('troglodyte','Any mountains and underground','unknown','Echohawk','creature'),('troglodyte','Any Underground','Uncommon','aquilae','creature'),('troglodyte','Any Underground','Common','sulerin','creature'),('troglodyte','cave, dungeon, underground','unknown','5e CSV','creature'),('troglodyte','desert, cave','uncommon','hb','creature'),('troglodyte','Environment any underground','unknown','d20web','creature'),('troglodyte','grasslands, cave','uncommon','hb','creature'),('troglodyte','jungle, cave','uncommon','hb','creature'),('troglodyte','mountain, montane forest','uncommon','hb','creature'),('troglodyte','Subterranean and mountains','unknown','Echohawk','creature'),('troglodyte','taiga, cave','uncommon','hb','creature'),('troglodyte','Underground','unknown','Echohawk','creature'),('trogodon','wetlands, swamp','rare','hb','creature'),('troll','Any land','unknown','Echohawk','creature'),('troll','Any land Any land Lakes/rivers Any coast Any desert forest','Uncommon Very rare R','wmojo','creature'),('troll','Any land or subterranean area','unknown','Echohawk','creature'),('troll','Any Land or Underground','Very Rare','sulerin','creature'),('troll','Any land, aquatic, and underground','unknown','Echohawk','creature'),('troll','cave, dungeon, forest, mountain, swamp','unknown','5e CSV','creature'),('troll','Cold Mountains','Uncommon','aquilae','creature'),('troll','cold mountains','unknown','Archives Of Nethys 1e','creature'),('troll','cold mountains','unknown','d20web','creature'),('troll','Cold mountains','unknown','Echohawk','creature'),('troll','unknown','Common','Archives Of Nethys 2e','creature'),('troll','Wilds','unknown','Echohawk','creature'),('trollhound','Cold Mountains','Rare','aquilae','creature'),('trollhound','cold mountains','unknown','d20web','creature'),('trollhound','hills, forest','rare','hb','creature'),('trollhound','Sub-arctic to sub-tropical land','unknown','Echohawk','creature'),('trollhound','unknown','Common','Archives Of Nethys 2e','creature'),('trul','Hell','uncommon','hb','creature'),('trul','Tartarus','uncommon','hb','creature'),('trul','The Abyss','uncommon','hb','creature'),('trumpetBloom','jungle','rare','hb','creature'),('tsathogga','any (Abyss)','unknown','Tome Of Horrors','creature'),('tsathogga','The Abyss','unique','hb','creature'),('tsathoggua','Any','Unique','sulerin','creature'),('tsuchinoko','warm forests and plains','unknown','Creature Codex','creature'),('tsunoRavager','Shadowlands','unknown','Echohawk','creature'),('tuatara','any aquatic','unknown','Tome Of Horrors','creature'),('tuatara','grasslands, prairie','rare','hb','creature'),('tuatara','grasslands, steppe','rare','hb','creature'),('tuatara','hills, grasslands','rare','hb','creature'),('tuatara','temperate islands','unknown','d20web','creature'),('tuatara','Temperate Islands (Coast)','Uncommon','aquilae','creature'),('tucroc','grasslands, prairie','very rare','hb','creature'),('tucroc','grasslands, savanna','very rare','hb','creature'),('tucroc','grasslands, steppe','very rare','hb','creature'),('tucroc','lake, temperate, euphotic','very rare','hb','creature'),('tucroc','lake, tropical, euphotic','very rare','hb','creature'),('tucroc','river, temperate','very rare','hb','creature'),('tucroc','river, tropical','very rare','hb','creature'),('tukkator','any','rare','hb','creature'),('tulgar','any forests','unknown','Creature Codex','creature'),('tulgar','forest','very rare','hb','creature'),('tulgar','taiga','very rare','hb','creature'),('tumbleOx','hills, forest','uncommon','hb','creature'),('tumbleOx','mountain, montane forest','uncommon','hb','creature'),('tumblespark','Quasi-Elemental Plane of Lightning','unknown','Tome Of Horrors','creature'),('tundraLoper','tundra','rare','hb','creature'),('tundraTroll','tundra','very rare','hb','creature'),('tundraTroll','tundra, cave','rare','hb','creature'),('tunnelWorm','Temperate and Warm Land or Underground','Rare','sulerin','creature'),('tunnelWorm','underground','unknown','5e CSV','creature'),('tunnelWorm','underground','unknown','d20web','creature'),('tunnelWorm','Underground','unknown','Echohawk','creature'),('tunnelWorm','underground','unknown','Tome Of Horrors','creature'),('turan','Elysium','unique','hb','creature'),('turtle','temperate or tropical forests, oceans, and rivers','unknown','d20web','creature'),('turtle','unknown','Common','Archives Of Nethys 2e','creature'),('turtle-shark','River Styx','unknown','Tome Of Horrors','creature'),('turtle-shark','sea, temperate, euphotic','very rare','hb','creature'),('turtle-shark','sea, temperate, nearshore','very rare','hb','creature'),('turtle-shark','sea, tropical, euphotic','very rare','hb','creature'),('turtle-shark','sea, tropical, nearshore','very rare','hb','creature'),('tusker','forest','very rare','hb','creature'),('tusker','grasslands, prairie','very rare','hb','creature'),('tusker','grasslands, savanna','very rare','hb','creature'),('tusker','hills, forest','very rare','hb','creature'),('tuyango','wetlands, marsh','rare','hb','creature'),('tylosaur','sea, temperate, dysphotic','very rare','hb','creature'),('tylosaur','sea, temperate, euphotic','very rare','hb','creature'),('tylosaur','sea, tropical, dysphotic','very rare','hb','creature'),('tylosaur','sea, tropical, euphotic','very rare','hb','creature'),('tylosaurus','Warm Aquatic','Uncommon','aquilae','creature'),('tyrannosaurusDinosasur','Warm Forests and Plains','Uncommon','aquilae','creature'),('tyrannosaurusRex','grassland','unknown','5e CSV','creature'),('tyrantfangBehemoth','forest','rare','hb','creature'),('tyrantfangBehemoth','jungle','rare','hb','creature'),('tyrantfangBehemoth','wetlands, swamp','rare','hb','creature'),('tzitzimitl',' any','unknown','Archives Of Nethys 1e','creature'),('tzitzimitl','Any','Rare','aquilae','creature'),('tzitzimitl','any','unknown','d20web','creature'),('tzitzimitl','Dimension of Nightmares','unknown','Echohawk','creature'),('ubasti','grasslands, savanna','rare','hb','creature'),('uchuulon','aquatic and underground','unknown','Creature Codex','creature'),('ukuyatangