special','D&D 5e',1),('crabman','Crabman','Multiattack','The crabman makes two attacks with its pincers.','5e SRD','Action','D&D 5e',1),('crabman','Crabman','Pincers','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the crabman doesn\'t have another creature grappled already. The target is restrained until the grapple ends.','5e SRD','Action','D&D 5e',1),('crabSpider','Crab Spider','Ambush','Attack by dropping on victims from above.','OSE','Special','OSR',1),('crabSpider','Crab Spider','bite','1 * bite (1d8 + poison)','OSE','Action','OSR',1),('crabSpider','Crab Spider','Cling','Can walk on walls and ceilings.','OSE','Special','OSR',3),('crabSpider','Crab Spider','Poison','Causes death in 1d4 turns (save versus poison with a +2 bonus).','OSE','Special','OSR',4),('crabSpider','Crab Spider','Surprise','On a 1-4, due to camouflage.','OSE','Special','OSR',2),('cragLinnorm','Crag Linnorm','bite','23 (2d8+12/19-20 plus','d20web','Action','d20',1),('cragLinnorm','Crag Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('cragLinnorm','Crag Linnorm','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),('cragLinnorm','Crag Linnorm','True Seeing','','d20web','Special (Ex)','d20',1),('cragLinnorm','Crag Linnorm','|Breath Weapon','Once every 1d4 rounds, a crag linnorm can expel a 120-foot line of magma, dealing 8d8 fire damage to all creatures struck (Breath save halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take one-half this fire damage the second round (Breath save negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does half this damage (Breath save negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that\'s turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses.','aquilae','Special','OSR',1),('cragLinnorm','Crag Linnorm','|Breath Weapon','Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',2),('cragLinnorm','Crag Linnorm','|Breath Weapon','Death Curse When a creature slays a crag linnorm, the slayer is affected by the curse of fire. Curse of Fire: save Spell negates; effect creature gains vulnerability to fire (2x damage suffered from fire sources).','aquilae','Special','OSR',3),('cragLinnorm','Crag Linnorm','|Breath Weapon','Poison Bite - Injury; save Death; Frequency 1/round for 10 rounds; Effect fire damage and 1d4 Constitution damage; Cure 2 consecutive saves.','aquilae','Special','OSR',4),('cragLinnorm','Crag Linnorm','|Breath Weapon','Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('craniumPreserver',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),('craterDrake','Crater Drake','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 17 (5d6) poison damage.','5e SRD','Action','D&D 5e',1),('craterDrake','Crater Drake','Bizarre Internal Anatomy','Critical hits against the drake become normal hits.','5e SRD','Special','D&D 5e',1),('craterDrake','Crater Drake','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('craterDrake','Crater Drake','Magical Emission','The crater drake emits warped magic. A creature that starts its turn within 5 feet of the drake must succeed on a DC 16 Constitution saving throw or take 5 (1d10) poison damage and be poisoned until the start of its next turn.','5e SRD','Special','D&D 5e',1),('craterDrake','Crater Drake','Multiattack','The drake makes one bite and two claw attacks.','5e SRD','Action','D&D 5e',1),('craterDrake','Crater Drake','Warping Breath (Recharge 5-6)','The drake exhales body-warping magical energy in a 60?foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more develops tumors across its body. A creature with tumors has disadvantage on attack rolls and ability checks that use Strength or Dexterity. These tumors last until cured by a greater restoration spell or similar magic.','5e SRD','Action','D&D 5e',1),('crawlingHand',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),('crawlingHandSwarm',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),('crawlingHandSwarm',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),('crawlingSlurry',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),('crawlingSlurry',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),('crawlingSlurry',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),('creepingCrone',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),('crestedLeatherwing','Crested Leatherwing','bite','1 * bite (1d12)','OSE','Action','OSR',1),('crestedLeatherwing','Crested Leatherwing','bite','1 * bite (1d3)','OSE','Action','OSR',2),('crimsonDrake','Crimson Drake','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.','5e SRD','Action','D&D 5e',1),('crimsonDrake','Crimson Drake','Breath Weapon (Recharge 6)','The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw.','5e SRD','Action','D&D 5e',1),('crimsonDrake','Crimson Drake','Magic Resistance','The drake has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('crimsonDrake','Crimson Drake','Multiattack','The crimson drake makes one bite attack and one stinger attack.','5e SRD','Action','D&D 5e',1),('crimsonDrake','Crimson Drake','Stinger','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.','5e SRD','Action','D&D 5e',1),('crimsonWorm',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),('crimsonWorm',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),('crinaea','Crinaea','1/day each','disguise self, fog cloud, protection from poison','5e SRD','Special','D&D 5e',1),('crinaea','Crinaea','3/day each','create food and water, purify food and drink (water only)','5e SRD','Special','D&D 5e',1),('crinaea','Crinaea','At will','poison spray','5e SRD','Special','D&D 5e',1),('crinaea','Crinaea','Crinaea\'s Curse','The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn\'t poisoned.','5e SRD','Special','D&D 5e',1),('crinaea','Crinaea','Dagger','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('crinaea','Crinaea','Innate Spellcasting','The crinaea\'s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('crinaea','Crinaea','Water-bound Form','The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source.','5e SRD','Special','D&D 5e',1),('crinaea','Crinaea','Watery Form','While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing.','5e SRD','Special','D&D 5e',1),('criosphinx','Criosphinx','Constant','speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('criosphinx','Criosphinx','Feat 1','Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('criosphinx','Criosphinx','Feat 2',' Improved Critical (gore)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('criosphinx','Criosphinx','Feat 3',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('criosphinx','Criosphinx','Feat 4',' Skill Focus (Intimidate)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('criosphinx','Criosphinx','Feat 5',' Weapon Focus (gore)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('criosphinx','Criosphinx','Melee 1','2 claws +15 (1d6+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('criosphinx','Criosphinx','Melee 2',' gore +16 (2d4+6/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('criosphinx','Criosphinx','Swooping Charge (Ex)','A charging criosphinx deals 4d4+12 points of damage with its gore attack. A flying criosphinx who drops at least 20 feet in altitude as part of a charge deals 6d4+18 points instead.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('criosphinx','Criosphinx','z','A charging criosphinx deals 2d6 additional piercing damage with its gore attack. A flying criosphinx who drops at least 20 feet in altitude as part of a charge doubles this additional damage instead (only the additional damage is doubled).','aquilae','Special','OSR',1),('croaker',NULL,'Amphibious','The croaker can breathe air and water.','5e SRD','Special','D&D 5e',1),('croaker',NULL,'Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('croaker',NULL,'Brute','A melee weapon deals one extra die of its damage when the croaker hits with it (included in the attack.','5e SRD','Special','D&D 5e',1),('croaker',NULL,'Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a croaker egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw 24 hours after the egg is implanted. A failed saving throw results in the host becoming violently ill, followed by a deep coma-like state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young croaker, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg.','5e SRD','Action','D&D 5e',1),('croaker',NULL,'Keen Smell','The croaker has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('croaker',NULL,'Morningstar','Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 11 (2d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('croaker',NULL,'Multiattack','The Croaker brute makes one Bite and one Claws attack or one Bite and one Morningstar attack.','5e SRD','Action','D&D 5e',1),('croaker',NULL,'Slimy','Croakers continuously cover themselves with muck and slime. Creatures attempting to grapple a croaker do so with disadvantage.','5e SRD','Special','D&D 5e',1),('croaker',NULL,'Standing Leap','The croaker\'s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('crocodile','Crocodile','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),('crocodile','Crocodile','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can\'t bite another target.','5e SRD','Action','D&D 5e',1),('crocodile','Crocodile','bite','5 (1d8+4 plus','d20web','Action','d20',1),('crocodile','Crocodile','bite','1 * bite (3d8)','OSE','Action','OSR',1),('crocodile','Crocodile','bite','1 * bite (2d8)','OSE','Action','OSR',2),('crocodile','Crocodile','bite','1 * bite (1d8)','OSE','Action','OSR',3),('crocodile','Crocodile','Death Roll','','d20web','Special (Ex)','d20',1),('crocodile','Crocodile','Death Roll (Ex)','When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('crocodile','Crocodile','Feat 1','Skill Focus (Perception','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('crocodile','Crocodile','Feat 2',' Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('crocodile','Crocodile','Feeding frenzy','Attracted to the scent of blood or violent movement in the water.','OSE','Special','OSR',1),('crocodile','Crocodile','Hold Breath','The crocodile can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('crocodile','Crocodile','Hold Breath','','d20web','Special (Ex)','d20',1),('crocodile','Crocodile','Hold Breath (Ex)','A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('crocodile','Crocodile','Melee 1','bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('crocodile','Crocodile','Sprint','','d20web','Special (Ex)','d20',1),('crocodile','Crocodile','Sprint (Ex)','Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('crocodile','Crocodile','|Death Roll|Sprint','When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.','aquilae','Special','OSR',1),('crocodile','Crocodile','|Death Roll|Sprint','Once every 1d4 rounds, a crocodile may sprint, increasing its land speed to 40 feet for 1 round.','aquilae','Special','OSR',2),('crocotta',NULL,'Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('crocotta',NULL,'Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('crocotta',NULL,'Contend','If the crocotta hits a creature with its bite attack the target must succeed on an opposed Strength (Athletics) check or become grappled (escape DC 14). Until the grapple ends, the crocotta can automatically hit the target with its bite, but the crocotta can\'t make bite attacks against another target.','5e SRD','Special','D&D 5e',1),('crocotta',NULL,'Keen Smell','The crocotta has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('crocotta',NULL,'Multiattack','The crocotta makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('crocotta',NULL,'Sprinter','The crocotta can use its bonus action to run up to half its speed.','5e SRD','Special','D&D 5e',1),('croneQueen',NULL,'ice staff','27/+22/+17/+12 (1d6+14 plus 1d6 cold and','d20web','Action','d20',1),('crossroadsGuardian',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('crucidaemon',NULL,'Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('crucidaemon',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),('cryoceros','Cryoceros','Gore','Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage.','5e SRD','Action','D&D 5e',1),('cryoceros','Cryoceros','Shards of Ice (Recharge 4-6)','The cryoceros exhales razor-sharp ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) cold damage and 10 (3d6) piercing damage on a failed save, or half as much on a successful one.','5e SRD','Action','D&D 5e',1),('cryoceros','Cryoceros','Snow Camouflage','The cryoceros has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.','5e SRD','Special','D&D 5e',1),('cryoceros','Cryoceros','Stomp','Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 20 (3d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('cryoceros','Cryoceros','Trampling Charge','If the cryoceros moves at least 20 feet straight toward a target and then hits it with its gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cryoceros can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('cryptSpider','Crypt Spider','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the creature to 0 hp, the creature 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),('cryptSpider','Crypt Spider','Cocoon Prey','As a bonus action, a crypt spider can cocoon a creature within 5 feet that is currently restrained by webbing. A cocooned creature has disadvantage on ability checks and saving throws made to escape the web.','5e SRD','Special','D&D 5e',1),('cryptSpider','Crypt Spider','Create Zombie','The crypt spider creates a zombie from a humanoid creature it has killed with its poison. This works like the animate dead spell, except the zombie stays under the crypt spider\'s control for 1d4 days. At the end of this duration or when the zombie is destroyed, the corpse bursts open, releasing hundreds of crypt spider young (use swarm of spiders statistics). The crypt spider can have no more than four zombies under its control at one time.','5e SRD','Action','D&D 5e',1),('cryptSpider','Crypt Spider','Spider Climb','The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('cryptSpider','Crypt Spider','Web (Recharge 5-6)','Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hp, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.','5e SRD','Action','D&D 5e',1),('cryptSpider','Crypt Spider','Web Sense','While in contact with a web, the spider knows the exact location of any other creature in contact with that web.','5e SRD','Special','D&D 5e',1),('cryptSpider','Crypt Spider','Web Walker','The spider ignores movement restrictions caused by webbing.','5e SRD','Special','D&D 5e',1),('crysmal','Crysmal','sting','7 (2d6+3)','d20web','Action','d20',1),('crysmal','Crysmal','|Crystal Sense|Shard Spike','Crysmals can sense the presence of any crystals or gems within 30 feet as if using the scent ability.','aquilae','Special','OSR',1),('crysmal','Crysmal','|Crystal Sense|Shard Spike','Once per day, a crysmal can launch its tail spike as a ranged attack that shatters when it hits, dealing 2d6 piercing damage to the target and piercing damage to all creatures in adjacent squares. The spike regrows in 24 hours, but until it does, its impaired sting does half its normal of damage.','aquilae','Special','OSR',2),('crystalDragon','Crystal Dragon','unknown','unknown','d20web','Action','d20',1),('cthulhu','Cthulhu','1/day','dispel magic, gate, symbol','5e SRD','Special','D&D 5e',1),('cthulhu','Cthulhu','1/day','implosion (DC 31), summon (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 30), wishM','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','3/day','confusion (as a 9th level spell), control weather, feeblemind, weird','5e SRD','Special','D&D 5e',1),('cthulhu','Cthulhu','3/day','antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','At will','dream, sending, suggestion','5e SRD','Special','D&D 5e',1),('cthulhu','Cthulhu','At will','astral projection, control weatherM, dreamM, greater dispel magic, greater teleport, insanity (DC 29), nightmareM (DC 29), sendingM','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','Chill','Unnatural chill permeates a 20-foot radius centereed on a point Cthulhu can see within 120 feet. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) cold damage.','5e SRD','Legendary Action','D&D 5e',1),('cthulhu','Cthulhu','Claw','Melee Weapon Attack: +19 to hit, reach 40 ft., targets all creatures in a 10-foot square. Hit: 19 (4d6 + 10) slashing damage. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.','5e SRD','Action','D&D 5e',1),('cthulhu','Cthulhu','Claw Attack','Cthulhu makes a claw attack.','5e SRD','Legendary Action','D&D 5e',1),('cthulhu','Cthulhu','Cleaving Claws (Ex)','A single attack from one of Cthulhu\'s claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','Constant','freedom of movement, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','Detect','Cthulhu makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('cthulhu','Cthulhu','Dreams of Madness (Su)','When Cthulhu uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity (Pathfinder RPG GameMastery Guide 250). This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 1','Ability Focus (nightmare)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 10',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 11',' Improved Critical (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 12',' Improved Critical (tentacle)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 13',' Improved Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 14',' Improved Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 15',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 16',' Quicken Spell-Like Ability (feeblemind)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 17',' Staggering Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 18',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 2',' Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 3',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 4',' Craft Wondrous Item','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 5',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 6',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 7',' Greater Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 8',' Greater Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Feat 9',' Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Greater Starflight (Su)','Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM\'s discretion).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','Immortality (Ex)','If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as obscuring mist, but can\'t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R\'lyeh until he is released again. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','Innate Spellcasting','Cthulhu\'s spell casting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('cthulhu','Cthulhu','Madness','Shadows of the mind afflict a 20-foot radius centereed on a point Cthulhu can see within 120 feet. Creatures in the area must succeed on a DC 15 Wisdom saving throw or suffer a short-term madness.','5e SRD','Legendary Action','D&D 5e',1),('cthulhu','Cthulhu','Magic Resistance','Cthulhu has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('cthulhu','Cthulhu','Melee 1','2 claws +42 (4d6+23/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Melee 2',' 4 tentacles +42 (2d10+34/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('cthulhu','Cthulhu','Multiattack','Cthulhu can use his Unspeakable Presence. He then makes six attacks: two with its claws and four with its tentacles. It can shove a creature in place of a claw attack.','5e SRD','Action','D&D 5e',1),('cthulhu','Cthulhu','Non-Euclidean','Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. He may add a +9 bonus to AC when an attack would hit or +9 to his Dexterity saving throw when he would fail. This can cause an attack to miss or Cthulhu to succeed at a saving throw.','5e SRD','Reaction','D&D 5e',1),('cthulhu','Cthulhu','Non-Euclidean (Ex)','Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. This grants Cthulhu a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. True seeing can defeat this miss chance, but any creature that looks upon Cthulhu while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','Non-Euclidean Shifts','Cthulhu chooses two creatures within 120 feet that he can see. The targets must succeed on a DC 15 Intelligence saving throw. On a failure, the creature moves up to 10 feet in a direction of Cthulhuï¿1/2s choice, without provoking opportunity attacks or causing the target to leave a solid surface or a body of water. If both targets fail, Cthulhu can instead switch their positions.','5e SRD','Legendary Action','D&D 5e',1),('cthulhu','Cthulhu','Overwhelming Mind','Cthulhu\'s mind is overwhelming in its power and alien structure. He is immune to any effect that would sense his emotions or read his thoughts, and divination spells. This even foils wish spells and spells or effects of similar power used to affect his mind or gain information. The first time a creature other than a fiend or aberration makes mental contact with Cthulhu, it must succeed at a DC 27 Wisdom saving throw or contract indefinite madnessSRD. On a successful save, the creature cannot take reactions and can make either an action or a bonus action (not both) for 1 round; creatures that are immune to being stunned are unaffected. This effect can occur whether Cthulhu initiates mental contact (such as via a dream, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or dominate monster). Once a creature is exposed to Cthulhu\'s overwhelming mind, it is immune to this effect for 24 hours.','5e SRD','Special','D&D 5e',1),('cthulhu','Cthulhu','Resurrection','If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as fog cloud but can\'t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 26 Constitution save or be poisoned for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but for 2d6 rounds cannot take reactions and can take either an action or a bonus action on his turn but not both. If slain again while he is suffering from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in Rï¿1/2lyeh until he is released again.','5e SRD','Special','D&D 5e',1),('cthulhu','Cthulhu','Starflight','Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM\'s discretion).','5e SRD','Special','D&D 5e',1),('cthulhu','Cthulhu','Tentacle','Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 29). Until this grapple ends, the target is restrained. Cthulhu has four tentacles with which to grapple targets; while a tentacle is being used to grapple, it cannot be used to attack a different target.','5e SRD','Action','D&D 5e',1),('cthulhu','Cthulhu','Tentacles (Ex)','Cthulhu\'s tentacles are a primary attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cthulhu','Cthulhu','Trample (Costs 2 Actions)','Cthulhu moves or swims his movement rate without provoking opportunity attacks. He may move through the spaces of other creatures of less than Gargantuan size, ending in an unoccupied space. Each creature whose space he passed through must succeed on a DC 27 Dexterity saving throw or take 19 (2d8 + 10) bludgeoning damage and be knocked prone.','5e SRD','Legendary Action','D&D 5e',1),('cthulhu','Cthulhu','Unspeakable Presence','Each non-aberration, non-fiend within 300 feet of Cthulhu and aware of him must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature that becomes frightened drops to 0 hit points and begins dying. A creature that is immune to being frightened and fails the saving throw becomes incapacitated for 1 minute; at the end of each of the target\'s turns it may make a new saving throw, becoming no longer incapacitated on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to Cthuluï¿1/2s Unspeakable Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('cthulhu','Cthulhu','Unspeakable Presence (Su)','Failing a DC 40 Will save against Cthulhu\'s unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu\'s unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cuauhxicalli','Cuauhxicalli','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('cuauhxicalli','Cuauhxicalli','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('cuauhxicalli','Cuauhxicalli','Heart Devourer','If the stone jaguar slays a creature which possesses a heart, it may use a bonus action to rend the creature\'s heart from its chest and consume it. The stone jaguar gains 10 temporary hit points and has advantage on attack rolls for the next round.','5e SRD','Special','D&D 5e',1),('cuauhxicalli','Cuauhxicalli','Immutable Form','The stone jaguar is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('cuauhxicalli','Cuauhxicalli','Magic Resistance','The stone jaguar has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('cuauhxicalli','Cuauhxicalli','Magic Weapons','The stone jaguar\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('cuauhxicalli','Cuauhxicalli','Multiattack','The stone jaguar makes one bite and two claw attacks.','5e SRD','Action','D&D 5e',1),('cuauhxicalli','Cuauhxicalli','Pounce','If the stone jaguar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the stone jaguar can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('cuero','Cuero','Blood Drain','As a bonus action, a cuero can use its lamprey-like mouth to drain the blood from a grappled, incapacitated, or restrained target within 5 feet. This attack automatically hits and deals 14 (2d8 + 5) piercing damage, plus the target gains one level of exhaustion due to blood loss.','5e SRD','Action','D&D 5e',1),('cuero','Cuero','Camouflage','A cuero gains double the normal proficiency bonus on Dexterity (Stealth) checks in water, and if prone in water it gains advantage on Stealth checks.','5e SRD','Special','D&D 5e',1),('cuero','Cuero','Muddy Cloud','A cuero can flap about in the water within 10 feet of a riverbed or lakebed and stir up mud, silt, and other debris. All water within 30 feet becomes heavily obscured for 2d6 rounds. In flowing water, this duration is halved, or reduced to 1 round if the water is running exceptionally fast.','5e SRD','Action','D&D 5e',1),('cuero','Cuero','Muddy Cloud (Ex)','A cuero can flap about in the water within 10 feet of a riverbed or lake bed and stir up mud, pebbles, sand, silt, and other debris. This creates a hemispherical cloud in the nearby water with a radius of 30 feet (or to the edge of the water, whichever is closer). The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. In non-flowing water, the muddy cloud dissipates in 2d6 rounds. In flowing water, the duration is reduced by 1 round for every 10 feet per round the water flows beyond 20 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cuero','Cuero','Slam','Melee Weapon Attack: +8 to hit, reach 10 ft. Hit: 14 (2d8 + 5) bludgeoning damage. Instead of dealing damage, the cuero can grapple the target (escape DC 15).','5e SRD','Action','D&D 5e',1),('cuero','Cuero','slam','10 (1d6+9 plus','d20web','Action','d20',1),('cuetzmonquali',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),('cuetzmonquali',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),('cueyatl','Cueyatl','Amphibious','The cueyatl can breathe air and water.','5e SRD','Special','D&D 5e',1),('cueyatl','Cueyatl','Jungle Camouflage','The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.','5e SRD','Special','D&D 5e',1),('cueyatl','Cueyatl','Slippery','The cueyatl has advantage on saving throws and ability checks made to escape a grapple.','5e SRD','Special','D&D 5e',1),('cueyatl','Cueyatl','Spear','Melee Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage plus 7 (2d6) poison damage or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('cueyatl','Cueyatl','Standing Leap','The cueyatl\'s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('culdewen',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),('culdewen',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('cunningGuide',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),('cunningGuide',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),('cunningGuide',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('cursedGuardian',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),('cursedKing',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('cursedKing',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),('cuSith',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('cyclops','Cyclops','Attack penalty','-2 penalty on all hit rolls, due to limited depth perception.','OSE','Special','OSR',1),('cyclops','Cyclops','Curse','1-in-20 cyclops can place a curse on a character once a week. Save versus spells or be afflicted by a curse of the referee\'s choosing. (Maximum possible effects: -2 penalty to saves, -4 penalty to hit, an ability score reduced by 50%.)','OSE','Special','OSR',4),('cyclops','Cyclops','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('cyclops','Cyclops','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),('cyclops','Cyclops','rock','1 * club (3d10) or 1 * rock (3d6)','OSE','Action','OSR',1),('cyclops','Cyclops','Rock throwing','Up to 200\'.','OSE','Special','OSR',2),('cyclops','Cyclops','Slow-witted','Can be tricked by clever PCs.','OSE','Special','OSR',3),('cyclopsBully',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('cyclopsBully',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),('cyclopsZombie',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),('cyclopsZombie',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),('cyclopsZombie',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('cythnigot',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),('cythnigot',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),('cytillipede',NULL,'bite','14 (2d6+9 plus','d20web','Action','d20',1),('cytillipede',NULL,'Cytillesh Flash (Su)','Once per day, a cytillipede can cause the cytillesh patches that grow along its body to release a bright flash of blue light that provides bright light in a 20-foot radius and raises the light level by one step for the next 20 feet (treat this ability as a 4th-level light spell). Creatures within the 40-foot area of effect must succeed at a DC 22 Will save. Those within the 20-foot area of bright light that fail are stunned for 1d4 rounds. Creatures within the next 20 feet that fail are instead confused for 1d2 rounds. The save DC is Constitution-based and includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('cytillipede',NULL,'Poison','','d20web','Special (Ex)','d20',1),('cytillipede',NULL,'Poison (Ex)','Bite-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Dex, dazed, and the effects of memory lapse; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('d\'ziriak',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('d\'ziriak',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),('daelum',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),('daeodon','Daeodon','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),('daeodon','Daeodon','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the daeodon can\'t Bite another target.','5e SRD','Action','D&D 5e',1),('daeodon','Daeodon','Fierce Call (Recharges after a Short or Long Rest)','The daeodon lets out a loud, fearsome call. Each hostile creature within 60 feet of the daeodon must succeed on a DC 13 Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened, a creature must take the Dash action and move away from the daeodon by the safest available route on each of its turns, unless there is nowhere to move. A frightened 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),('daeodon','Daeodon','Keen Smell','The daeodon has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('daeodon','Daeodon','Multiattack','The daeodon makes one Bite attack and one Slam attack.','5e SRD','Action','D&D 5e',1),('daeodon','Daeodon','Relentless (Recharges after a Short or Long Rest)','If the daeodon 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),('daeodon','Daeodon','Slam','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('daeodon','Daeodon','Trampling Charge','If the daeodon 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 daeodon can make one Slam attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('dagon','Dagon','1/day','storm of vengeance* (DC 29), time stop*, tsunami*, (DC 29)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dagon','Dagon','1/day each','confusion, feeblemind, finger of death, hold person, hold monster, lightning bolt, stoneskin, time stop, web, wish','5e SRD','Special','D&D 5e',1),('dagon','Dagon','3/day each','conjure animals (aquatic creatures only), conjure elemental (water elemental only), dispel magic, dominate beast (aquatic creatures only), fear','5e SRD','Special','D&D 5e',1),('dagon','Dagon','3/day-quickened','greater dispel magic, insanity (DC 27), summon demons, symbol of insanity (DC 28), vortex (DC 27)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dagon','Dagon','Adverse Conditions','Within 1 mile of the lair, Celestial creatures find the air or water difficult to breathe and tread. These creatures must make a DC 18 Constitution saving throw whenever they take a long rest. On a failed save, the creature does not benefit from that long rest.','5e SRD','Regional Effect','D&D 5e',1),('dagon','Dagon','At will','cloudkill (works underwater only), control water, create and destroy water, darkness, detect evil and good, detect magic, detect thoughts, magic missile (as the 4th level spell), teleport, telekinesis, tongues, water breathing','5e SRD','Special','D&D 5e',1),('dagon','Dagon','At will','astral projection, blasphemy* (DC 27), control water, control weather*, desecrate*, greater dispel magic, greater teleport, shapechange, telekinesis* (DC 25), unhallow, unholy blight* (DC 24)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dagon','Dagon','Breath Weapon (Su)','Once every 1d4 rounds as a standard action, Dagon can exhale a 60-foot cone of inky blackness. Underwater, this cone manifests as black ink, while above water it manifests as a thick cloud. Creatures in the area have their vision obscured as if they were in complete darkness. Darkvision does not allow someone to see through the ink or smoke, but true seeing does. The ink or smoke persists for 1d4 rounds, but dissipates in 1 round in areas with aquatic currents or winds. Any creature in the breath weapon\'s area is exposed to the breath weapon\'s poison (see below) and must succeed at a DC 41 Will save or gain 2 negative levels as its memories and knowledge leach away (this is a mind-affecting effect). Any creature that enters the ink or cloud, or ends its turn inside it, must succeed at another Will save (at a +4 bonus) to avoid further level loss and poisoning. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dagon','Dagon','Claw','Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage and target is poisoned until the beginning of Dagon\'s next turn.','5e SRD','Action','D&D 5e',1),('dagon','Dagon','Command Aquatic Creature (Costs 2 Actions)','Dagon uses its Command Aquatic Creature ability, even if it has not recharged.','5e SRD','Legendary Action','D&D 5e',1),('dagon','Dagon','Command Aquatic Creature (Recharge 5-6)','One creature with a swim speed that Dagon can see within 120 feet of it hears the telepathic commands of Dagon and must make a DC 21 Wisdom saving throw. On a failed save, the creature is charmed for 24 hours. While charmed, it must follow the orders of Dagon to the best of the target\'s ability and it is immune to being charmed or frightened by another effect or spell. A target can repeat the saving throw when it takes damage, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('dagon','Dagon','Command Aquatic Creature (Su)','Dagon can command aquatic creatures to do his bidding as a move action, either via using his ability to speak with animals or via telepathy. This affects all aberrations, animals, magical beasts, oozes, and vermin within 300 feet that have the aquatic subtype (Will DC 36 negates). This functions like mass suggestion, but can affect mindless creatures. Dagon can suggest obviously harmful or suicidal acts (though non-mindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Dagon issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from Dagon for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dagon','Dagon','Constant','detect good, detect law, freedom of movement, speak with animals (aquatic animals only), true seeing, unholy aura (DC 28)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dagon','Dagon','Control Temperature','Dagon selects an area of water within 100 feet no larger than a 20-foot sphere and causes it to heat to boiling or cool drastically. Any creature within that area must make a DC 21 Constitution saving throw, taking 27 (6d8) cold or fire damage on a failed save, or half as much on a successful saving throw.','5e SRD','Lair Action','D&D 5e',1),('dagon','Dagon','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 10',' Improved Critical (tentacle)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 11',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 12',' Improved Trip','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 13',' Improved Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 14',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 15',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 16',' Quicken Spell-Like Ability (greater dispel magic)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 17',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 2',' Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 3',' Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 4',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 5',' Craft Wondrous Item','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 6',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 7',' Greater Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 8',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Feat 9',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Ink Cloud (Costs 3 Actions)','Dagon exhales a 60-foot cone of inky blackness. Underwater it is as black ink, while above water it manifests as a thick cloud, and the area counts as heavily obscured. It remains until dispersed by a strong current or wind (at least 20 miles per hour). Dagon can end this effect on its turn as a bonus action. Creatures who enter or begin their turn in the area must make a successful DC 22 Constitution saving throw or take 18 (4d8) poison damage.','5e SRD','Legendary Action','D&D 5e',1),('dagon','Dagon','Innate Spellcasting','Dagon\'s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components.','5e SRD','Special','D&D 5e',1),('dagon','Dagon','Legendary Resistance (3/day)','If Dagon fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('dagon','Dagon','Maelstrom','The currents and eddies of the underwater realm Dagon occupies swirl in a maelstrom out to a radius of 100 feet. All creatures in that area, other than Dagon, must make a DC 21 Strength saving throw. On a failed save, the target is moved in a random direction 30 feet.','5e SRD','Lair Action','D&D 5e',1),('dagon','Dagon','Magic Resistance','Dagon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('dagon','Dagon','Magic Weapons','Dagon\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('dagon','Dagon','Melee 1','bite +48 (6d6+17/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Melee 2',' 4 tentacles +43 (2d6+8/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dagon','Dagon','Move','If at least halfway submerged in water, Dagon can move up to half its swim speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('dagon','Dagon','Multiattack','Dagon makes three melee weapon attacks.','5e SRD','Action','D&D 5e',1),('dagon','Dagon','Poison (Ex)','Breath weapon-contact; save Fort DC 41; frequency 1/round for 6 rounds; effect 1d6 Con drain and confused for 1 round; cure 3 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dagon','Dagon','Special Equipment','Dagon carries Embrace of the Uncaring Sea, a powerful magic trident.','5e SRD','Special','D&D 5e',1),('dagon','Dagon','Transformation (Su)','A creature swallowed by Dagon is assaulted by demonic enzymes, rasping talons, sucking tendrils, and vile gases. At the start of the swallowed creature\'s turn, it must succeed at a DC 41 Fortitude save or be nauseated, and must succeed at a DC 36 Will save or take 1d6 points of Dexterity and Charisma drain. Once the creature\'s Dexterity and Charisma are drained to 0, the creature transforms into a horrifically deformed version of itself that Dagon can then disgorge into any adjacent square as a swift action. The transformed creature gains the half-fiend template, its Dexterity and Charisma return to their normal values, and it is under Dagon\'s control (as dominate monster, caster level 28th). The transformation can be reversed by casting break enchantment and atonement on the victim during the first 24 hours (after that, it can be reversed only via miracle or wish). The Fortitude save DC is Constitution-based, and the Will save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dagon','Dagon','Unholy Aura','An unholy aura surrounds Dagon out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 21 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),('dagon','Dagon','Unusual Weather','Once per day, Dagon can control the weather surrounding his lair out to a 6-mile radius. The effect is identical to the control weather spell.','5e SRD','Regional Effect','D&D 5e',1),('dagon','Dagon','Water Mastery','Dagon has advantage on attack rolls, ability checks, and saving throws when even partly immersed in sea water.','5e SRD','Special','D&D 5e',1),('dakon','Dakon','2 claws','6 (1d6+5)','d20web','Action','d20',1),('dalos',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),('dalos',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('dalos',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),('damibwa',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),('danavaTitan',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),('danavaTitan',NULL,'Titan','Titans are enormous, primordial creatures of neargodlike power who predate the mortal races.','fan json','Trait','Pathfinder 2e',1),('danavaTitan',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),('dancingNightParade',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('dancingNightParade',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),('dandasuka',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),('dandasuka',NULL,'Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('daqqanoenyent',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),('darg','Darg','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),('darg','Darg','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('darg','Darg','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),('darkmantle','Darkmantle','1/day','darkness','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('darkmantle','Darkmantle','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),('darkmantle','Darkmantle','Crush','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target\'s head, and the target is also blinded and suffocating while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle\'s speed also becomes 0, it can\'t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.','5e SRD','Action','D&D 5e',1),('darkmantle','Darkmantle','Darkness Aura (1/Day)','A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can\'t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.','5e SRD','Action','D&D 5e',1),('darkmantle','Darkmantle','Echolocation','The darkmantle can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('darkmantle','Darkmantle','False Appearance','While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.','5e SRD','Special','D&D 5e',1),('darkmantle','Darkmantle','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('darkmantle','Darkmantle','Melee 1','slam +3 (1d4 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('darkmantle','Darkmantle','slam','3 (1d4 plus','d20web','Action','d20',1),('darkmantle','Darkmantle','|Constrict','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('darkNaga',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('dau','Dau','1/day each','mirage arcana, programmed illusion, project image','5e SRD','Special','D&D 5e',1),('dau','Dau','3/day each','invisibility, mirror image','5e SRD','Special','D&D 5e',1),('dau','Dau','At will','detect thoughts','5e SRD','Special','D&D 5e',1),('dau','Dau','Innate Spellcasting','The dau\'s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('dau','Dau','Magic Resistance','The dau has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('dau','Dau','Mirror Dodge (1/Day)','When the dau would be hit by an attack or affected by a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space within 30 feet in sight. The dau isn\'t affected and the illusory duplicate is destroyed.','5e SRD','Reaction','D&D 5e',1),('dau','Dau','Multiattack','The dau makes two slam attacks.','5e SRD','Action','D&D 5e',1),('dau','Dau','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.','5e SRD','Action','D&D 5e',1),('dau','Dau','Tangible Illusion (1/Day)','After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet.','5e SRD','Action','D&D 5e',1),('davikNettles',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),('deadlyMantis',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),('deathCoach',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),('deathCoach',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('deathCoach',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),('deathDrider',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),('deathlessAcolyteofUrgathoa',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),('deathlessHierophantofUrgathoa',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),('deathVulture',NULL,'Awful Stench','The vulture has a disgusting body odor. Any creature that starts its turn within 5 feet of the vulture must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn.','5e SRD','Special','D&D 5e',1),('deathVulture',NULL,'Beak','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('deathVulture',NULL,'Decaying Breath (Recharge 6)','The vulture breathes necrotic energy in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more also age a number of years equal to half the damage taken.','5e SRD','Action','D&D 5e',1),('deathVulture',NULL,'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),('deathVulture',NULL,'Multiattack','The death vulture makes two attacks: one with its beak and one with its talons.','5e SRD','Action','D&D 5e',1),('deathVulture',NULL,'Pack Tactics','The vulture has advantage on attack rolls 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),('deathVulture',NULL,'Talons','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('decapus','Decapus','9 tentacles','6 (1d4+2 plus','d20web','Action','d20',1),('decapus','Decapus','bite','7 (1d6+3)','d20web','Action','d20',1),('decapus','Decapus','Brachiation','A decapus can move through trees at its base climb speed by using its tentacles to swing from tree to tree. Trees used by the decapus in this manner can be no further than 10 feet apart.','5e SRD','Special','D&D 5e',1),('decapus','Decapus','Mimicry','The decapus can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.','5e SRD','Special','D&D 5e',1),('decapus','Decapus','Multiattack','The decapus makes up to four tentacle attacks.','5e SRD','Action','D&D 5e',1),('decapus','Decapus','Tentacle','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12) and restrained until the grapple ends. The decapus has many tentacles but can only grapple two targets at any given time.','5e SRD','Action','D&D 5e',1),('decapus','Decapus','Tentacles','','d20web','Special (Ex)','d20',1),('decapus','Decapus','|Sound Mimicry|Tentacles','The creature perfectly imitates certain sounds or even specific voices. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy\'s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn\'t know.','aquilae','Special','OSR',1),('decapus','Decapus','|Sound Mimicry|Tentacles','A decapus\'s tentacles must all strike at a single target, but they do so as a primary attack.','aquilae','Special','OSR',2),('decrepitMummy',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('decrepitMummy',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),('deculi',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),('deepDrake','Deep Drake','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('deepDrake','Deep Drake','Breath Weapon (Recharge 5-6)','A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds.','5e SRD','Action','D&D 5e',1),('deepDrake','Deep Drake','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('deepDrake','Deep Drake','Magic Resistance','The drake has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('deepDrake','Deep Drake','Multiattack','The drake makes one bite attack, two claw attacks, and one stinger attack.','5e SRD','Action','D&D 5e',1),('deepDrake','Deep Drake','Stinger','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target takes 1d4 Constitution damage per round. The target can repeat the saving throw at the end of each of its turns, ending the effect with a success. When animate dead is cast on creatures killed by this poison, the caster requires no material components.','5e SRD','Action','D&D 5e',1),('deepGnomeRockwarden',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),('deepGnomeRockwarden',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),('deepGnomeScout',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),('deepGnomeScout',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),('deepGnomeWarrior',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),('deepGnomeWarrior',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),('deepOne','Deep One','2 claws','5 (1d4+3)','d20web','Action','d20',1),('deepOne','Deep One','Deep Dweller','','d20web','Special (Ex)','d20',1),('deepOne','Deep One','Deep One Skills','','d20web','Special (Ex)','d20',1),('deepOne','Deep One','Deep One Traits','','d20web','Special (Ex)','d20',1),('deepOne','Deep One','Devoted','','d20web','Special (Ex)','d20',1),('deepOne','Deep One','Fecund Nature','','d20web','Special (Ex)','d20',1),('deepOne','Deep One','Immortal','','d20web','Special (Ex)','d20',1),('deepOne','Deep One','Item Use (Su)','','d20web','Special (Su)','d20',1),('deepOne','Deep One','Resist Cold','','d20web','Special (Ex)','d20',1),('deepOne','Deep One','Senses','','d20web','Special (Ex)','d20',1),('deepOne','Deep One','Take to the Water','','d20web','Special (Ex)','d20',1),('deepwaterDhuthorex',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('deepwaterDhuthorex',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),('deer','Deer','butt','1 * butt (1d4)','OSE','Action','OSR',1),('deer','Deer','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('deer','Deer','Males','In groups of 3 or more, only 1-in-4 are males. These have 1d4 extra hit points and protect the herd.','OSE','Special','OSR',2),('deer','Deer','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('deer','Deer','Stampede','See main entry.','OSE','Special','OSR',4),('defacedNaiadQueen',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),('defacedNaiadQueen',NULL,'Auditory','Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can\'t hear it (such as deaf targets) as long as the effect itself makes sound.','fan json','Trait','Pathfinder 2e',1),('defacedNaiadQueen',NULL,'Concentrate','An action with this trait requires a degree of mental concentration and discipline.','fan json','Trait','Pathfinder 2e',1),('defacedNaiadQueen',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('defacedNaiadQueen',NULL,'Linguistic','An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.','fan json','Trait','Pathfinder 2e',1),('defacedNaiadQueen',NULL,'Mental','A mental effect can alter the target\'s mind. It has no effect on an object or a mindless creature.','fan json','Trait','Pathfinder 2e',1),('defacedNaiadQueen',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('defacedNaiadQueen',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),('deimavigga',NULL,'Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('deimavigga',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),('deinonychus',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),('deinonychus',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('deinosuchus',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),('delgeth','Delgeth','2 hooves','10 (1d4+2 plus 1d6 fire)','d20web','Action','d20',1),('delgeth','Delgeth','Fight with Fire (Su)','A delgeth can strike at the ground with its flaming hooves as a swift action, causing blazing sparks to appear in any square within 30 feet. A creature in that square must succeed at a DC 16 Reflex save or catch fire. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('delgeth','Delgeth','Flight of Flames (Su)','A delgeth can use its smoldering hooves to ignite the ground and brush when it runs or withdraws, creating a blazing trail of fire behind it. The fire fills every square the delgeth moves through during its Run or withdraw action. When the fire appears and on each of the delgeth\'s turns, the flames deal 2d6 points of fire damage to each creature in one of the fire-filled squares and 2d4 points of fire damage to each creature within 5 feet of such a square but not inside one. The flames burn out after 3 rounds, but can be extinguished before then by any means that would extinguish normal nonmagical fires of their size. The flames can ignite flammable debris in the squares the delgeth moved through, but in normal forest conditions they rarely spread far beyond there.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('delgeth','Delgeth','gore','12 (1d8+4 plus 1d6 fire)','d20web','Action','d20',1),('demilich',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),('demodand','Demodand','2/day','dispel magic, black tentacles','5e SRD','Special','D&D 5e',1),('demodand','Demodand','Adhesive Flesh','Any time a creature strikes the tarry demodand with a non-natural melee weapon, the attacker must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the demodand\'s body. If the weapon\'s wielder can\'t or won\'t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can\'t be used. A creature can pull the weapon free by taking an action to make a DC 16 Strength check and succeeding. Doing so, however, subjects it to an opportunity attack by the tarry demodand.','5e SRD','Special','D&D 5e',1),('demodand','Demodand','At will','detect magic, invisibility (self only), fear, ray of enfeeblement','5e SRD','Special','D&D 5e',1),('demodand','Demodand','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('demodand','Demodand','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and automatically initiates a grapple if the tarry demodand wishes. Grappled creatures must succeed at a Strength (Athletics) or Dexterity (Acrobatics) check contested by the tarry demodand\'s Strength (Athletics) check. For each such grappled opponent, the tarry demodand must forgo one of its Claw attacks while the grapple is in effect. However, it has advantage on melee attacks conducted against grappled creatures.','5e SRD','Action','D&D 5e',1),('demodand','Demodand','Improved Sense of Smell','The tarry demodand has advantage on Perception checks that rely on scent.','5e SRD','Special','D&D 5e',1),('demodand','Demodand','Innate Spellcasting','The tarry demodand\'s innate spellcasting is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('demodand','Demodand','Magic Resistance','The tarry demodand has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('demodand','Demodand','Multiattack','The tarry demodand makes one Bite attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('demodand','Demodand','Rage','(3/day)The tarry demodand may enter a rage. While enraged it gains advantage on Strength checks and saving throws, inflicts +3 additional damage each time it hits with a melee attack, and gains resistance to bludgeoning, piercing, and slashing damage. The rage lasts for 1 minute or until the tarry demodand chooses to end it (as a bonus action). While enraged, the tarry demodand may not use its Innate Spellcasting abilities or Summon Demodand.','5e SRD','Bonus Action','D&D 5e',1),('demodand','Demodand','Reckless Attack','Each round on its turn, the tarry demodand can choose to attack recklessly, gaining advantage on all melee attack rolls during the round. However, attack rolls against the demodand then have advantage until the start of its next turn.','5e SRD','Special','D&D 5e',1),('demodand','Demodand','Summon Demodand','(1/day)The tarry demodand has a 30% chance of summoning one tarry demodand to aid it for up to 1 minute. The summoned demodand appears in an unoccupied space within 60 feet of the summoning demodand and acts on the summoner\'s initiative.','5e SRD','Action','D&D 5e',1),('denizenofLeng',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('denizenofLeng',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),('derghodaemon','Derghodaemon','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),('derghodaemon','Derghodaemon','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),('derhii','Derhii','Aerial Charge','','d20web','Special (Ex)','d20',1),('derhii','Derhii','Aerial Charge (Ex)','When airborne, a derhii can dive at twice its normal flying speed. This is the equivalent of a charge, granting a +2 bonus on the attack roll and a -2 penalty to AC.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('derhii','Derhii','Booming Voice','','d20web','Special (Ex)','d20',1),('derhii','Derhii','Booming Voice (Ex)','A derhii can use its own booming voice as a signal. The sound can be heard up to 12 miles away as a thrumming in the air that conveys 20 words of information in 5 minutes.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('derhii','Derhii','Feat 1','Acrobatic','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('derhii','Derhii','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('derhii','Derhii','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('derhii','Derhii','Feat 4',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('derhii','Derhii','Knockdown','','d20web','Special (Ex)','d20',1),('derhii','Derhii','Knockdown (Ex)','When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii\'s confirmation roll exceeds its opponent\'s CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('derhii','Derhii','Melee 1','mwk falchion +12/+7 (2d6+7/18-20) or2 slams +11 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('derhii','Derhii','mwk','mwk','d20web','Action','d20',1),('derhii','Derhii','Ranged 1','javelin +9 (1d8+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('derhii','Derhii','|Aerial Charge|Booming Voice','When airborne, a derhii can dive at twice its normal flying speed.','aquilae','Special','OSR',1),('derhii','Derhii','|Aerial Charge|Booming Voice','A derhii can use its own booming voice as a signal. The sound can be heard up to minutes.','aquilae','Special','OSR',2),('deroMagister',NULL,'Dero','This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.','fan json','Trait','Pathfinder 2e',1),('deroMagister',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),('deroStalker',NULL,'Dero','This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.','fan json','Trait','Pathfinder 2e',1),('deroStalker',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),('deroStrangler',NULL,'Dero','This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.','fan json','Trait','Pathfinder 2e',1),('deroStrangler',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),('dervish','Dervish','Arms','50% of group have: leather armour, shield, lance; 25% have: leather armour, shield, shortbow, sword; 25% have: chainmail, shield, lance.','OSE','Special','OSR',2),('dervish','Dervish','Camp leaders','Led by 10th level cleric.','OSE','Special','OSR',4),('dervish','Dervish','Camps','Groups commonly combine and live in a camp or tribe of up to 300 dervishes, plus women, children, and animals. 25% chance of a wood or brick enclosure.','OSE','Special','OSR',3),('dervish','Dervish','Holy war','Occasionally wage war against other religious factions. Will slay people of different faith, or take them prisoner. Prisoners must convert; otherwise killed or used as slaves. Characters of Lawful alignment may be asked to join the holy war. Dervishes are highly suspicious of those who refuse (without good reason).','OSE','Special','OSR',6),('dervish','Dervish','Intolerant','Of other religious views.','OSE','Special','OSR',5),('dervish','Dervish','Mounted','On warhorses.','OSE','Special','OSR',1),('dervish','Dervish','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('desa-Desa',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),('desecratedGuardian',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),('desert\'sHowl',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('desertDrake','Desert Drake','bite','15 (2d6+9/19-20 plus 1d10 electricity)','d20web','Action','d20',1),('desertDrake','Desert Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('desertDrake','Desert Drake','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('desertDrake','Desert Drake','Speed Surge','','d20web','Special (Ex)','d20',1),('desertDrake','Desert Drake','tail slap','9 (1d8+3 plus','d20web','Action','d20',1),('desertDrake','Desert Drake','|Sandstorm|Breath','A desert drake can spit a ball of electrically charged sand that bursts into a cloud.','aquilae','Special','OSR',1),('desertDrake','Desert Drake','|Sandstorm|Breath','This attack has a range of 60 feet and deals 3d8 bludgeoning damage plus an equal amount of additional electricity damage in a 15-foot-radius spread (Breath save halves both amounts). The cloud remains for 1d4 rounds, dealing no damage but otherwise acting as obscuring mist. Once a desert drake uses its breath, it cannot do so again for 1d6 rounds.','aquilae','Special','OSR',2),('desertGiant','Desert Giant','Falchion','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('desertGiant','Desert Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('desertGiant','Desert 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),('desertGiant','Desert Giant','Multiattack','The giant makes two falchion attacks.','5e SRD','Action','D&D 5e',1),('desertGiant','Desert Giant','mwk scimitars','16/+16/+11/+11 (1d8+8/15-20) or 2 slams +16 (1d8+8)','d20web','Action','d20',1),('desertGiant','Desert Giant','Rock','Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('desertGiant','Desert Giant','Sand Camouflage','The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.','5e SRD','Special','D&D 5e',1),('desertGiant','Desert Giant','Sandwalking','','d20web','Special (Ex)','d20',1),('desertGiant','Desert Giant','Scimitar Training','','d20web','Special (Ex)','d20',1),('desertGiant','Desert Giant','Wasteland Stride','The giant ignores difficult terrain caused by sand, gravel, or rocks.','5e SRD','Special','D&D 5e',1),('desertGiant','Desert Giant','|Rock Catching|Rock Throwing|Sandwalking','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),('desertGiant','Desert Giant','|Rock Catching|Rock Throwing|Sandwalking','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),('desertGiant','Desert Giant','|Rock Catching|Rock Throwing|Sandwalking','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),('desertGiant','Desert Giant','|Rock Catching|Rock Throwing|Sandwalking','A desert giant travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to.','aquilae','Special','OSR',4),('destrachan','Destrachan','2 claws','12 (1d8+4)','d20web','Action','d20',1),('destrachan','Destrachan','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('destrachan','Destrachan','bite','12 (2d6+4)','d20web','Action','d20',1),('destrachan','Destrachan','|Destructive|Harmonics','A destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot-radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. Destruction: All creatures within the area of effect of the destructive harmonics take 3d8 sonic damage - a Breath save halves this damage. Alternatively, the destrachan can target a single crystal, metal, stone, or wooden object within 80 feet with this attack - that object takes double this amount of damage. Pain: Rather than deal damage, the destrachan can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a Spell save to avoid being stunned for 1 round and deafened for 1d6 rounds.','aquilae','Special','OSR',1),('devilMonkey','Devil Monkey','bite','15 (2d8+15 plus puncture armor)','d20web','Action','d20',1),('devilShark','Devil Shark','Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18).','5e SRD','Action','D&D 5e',1),('devilShark','Devil Shark','Blood Frenzy','The devil shark has advantage on melee attack rolls against any creature that doesn\'t have all its hp.','5e SRD','Special','D&D 5e',1),('devilShark','Devil Shark','Freezing Breath (Recharge 5-6)','The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn\'t pushed. With a fang-filled maw and the glimmer of malevolent intelligence in its ruby red eyes, this shark-like creature glides through the depths in complete silence.','5e SRD','Action','D&D 5e',1),('devilShark','Devil Shark','Keen Smell','The devil shark has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('devilShark','Devil Shark','Magic Resistance','The devil shark has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('devilShark','Devil Shark','Shark Telepathy','The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as \"come here,\" \"defend me,\" or \"attack this target.\"','5e SRD','Special','D&D 5e',1),('devilShark','Devil Shark','Swallow','The devil shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark\'s turns. A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. If the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('devilSwine','Devil Swine','Ambush','Prefer to attack by surprise.','OSE','Special','OSR',11),('devilSwine','Devil Swine','Armour','Not used because it hinders shape-changing.','OSE','Special','OSR',4),('devilSwine','Devil Swine','Charm person','3 times a day. Save versus spells at -2 or be charmed: move towards the devil swine (resisting those who try to prevent it); obey the devil swine\'s commands (if understood); defend the devil swine; unable to cast spells or use magic items; unable to harm the devil swine. Killing the devil swine breaks the charm.','OSE','Special','OSR',12),('devilSwine','Devil Swine','Charmed victims','1d4-1 accompany a devil swine.','OSE','Special','OSR',13),('devilSwine','Devil Swine','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('devilSwine','Devil Swine','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),('devilSwine','Devil Swine','Languages','In human form, can speak normally. In animal form, can only speak with animals of the associated type.','OSE','Special','OSR',3),('devilSwine','Devil Swine','magic','1 * gore (2d6) or 1 * weapon (1d6 or by weapon) or 1 * magic (charm)','OSE','Action','OSR',1),('devilSwine','Devil Swine','Mundane damage immunity','In animal form, can only harmed by silver weapons or magic.','OSE','Special','OSR',2),('devilSwine','Devil Swine','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('devilSwine','Devil Swine','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('devilSwine','Devil Swine','Shapechange','Only at night.','OSE','Special','OSR',10),('devilSwine','Devil Swine','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),('devilSwine','Devil Swine','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('devourer','Devourer','1/day each','create undead, true seeing','5e SRD','Special','D&D 5e',1),('devourer','Devourer','2 claws','18 (1d8+9 plus','d20web','Action','d20',1),('devourer','Devourer','3/day each','chill touch, inflict wounds, ray of enfeeblement','5e SRD','Special','D&D 5e',1),('devourer','Devourer','At will','animate dead','5e SRD','Special','D&D 5e',1),('devourer','Devourer','At will','animate dead4th, bestow curse4th (DC 19), confusion4th (DC 19), control undead7th (DC 22), death knell2nd (DC 17), ghoul touch2nd (DC 17), inflict serious wounds3rd (DC 18), lesser planar ally4th, ray of enfeeblement1st, spectral hand2nd, suggestion3rd (DC 18), true seeing6th, vampiric touch3rd (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('devourer','Devourer','Bite','Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 17 (2d8 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('devourer','Devourer','Claws','Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('devourer','Devourer','Devour Soul','When the devourer reduces a creature to 0 hit points, that creature must succeed on a DC 18 Wisdom saving throw or the devourer consumes the creature\'s soul. Creatures that die in this manner can only be restored to life by a true resurrection or wish spell.','5e SRD','Special','D&D 5e',1),('devourer','Devourer','Devour Soul (Su)','By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 22 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer\'s chest. The creature cannot be brought back to life until the devourer\'s destruction (or a spell deflection-see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell\'s level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained-these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('devourer','Devourer','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('devourer','Devourer','Feat 2',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('devourer','Devourer','Feat 3',' Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('devourer','Devourer','Feat 4',' Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('devourer','Devourer','Feat 5',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('devourer','Devourer','Feat 6',' Improved Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('devourer','Devourer','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('devourer','Devourer','Innate Spellcasting','The devourer\'s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devourer can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('devourer','Devourer','Melee 1','2 claws +18 (1d8+9 plus energy drain)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('devourer','Devourer','Multiattack','The devourer makes one bite attack and two attacks with its claws.','5e SRD','Action','D&D 5e',1),('devourer','Devourer','Spell Deflection (Su)','If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected-success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('devourer','Devourer','Torment Soul (Recharge 6)','The devourer creates a howling whirlwind of necrotic energy in a 20-foot radius centered on itself. Each creature in that area that is not undead or a construct must succeed on a DC 18 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('devourer','Devourer','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),('devourer','Devourer','|Devour Soul|Energy Drain|Telepathy','By making a melee attack as a standard action, a devourer can deal necrotic damage. A Death save halves this damage. The soul of a creature slain by this attack becomes trapped within the devourer\'s chest. The creature cannot be brought back to life until the devourer\'s destruction releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell\'s level. At the start of an encounter, a devourer generally has miracle or wish.','aquilae','Special','OSR',1),('devourer','Devourer','|Devour Soul|Energy Drain|Telepathy','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 (10 for a critical hit) each time this effect occurs.','aquilae','Special','OSR',2),('devourer','Devourer','|Devour Soul|Energy Drain|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),('dezullon',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),('dhampirWizard',NULL,'Dhampir','A creature with this trait has the dhampir versatile heritage. These humanoids are the mortal offspring of vampires and members of other ancestries.','fan json','Trait','Pathfinder 2e',1),('dhampirWizard',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),('dhampirWizard',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),('dig-Widget',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),('dig-Widget',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),('dimari-Diji',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),('diminutionDrake',NULL,'Change Scale','As a bonus action, the drake can change its size to Tiny or Small for 1 minute. While its size is reduced, it can\'t use In One Bite, and it has advantage on stinger attacks made against creatures larger than it. It can end this effect early as a bonus action.','5e SRD','Special','D&D 5e',1),('diminutionDrake',NULL,'Claw','Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('diminutionDrake',NULL,'In One Bite','Melee Weapon Attack: +7 to hit, reach 10 ft., one Tiny target. Hit: The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the drake. While swallowed, the target\'s hit points are reduced to 0, and it is stable. If a creature remains swallowed for 1 minute, it dies. While it has a creature swallowed, the diminution drake can\'t reduce its size below Medium. If the diminution drake dies, a swallowed creature\'s hit points return to the amount it had before it was swallowed, and the creature falls prone in an unoccupied space within 5 feet of the drake.','5e SRD','Action','D&D 5e',1),('diminutionDrake',NULL,'Keen Smell','The diminution drake has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('diminutionDrake',NULL,'Multiattack','The drake makes two claw attacks and one stinger attack.','5e SRD','Action','D&D 5e',1),('diminutionDrake',NULL,'Shrinking Breath (Recharge 5-6)','The drake exhales poison in a 15-foot-line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 17 (5d6) poison damage and its size is reduced by one category until it completes a short or long rest. On a success, it takes half the damage and isn\'t reduced in size. This breath can reduce a creature\'s size to no smaller than Tiny.','5e SRD','Action','D&D 5e',1),('diminutionDrake',NULL,'Stinger','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or have its size reduced by one category until it completes a short or long rest. This attack can reduce a creature\'s size to no smaller than Tiny.','5e SRD','Action','D&D 5e',1),('dimorphodon',NULL,'|Poison','Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage and 1d6 poison damage; cure 1 save.','aquilae','Special','OSR',1),('dingetooth',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('dingetooth',NULL,'Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('direApe',NULL,'Fist','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('direApe',NULL,'Keen Scent','The dire ape has advantage on Wisdom (Perception) checks that rely on scent.','5e SRD','Special','D&D 5e',1),('direApe',NULL,'Multiattack','The dire ape makes two Fist attacks.','5e SRD','Action','D&D 5e',1),('direApe',NULL,'Throw Tree','Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('direBadger',NULL,'2 claws','4 (1d3+2)','d20web','Action','d20',1),('direBadger',NULL,'bite','4 (1d4+2)','d20web','Action','d20',1),('direBadger',NULL,'|Blood Rage','When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty on AC.','aquilae','Special','OSR',1),('direBadger',NULL,'|Blood Rage','The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.','aquilae','Special','OSR',2),('direBat','Dire Bat','bite','5 (1d8+4)','d20web','Action','d20',1),('direBear','Dire Bear','2 claws','13 (1d6+7 plus','d20web','Action','d20',1),('direCorby','Dire Corby','2 claws','5 (1d4+3)','d20web','Action','d20',1),('direCorby','Dire Corby','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft.; one creature. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('direCorby','Dire Corby','Doomsong (Sp)','','d20web','Special (Sp)','d20',1),('direCorby','Dire Corby','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('direCorby','Dire Corby','Feat 2',' Skill Focus (Stealth)B','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('direCorby','Dire Corby','Leap','','d20web','Special (Ex)','d20',1),('direCorby','Dire Corby','Leap (Ex)','A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it succeeds at this Acrobatics check, it can make a full attack (two claw attacks, plus a rend attack if both claws hit) against foes in reach. If it fails, it can still make its one attack as normal for a charge.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('direCorby','Dire Corby','Melee 1','2 claws +3 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('direCorby','Dire Corby','Multiattack','A dire corby makes two Claw attacks.','5e SRD','Action','D&D 5e',1),('direCorby','Dire Corby','Screech of Doom (Su)','','d20web','Special (Su)','d20',1),('direCorby','Dire Corby','|Rend','If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent\'s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.','aquilae','Special','OSR',1),('direCrocodile',NULL,'bite','18 (3d6+13/19-20 plus','d20web','Action','d20',1),('direCrocodile',NULL,'|Death Roll|Sprint|Swallow Whole','When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.','aquilae','Special','OSR',1),('direCrocodile',NULL,'|Death Roll|Sprint|Swallow Whole','Once every 1d4 rounds, a crocodile may sprint, increasing its land speed to 40 feet for 1 round.','aquilae','Special','OSR',2),('direCrocodile',NULL,'|Death Roll|Sprint|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',3),('direHyena',NULL,'Melee bite','6 (2d6+6 plus','d20web','Action','d20',1),('direLion',NULL,'|Rake','Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',1),('direTiger',NULL,'|Rake','Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',1),('direWeasel','Dire Weasel','bite','6 (1d6+3)','d20web','Action','d20',1),('direWeasel','Dire Weasel','|Blood Drain|Blood Rage|Compression','The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d4 Constitution damage.','aquilae','Special','OSR',1),('direWeasel','Dire Weasel','|Blood Drain|Blood Rage|Compression','When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty on AC.','aquilae','Special','OSR',2),('direWeasel','Dire Weasel','|Blood Drain|Blood Rage|Compression','The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.','aquilae','Special','OSR',3),('direWeasel','Dire Weasel','|Blood Drain|Blood Rage|Compression','The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.','aquilae','Special','OSR',4),('direWolf','Dire 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),('direWolf','Dire Wolf','bite','7 (1d8+6 plus','d20web','Action','d20',1),('direWolf','Dire Wolf','bite','1 * bite (2d4)','OSE','Action','OSR',1),('direWolf','Dire Wolf','Mounts','Sometimes trained as mounts by goblins.','OSE','Special','OSR',2),('direWolf','Dire Wolf','Training','At the referee\'s discretion, captured cubs may be trained like dogs. Dire wolves are ferocious and extremely difficult to train.','OSE','Special','OSR',1),('direWolverine',NULL,'2 claws','6 (1d8+4)','d20web','Action','d20',1),('direWolverine',NULL,'bite','6 (1d6+4)','d20web','Action','d20',1),('dirgePiper',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),('dirgePiper',NULL,'Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('dismembermentTable',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),('dismembermentTable',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),('displacerBeast','Displacer Beast','Displacement','Appear 3\' from actual location: attackers suffer -2 to hit.','OSE','Special','OSR',1),('displacerBeast','Displacer Beast','Hate blink dogs','Always attack them and their companions.','OSE','Special','OSR',3),('displacerBeast','Displacer Beast','Save bonus','+2 to all saves.','OSE','Special','OSR',2),('displacerBeast','Displacer Beast','tentacle','2 * tentacle (2d4)','OSE','Action','OSR',1),('divineWardenOfBrigh',NULL,'Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('divineWardenOfBrigh',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),('divineWardenOfBrigh',NULL,'Divine','This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('divineWardenOfBrigh',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),('divineWardenOfNethys',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),('divineWardenOfNethys',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),('djinni','Djinni','1/day','create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('djinni','Djinni','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),('djinni','Djinni','Air Mastery (Ex)','Airborne creatures take a -1 penalty on attack and damage rolls against a djinni.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('djinni','Djinni','At will','detect evil and good, detect magic, thunderwave','5e SRD','Special','D&D 5e',1),('djinni','Djinni','At will','invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('djinni','Djinni','Create Whirlwind','A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.','5e SRD','Action','D&D 5e',1),('djinni','Djinni','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),('djinni','Djinni','Elemental Demise','If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.','5e SRD','Special','D&D 5e',1),('djinni','Djinni','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('djinni','Djinni','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('djinni','Djinni','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('djinni','Djinni','Feat 4',' Improved InitiativeB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('djinni','Djinni','Feat 5',' Wind Stance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('djinni','Djinni','Genie','The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.','fan json','Trait','Pathfinder 2e',1),('djinni','Djinni','Innate Spellcasting','The djinni\'s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('djinni','Djinni','Melee 1','2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('djinni','Djinni','Multiattack','The djinni makes three scimitar attacks.','5e SRD','Action','D&D 5e',1),('djinni','Djinni','Scimitar','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni\'s choice).','5e SRD','Action','D&D 5e',1),('djinni','Djinni','|Air Mastery|Telepathy','Airborne creatures take a -1 penalty on attack and damage rolls against this creature.','aquilae','Special','OSR',1),('djinni','Djinni','|Air Mastery|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',2),('doblagub',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),('doblagub',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('dolphin','Dolphin','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft. One Target. Hit: 3 (1d6)','5e SRD','Action','D&D 5e',1),('dolphin','Dolphin','Charge','On the first round of combat or any time it can move up to 10 feet before attacking, the dolphin can make both a ram and a bite attack against the same target.','5e SRD','Special','D&D 5e',1),('dolphin','Dolphin','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dolphin','Dolphin','Hold Breath (Ex)','A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dolphin','Dolphin','Melee 1','slam +3 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dolphin','Dolphin','Ram','Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 4 (1d8) bludgeoning.','5e SRD','Action','D&D 5e',1),('dolphin','Dolphin','School Tactics','The dolphin has advantage on an attack roll against a creature if at least one of the dolphin\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('dolphin','Dolphin','Sonar','The dolphin can navigate by emitting sound waves and is able find their way even in the darkest conditions. As a result, the dolphin is immune to the blinded condition and gains its proficiency bonus to Perception. Spells or conditions that negate sound also foul this ability.','5e SRD','Special','D&D 5e',1),('dolphin','Dolphin','Water Dependent','While they are mammals and require air to breathe, dolphins cannot survive out of water. Within 1d4 hours of \"beaching,\" the dolphin will overheat, dry out and die.','5e SRD','Special','D&D 5e',1),('domovoi',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('doorwarden',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),('doppelganger','Doppelganger','bite','1 * bite (1d12)','OSE','Action','OSR',1),('doppelganger','Doppelganger','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),('doppelganger','Doppelganger','Reversion','If killed, reverts to its original form.','OSE','Special','OSR',3),('doppelganger','Doppelganger','Shape stealing','Can adopt the form of any human-like creature (7\' tall or less) observed. Then proceed to attack the person mimicked.','OSE','Special','OSR',1),('doppelganger','Doppelganger','Spell immunity','Unaffected by sleep and charm spells.','OSE','Special','OSR',4),('doppelganger','Doppelganger','Trickery','Will attempt to kill a PC, take on their role, then attack the party by surprise (e.g. during a battle).','OSE','Special','OSR',2),('doprillu',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('doru',NULL,'Div','Divs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.','fan json','Trait','Pathfinder 2e',1),('doru',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),('doruDiv',NULL,'bite','9 (1d4-1 plus','d20web','Action','d20',1),('doruDiv',NULL,'Poison','','d20web','Special (Ex)','d20',1),('doruDiv',NULL,'|Poison|See in Darkness|Telepathy','Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Wisdom damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',1),('doruDiv',NULL,'|Poison|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',2),('doruDiv',NULL,'|Poison|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('dossenus','Dossenus','bite','4 (1d6+3/19-20)','d20web','Action','d20',1),('dossenus','Dossenus','Burrow (Ex)','A dossenus can burrow through stone (or weaker materials such as wood) as easily as dirt.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dossenus','Dossenus','Devastating Maw (Ex)','A dossenus\' bite attack counts as adamantine for the purposes of overcoming DR and bypassing hardness.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dossenus','Dossenus','Feat 1','Improved CriticalB (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dossenus','Dossenus','Feat 2',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dossenus','Dossenus','Feat 3',' Weapon SpecializationB (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dossenus','Dossenus','Hydrophobia (Ex)','A dossenus cannot swim and always fails Swim checks. If a dossenus becomes completely submerged in water, it must succeed at a DC 15 Will save on its turn each round or be paralyzed with fear until it is no longer submerged.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dossenus','Dossenus','Melee 1','bite +4 (1d6+3/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dossenus','Dossenus','Swarming (Ex)','Dossenuses are brutally efficient at swarming foes and often skitter atop one another in their haste to overwhelm and devour prey. Up to two dossenuses can share the same square at the same time. If two dossenuses sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dossenus','Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','A dossenus can burrow through stone (or weaker materials such as wood) as easily as dirt.','aquilae','Special','OSR',1),('dossenus','Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','A dossenus\' bite attack counts as adamantine for the purposes of overcoming resistance and damaging objects.','aquilae','Special','OSR',2),('dossenus','Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','A dossenus cannot swim and always fails Swim or related checks. If a dossenus becomes completely submerged in water, it must succeed at a Paralysis save on its turn each round or be paralyzed with fear until it is no longer submerged.','aquilae','Special','OSR',3),('dossenus','Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','You are blinded for 1 round if exposed to bright light, such as sunlight or magical light. You are dazzled as long as you remain in areas of bright light.','aquilae','Special','OSR',4),('dossenus','Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','Dossenuses are brutally efficient at swarming foes and often skitter atop one another in their haste to overwhelm and devour prey. Up to two dossenuses can share the same square at the same time. If two dossenuses sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.','aquilae','Special','OSR',5),('draco','Draco','bite','1 * bite (1d10)','OSE','Action','OSR',1),('dracolisk','Dracolisk','2 claws','16 (1d6+6)','d20web','Action','d20',1),('dracolisk','Dracolisk','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),('dracolisk','Dracolisk','bite','16 (2d6+6)','d20web','Action','d20',1),('dracolisk','Dracolisk','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),('dracolisk','Dracolisk','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dracolisk','Dracolisk','Feat 2',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dracolisk','Dracolisk','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dracolisk','Dracolisk','Feat 4',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dracolisk','Dracolisk','Immunity to Energy','','d20web','Special (Ex)','d20',1),('dracolisk','Dracolisk','Melee 1','bite +14 (1d8+7)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dracolisk','Dracolisk','Melee 2',' 2 claws +14 (1d4+7)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('draconal',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),('draconal',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),('draconalAgathion','Draconal Agathion','2 claws','31 (1d8+6 plus 1d6 energy)','d20web','Action','d20',1),('draconalAgathion','Draconal Agathion','bite','36 (2d6+13 plus 1d6 energy)','d20web','Action','d20',1),('draconalAgathion','Draconal Agathion','Celestial Focus','','d20web','Special (Ex)','d20',1),('draconalAgathion','Draconal Agathion','|Fire Breath|Fire|Regeneration|rounds.','Creature inflicts an extra 1d6 fire damage with each successful bite and claw attack.','aquilae','Special','OSR',1),('draconalAgathion','Draconal Agathion','|Fire Breath|Fire|Regeneration|rounds.','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing.','aquilae','Special','OSR',2),('draconalAgathion','Draconal Agathion','|Fire Breath|Fire|Regeneration|rounds.','Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',3),('dracotaur','Dracotaur','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage.','5e SRD','Action','D&D 5e',1),('dracotaur','Dracotaur','Charge','If the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage.','5e SRD','Special','D&D 5e',1),('dracotaur','Dracotaur','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('dracotaur','Dracotaur','Lightning Arrow (Recharges after a Short or Long Rest)','The dracotaur shoots an arrow at a point it can see within 150 feet where it explodes into a 20-foot-radius sphere of lightning. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as damage much on a successful one.','5e SRD','Action','D&D 5e',1),('dracotaur','Dracotaur','Lightning Breath (Recharge 5-6)','The dracotaur exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('dracotaur','Dracotaur','Longbow','Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('dracotaur','Dracotaur','Multiattack','The dracotaur makes two attacks: one with its bite and one with its claws or two with its longbow.','5e SRD','Action','D&D 5e',1),('dragon\'sBloodPuffball',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('dragon\'sBloodPuffball',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),('dragonCrab','Dragon Crab','1st level (4 slots)','detect magic, entangle, speak with animals, thunderwave','5e SRD','Special','D&D 5e',1),('dragonCrab','Dragon Crab','2nd level (3 slots)','heat metal, hold person, spike growth','5e SRD','Special','D&D 5e',1),('dragonCrab','Dragon Crab','3rd level (3 slots)','cure wounds, dispel magic, protection from energy','5e SRD','Special','D&D 5e',1),('dragonCrab','Dragon Crab','4th level (3 slots)','blight, confusion, hallucinatory terrain','5e SRD','Special','D&D 5e',1),('dragonCrab','Dragon Crab','5th level (2 slots)','conjure elemental, contagion','5e SRD','Special','D&D 5e',1),('dragonCrab','Dragon Crab','Cantrips (at will)','druidcraft, guidance, poison spray, resistance','5e SRD','Special','D&D 5e',1),('dragonCrab','Dragon Crab','Cast a Spell (Costs 3 Actions)','The dragon crab casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('dragonCrab','Dragon Crab','Crush','Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the dragon crab. Hit: 16 (2d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('dragonCrab','Dragon Crab','Detect','The dragon crab makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('dragonCrab','Dragon Crab','Eldritch Tides','Surface waters in a 4-mile radius above the dragon crab\'s lairs are prone to strange currents, unpredictable winds, and even some whirlpools. The dragon crab has no control over these and they cannot be used to its direct tactical advantage, but they increase the difficulty of seagoing navigation by 5 for any vessels or swimming creatures that attempt to traverse them. Local sea life has adapted to these strange currents; anything born within the 4-mile radius of the effect suffers no penalties in navigating it.','5e SRD','Regional Effect','D&D 5e',1),('dragonCrab','Dragon Crab','Gleam','The dragon crab reflects light into the eyes of one target it can see within 60 feet. The target must succeed on a DC 18 Dexterity saving throw or be blinded until the end of the dragon crab\'s next turn.','5e SRD','Legendary Action','D&D 5e',1),('dragonCrab','Dragon Crab','Kick','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('dragonCrab','Dragon Crab','Legendary Resistance (3/day)','If the dragon crab fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('dragonCrab','Dragon Crab','Magic Resistance','The dragon crab has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('dragonCrab','Dragon Crab','Multiattack','The dragon crab makes six attacks: two with its pincers and four with its legs. It can use Crush instead of a pincer attack.','5e SRD','Action','D&D 5e',1),('dragonCrab','Dragon Crab','Pincer','Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). The dragon crab has two pincers, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('dragonCrab','Dragon Crab','Pincer (Costs 2 Actions)','The dragon crab performs two pincer attacks or uses Crush on up to two creatures it already has grappled.','5e SRD','Legendary Action','D&D 5e',1),('dragonCrab','Dragon Crab','Pooling Shadow','Magical darkness spreads from a chosen point within 60 feet of the dragon crab, filling a 15-foot radius sphere until the dragon crab dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can\'t see through this darkness, and nonmagical light can\'t illuminate it. If any of the effect\'s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.','5e SRD','Lair Action','D&D 5e',1),('dragonCrab','Dragon Crab','Riptide','Pools of water within 120 feet of the dragon crab that it can see surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.','5e SRD','Lair Action','D&D 5e',1),('dragonCrab','Dragon Crab','Spellcasting','The dragon crab is a 12th level spellcaster. Its casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The dragon crab can cast the following spells:','5e SRD','Special','D&D 5e',1),('dragonCrab','Dragon Crab','Treacherous Hoards','A heap of the dragon crab\'s treasure hoard collapses over one target within 120 feet that the dragon crab can see. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. The creature can take an action to make a DC 15 Strength check, ending the buried state on a success.','5e SRD','Lair Action','D&D 5e',1),('dragonCrab','Dragon Crab','wall of thorns','6th level (1 slot)','5e SRD','Special','D&D 5e',1),('dragonet',NULL,'Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 12 Strength saving throw or be grappled.','5e SRD','Action','D&D 5e',1),('dragonet',NULL,'Gritty Breath (Recharge 5-6)','The dragonette exhales a cloud of stinging dust in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A blinded 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),('dragonet',NULL,'Keen Smell','The barnyard dragonette has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('dragonet',NULL,'Scale Rake','One creature grappled by the dragonette must make a DC 12 Strength saving throw, taking 5 (2d4) slashing damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('dragonet',NULL,'Speak with Beasts','The barnyard dragonette can communicate with Beasts as if they shared a language.','5e SRD','Special','D&D 5e',1),('dragonHorse','Dragon Horse','2 hooves','14 (1d6+7)','d20web','Action','d20',1),('dragonHorse','Dragon Horse','Breath Weapons (Su)','As a standard action, a dragon horse can breathe out a 30-foot cone of mist. This mist either deals 10d6 points of cold damage (DC 20 Reflex half), creates a region of fog in the area that lasts for 1 minute (similar to that created by a fog cloud spell), or creates a blast of severe wind (see the wind effects table) in the area. The dragon horse may use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dragonHorse','Dragon Horse','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonHorse','Dragon Horse','Feat 2',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonHorse','Dragon Horse','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonHorse','Dragon Horse','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonHorse','Dragon Horse','Feat 5',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonHorse','Dragon Horse','Flying Charge','','d20web','Special (Ex)','d20',1),('dragonHorse','Dragon Horse','Flying Charge (Ex)','A dragon horse gains a +4 bonus on damage rolls if it charges while flying.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dragonHorse','Dragon Horse','Know Alignment (Su)','Dragon horses automatically know the alignment of any creature they can see.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dragonHorse','Dragon Horse','Melee 1','2 hooves +16 (2d6+7 plus 1d6 electricity)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonHorse','Dragon Horse','Shift Planes (Su)','A dragon horse can enter the Ethereal Plane, Astral Plane, Plane of Air, or Material Plane once per day as a standard action. This functions as plane shift, but the dragon horse can only bring up to two other willing creatures with it, and only if they are on its back.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dragonne','Dragonne','2 claws','13 (1d6+5)','d20web','Action','d20',1),('dragonne','Dragonne','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+4)','5e SRD','Action','D&D 5e',1),('dragonne','Dragonne','bite','13 (1d8+5)','d20web','Action','d20',1),('dragonne','Dragonne','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+4)','5e SRD','Action','D&D 5e',1),('dragonne','Dragonne','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonne','Dragonne','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonne','Dragonne','Feat 3',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonne','Dragonne','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonne','Dragonne','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonne','Dragonne','Melee 1','bite +13 (1d8+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonne','Dragonne','Melee 2',' 2 claws +13 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonne','Dragonne','Multiattack','While in melee combat, the dragonne attacks with a bite and two claw attacks.','5e SRD','Special','D&D 5e',1),('dragonne','Dragonne','Pounce','If the dragonne 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 dragonne can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('dragonne','Dragonne','Roar','A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Wisdom save or gain a level of exhaustion. Those within 30 feet who fail their saves gain two levels of exhaustion.','5e SRD','Special','D&D 5e',1),('dragonne','Dragonne','Roar (Su)','A dragonne can unleash a devastating roar every 1d4 rounds as a standard action. All creatures except dragonnes within 120 feet must succeed at a DC 17 Fortitude save or become fatigued. Those within 30 feet who fail their saves are also deafened for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dragonne','Dragonne','|Roar','A dragonne can unleash a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed at a Death save or become fatigued. Those within 30 feet who fail their saves are also deafened for 2d4 rounds. This is a sonic effect.','aquilae','Special','OSR',1),('dragonnel','Dragonnel','2 claws','12 (1d8+6)','d20web','Action','d20',1),('dragonnel','Dragonnel','bite','12 (2d6+6)','d20web','Action','d20',1),('dragonscarredDead',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),('dragonscarredDead',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),('dragonshardGuardian',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),('dragonstormFireGiant',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('dragonstormFireGiant',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),('dragonTurtle','Dragon Turtle','Amphibious','The dragon turtle can breathe air and water.','5e SRD','Special','D&D 5e',1),('dragonTurtle','Dragon Turtle','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),('dragonTurtle','Dragon Turtle','Attack ships','Sometimes try to destroy ships and eat the crew by surfacing below.','OSE','Special','OSR',3),('dragonTurtle','Dragon Turtle','Bite','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('dragonTurtle','Dragon Turtle','bite','1 * bite (1d6 * 10) or breath','OSE','Action','OSR',2),('dragonTurtle','Dragon Turtle','Breath weapon','90\' long, 30\' wide cloud of steam. Can be used up to three times per day. All caught in the area suffer damage equal to the dragon turtle\'s current hit points (save versus breath for half).','OSE','Special','OSR',1),('dragonTurtle','Dragon Turtle','Breath Weapon (Su)','Cloud of steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 20 half; effective both on the surface and underwater. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Capsize (Ex)','A dragon turtle can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain\'s Profession (sailor) check, whichever is higher. For each size category larger than the dragon turtle\'s size, it takes a cumulative -10 penalty on this CMB check.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Claw','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('dragonTurtle','Dragon Turtle','claw','2 * claw (1d8)] or breath','OSE','Action','OSR',1),('dragonTurtle','Dragon Turtle','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),('dragonTurtle','Dragon Turtle','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Feat 2',' Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Feat 3',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Feat 4',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Feat 5',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Melee 1','bite +18 (3d6+8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Melee 2',' 2 claws +18 (2d6+8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dragonTurtle','Dragon Turtle','Mistaken for island','When floating, can be mistaken for a small island.','OSE','Special','OSR',2),('dragonTurtle','Dragon Turtle','Multiattack','The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.','5e SRD','Action','D&D 5e',1),('dragonTurtle','Dragon Turtle','Steam Breath (Recharge 5-6)','The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn\'t grant resistance against this damage.','5e SRD','Action','D&D 5e',1),('dragonTurtle','Dragon Turtle','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.','5e SRD','Action','D&D 5e',1),('dragonTurtle','Dragon Turtle','Treasure','From sunken ships.','OSE','Special','OSR',4),('drainberryBush',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),('drakauthix',NULL,'Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('drakeCourser',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),('drakeCourser',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),('drakeSkeleton',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),('drakeSkeleton',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('drakeSkeleton',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),('drakon','Drakon','Acid Breath (Recharge 5-6)','The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area takes 28 (8d6) acid damage, or half damage with a successful DC 13 Constitution saving throw.','5e SRD','Action','D&D 5e',1),('drakon','Drakon','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage.','5e SRD','Action','D&D 5e',1),('drakon','Drakon','Dissolving Gaze','When a creature that can see the drakon\'s eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn\'t incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it\'s paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can\'t see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw.','5e SRD','Special','D&D 5e',1),('drakon','Drakon','Multiattack','The drakon makes one bite attack and one tail attack.','5e SRD','Action','D&D 5e',1),('drakon','Drakon','Tail','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('dramofir',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('dramofir',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),('draug',NULL,'cutlass','6 (1d6+2/19-20) or 2 claws +5 (1d4+2)','d20web','Action','d20',1),('draug',NULL,'Greataxe','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('draug',NULL,'Immunity to Fire','','d20web','Special (Ex)','d20',1),('draug',NULL,'Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('draugr',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),('draugr',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),('draxie',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('draxie',NULL,'Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('drazmorgtheDamned',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),('drazmorgtheDamned',NULL,'Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('dreadDhuthorex',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('dreadDhuthorex',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),('dreadRoc',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),('dreadsongDancer',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),('dreadWisp',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('dreadWraith',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),('dreadWraith',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),('dreadWraith',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),('dreamSpider',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),('drelevGuard',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),('drelevGuard',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),('drenchdead',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),('drenchdead',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),('dreshkan',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('dreshkan',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),('dretch','Dretch','1/day','cause fear (DC 11), stinking cloud (DC 13), summon (level 1, 1 dretch 35%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dretch','Dretch','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.','5e SRD','Action','D&D 5e',1),('dretch','Dretch','Claws','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.','5e SRD','Action','D&D 5e',1),('dretch','Dretch','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),('dretch','Dretch','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dretch','Dretch','Fetid Cloud (1/Day)','A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can\'t take reactions.','5e SRD','Action','D&D 5e',1),('dretch','Dretch','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),('dretch','Dretch','Melee 1','2 claws +4 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dretch','Dretch','Melee 2',' bite +4 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dretch','Dretch','Multiattack','The dretch makes two attacks: one with its bite and one with its claws.','5e SRD','Action','D&D 5e',1),('dretch','Dretch','|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',1),('drider','Drider','0 (at will)','bleed (DC 13), daze (DC 13), ghost sound, mage hand, ray of frost, read magic, resistance','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','1/day','clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','1st (7/day)','mage armor, magic missile, ray of enfeeblement (DC 14), silent image (DC 14)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','2nd (6/day)','invisibility, web (DC 15)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','3rd (4/day)','lightning bolt (DC 16)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('drider','Drider','At will','darkness, faerie fire','5e SRD','Special','D&D 5e',1),('drider','Drider','At will','dancing lights, darkness, faerie fire','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.','5e SRD','Action','D&D 5e',1),('drider','Drider','Constant','detect good, detect law, detect magic','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','dancing lights','Innate, at will','5e SRD','Special','D&D 5e',1),('drider','Drider','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('drider','Drider','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('drider','Drider','Feat 3',' Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('drider','Drider','Feat 4',' Weapon Focus (bite','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('drider','Drider','Feat 5',' mace)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('drider','Drider','Fey Ancestry','The drider has advantage on saving throws against being charmed, and magic can\'t put the drider to sleep.','5e SRD','Special','D&D 5e',1),('drider','Drider','Innate Spellcasting','The drider\'s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('drider','Drider','Longbow','Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.','5e SRD','Action','D&D 5e',1),('drider','Drider','Longsword','Melee Weapon Attack: +6 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),('drider','Drider','Melee 1','mwk heavy mace +9/+4 (1d8+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('drider','Drider','Melee 2',' bite +3 (1d4+1 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('drider','Drider','Multiattack','The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.','5e SRD','Action','D&D 5e',1),('drider','Drider','Poison','','d20web','Special (Ex)','d20',1),('drider','Drider','Poison (Ex)','Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','Ranged 1','mwk composite longbow +8/+3 (1d8+2/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('drider','Drider','Spells','A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','Spells Known (CL 6th)','Spells Known (CL 6th)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','Spider Climb','The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('drider','Drider','Sunlight Sensitivity','While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('drider','Drider','Undersized Weapons','','d20web','Special (Ex)','d20',1),('drider','Drider','Undersized Weapons (Ex)','Although a drider is Large, its upper torso is the same size as that of a Medium humanoid\'s upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('drider','Drider','Web Walker','The drider ignores movement restrictions caused by webbing.','5e SRD','Special','D&D 5e',1),('drider','Drider','|Poison','Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage and 1d8 Poison damage; cure 1 save.','aquilae','Special','OSR',1),('driverAnt','Driver Ant','bite','1 * bite (2d6)','OSE','Action','OSR',1),('driverAnt','Driver Ant','Lair treasure','30% chance of 1d10 * 1,000gp worth of gold nuggets, mined by the ants.','OSE','Special','OSR',3),('driverAnt','Driver Ant','Morale','Attack relentlessly, once they are engaged in melee (morale 12). Will even pursue through flames.','OSE','Special','OSR',2),('driverAnt','Driver Ant','Rapacious','Consume everything in their path, when hungry.','OSE','Special','OSR',1),('dromornis',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),('drow','Drow','1/day each','darkness, faerie fire, levitate (self only)','5e SRD','Special','D&D 5e',1),('drow','Drow','At will','dancing lights','5e SRD','Special','D&D 5e',1),('drow','Drow','Fey Ancestry','The drow has advantage on saving throws against being charmed, and magic can\'t put the drow to sleep.','5e SRD','Special','D&D 5e',1),('drow','Drow','Hand Crossbow','Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses its action to shake the target awake.','5e SRD','Action','D&D 5e',1),('drow','Drow','Innate Spellcasting','The drow\'s spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('drow','Drow','Multiattack','The drow makes two Rapier attacks.','5e SRD','Action','D&D 5e',1),('drow','Drow','Parry','The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.','5e SRD','Reaction','D&D 5e',1),('drow','Drow','Poison Use','','d20web','Special (Ex)','d20',1),('drow','Drow','Rapier','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('drow','Drow','Sunlight Sensitivity','While in sunlight, the drow has disadvantage on attack rolls as well as on Wisdom (Perception) ability checks that rely on sight.','5e SRD','Special','D&D 5e',1),('drow','Drow','Web Cannon (1/Day)','The drow fires a ball of concentrated webbing from his hand crossbow, targeting a point he can see within 30 feet. On impact, it creates a Spider\'s Trap hazard that occupies a 10-foot-by-10-foot square centered on the chosen point, detailed in the \"Terrain\" section.','5e SRD','Action','D&D 5e',1),('drowFighter',NULL,'Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('drowFighter',NULL,'Elf','A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.','fan json','Trait','Pathfinder 2e',1),('drowFighter',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),('drowHunter',NULL,'Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('drowHunter',NULL,'Elf','A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.','fan json','Trait','Pathfinder 2e',1),('drowHunter',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),('drownedMummy',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),('drownedMummy',NULL,'Mummy','A mummy is an undead creature created from a preserved corpse.','fan json','Trait','Pathfinder 2e',1),('drownedMummy',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),('drowPriestess',NULL,'Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('drowPriestess',NULL,'Elf','A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.','fan json','Trait','Pathfinder 2e',1),('drowPriestess',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),('drowRogue',NULL,'Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('drowRogue',NULL,'Elf','A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.','fan json','Trait','Pathfinder 2e',1),('drowRogue',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),('drowShootist',NULL,'Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('drowShootist',NULL,'Elf','A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.','fan json','Trait','Pathfinder 2e',1),('drowShootist',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),('drowWarden',NULL,'Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('drowWarden',NULL,'Elf','A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.','fan json','Trait','Pathfinder 2e',1),('drowWarden',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),('drusilla',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('dryad','Dryad','1/day','suggestion (DC 17)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dryad','Dryad','1/day each','spike growth','5e SRD','Special','D&D 5e',1),('dryad','Dryad','3/day','charm person (DC 15), deep slumber (DC 17), tree stride','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dryad','Dryad','At will','druidcraft, guidance, resistance','5e SRD','Special','D&D 5e',1),('dryad','Dryad','At will','entangle (DC 15), tree shape, wood shape (1 lb. only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dryad','Dryad','Bound with tree','Spiritually connected with a single tree. Dryad dies if the tree dies, or if separated by more than 240\'.','OSE','Special','OSR',1),('dryad','Dryad','Charm','Victim compelled to approach the tree, vanishes inside it (save versus spells with a -2 penalty). If not immediately rescued, the victim is lost forever.','OSE','Special','OSR',4),('dryad','Dryad','Constant','speak with plants','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dryad','Dryad','Defensive','Distrustful of strangers. Attempt to charm anyone who approaches or follows.','OSE','Special','OSR',3),('dryad','Dryad','entangle','3/day each','5e SRD','Special','D&D 5e',1),('dryad','Dryad','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dryad','Dryad','Feat 2',' Stealthy','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dryad','Dryad','Feat 3',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dryad','Dryad','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('dryad','Dryad','Fists','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('dryad','Dryad','Forest-goer','The hamadryad has advantage on all Dexterity (Stealth) checks made within a forest.','5e SRD','Special','D&D 5e',1),('dryad','Dryad','Innate Spellcasting','The hamadryad\'s innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components.','5e SRD','Special','D&D 5e',1),('dryad','Dryad','magic','1 * magic (charm)','OSE','Action','OSR',1),('dryad','Dryad','Meld with tree','Can disappear by joining with her tree.','OSE','Special','OSR',2),('dryad','Dryad','Melee 1','dagger +7 (1d4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dryad','Dryad','Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('dryad','Dryad','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),('dryad','Dryad','Ranged 1','masterwork longbow +8 (1d8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dryad','Dryad','Sneak Attack','Once per turn, the hamadryad deals an extra 7 (2d6) damage when she hits a target with a melee attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hamadryad that isn\'t incapacitated and the hamadryad doesn\'t have disadvantage on the attack roll.','5e SRD','Special','D&D 5e',1),('dryad','Dryad','Sylvan Allies (Recharge 5-6)','If the hamadryad is in a forest, she can summon a woodland animal (a Medium or smaller beast of CR 1/2 or less) which arrives at the end of her next turn. The beast will fight to protect the hamadryad at any cost.','5e SRD','Special','D&D 5e',1),('dryad','Dryad','Treasure','Hidden in roots of the tree.','OSE','Special','OSR',5),('dryad','Dryad','Tree Dependent (Su)','A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad\'s personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows-eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual and making a successful DC 20 Will save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dryad','Dryad','Tree Dependent (Su)','','d20web','Special (Su)','d20',1),('dryad','Dryad','Tree Meld (Su)','A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dryad','Dryad','Tree Meld (Su)','','d20web','Special (Su)','d20',1),('dryad','Dryad','Wild Empathy (Su)','This works like the druid\'s wild empathy class feature, except the dryad has a +6 racial bonus on the check. Dryads with druid levels add this racial modifier to their wild empathy checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dryad','Dryad','Wild Empathy (Su)','','d20web','Special (Su)','d20',1),('dryad','Dryad','Woodcraft','','d20web','Special (Ex)','d20',1),('dryad','Dryad','Woodcraft (Ex)','A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan\'s woodworking tools when making such checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dryad','Dryad','z','Speak with Plants This creature has the constant spell-like ability speak with plants, as the spell.','aquilae','Special','OSR',1),('dryad','Dryad','zz','Tree Dependent Tree Meld A dryad is mystically bonded to a single, enormous tree and must never stray more than having subtle influences on a specific dryad\'s personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must make a Death save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows- eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual. Lost ability score damage from this effect is recovered following a long rest.','aquilae','Special','OSR',2),('dryad','Dryad','zzz','A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.','aquilae','Special','OSR',3),('dryadQueen',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('dryadQueen',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('dryadQueen',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),('duende',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),('duende',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('duergarBombardier',NULL,'Duergar','Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.','fan json','Trait','Pathfinder 2e',1),('duergarBombardier',NULL,'Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('duergarBombardier',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),('duergarSharpshooter',NULL,'Duergar','Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.','fan json','Trait','Pathfinder 2e',1),('duergarSharpshooter',NULL,'Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('duergarSharpshooter',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),('duergarTaskmaster',NULL,'Duergar','Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.','fan json','Trait','Pathfinder 2e',1),('duergarTaskmaster',NULL,'Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('duergarTaskmaster',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),('dullahan',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),('duneshakerSolifugid',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),('dunewinder','Dunewinder','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the dunewinder. A swallowed creature is blinded and restrained, it has total cover from attacks and other effects outside the dunewinder, and it takes 7 (2d6) acid damage at the start of each of the dunewinder\'s turns. If the dunewinder dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('dunewinder','Dunewinder','Magic Resistance','The dunewinder has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('dunewinder','Dunewinder','Sand to Sky Attack (Recharge 2-3)','The dunewinder rises up out of a hole in the sand and reaches up 30 ft. into the sky. It makes a bite attack against one target.','5e SRD','Action','D&D 5e',1),('dunewinder','Dunewinder','Tunneler','The dunewinder can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.','5e SRD','Special','D&D 5e',1),('duskwalkerGhostHunter',NULL,'Duskwalker','A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers.','fan json','Trait','Pathfinder 2e',1),('duskwalkerGhostHunter',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),('duskwalkerGhostHunter',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),('dustDigger','Dust Digger','5 tentacles','8 (1d6+3 plus','d20web','Action','d20',1),('dustDigger','Dust Digger','bite','5 (1d8+3 plus','d20web','Action','d20',1),('dustDigger','Dust Digger','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dustDigger','Dust Digger','Feat 2',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dustDigger','Dust Digger','Feat 3',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dustDigger','Dust Digger','Melee 1','bite +5 (1d8+3 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dustDigger','Dust Digger','Melee 2',' 5 tentacles +3 (1d4+1 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('dustDigger','Dust Digger','Sinkhole','','d20web','Special (Ex)','d20',1),('dustDigger','Dust Digger','Sinkhole (Ex)','A dust digger can burrow into sand, loose soil, or dirt to lie in ambush just under the surface. When it feels (via tremorsense) prey walk into a square it threatens, it can deflate its body as an immediate action, causing the sand and other loose soil above to shift and slide. All creatures who were standing in the dust digger\'s reach must make a DC 15 Reflex save or become entangled as long as they remain in the dust digger\'s reach. All creatures who were standing at least partially in the dust digger\'s actual space must make a DC 15 Reflex save or become entangled and fall prone-if such a creature makes this save, it immediately moves to the closest adjacent unoccupied square. If this results in more than a 5-foot move, the creature moves that distance and then falls prone. The save DC is Strength-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('dustMephit','Dust Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('dustMephit','Dust Mephit','Air','Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.','fan json','Trait','Pathfinder 2e',1),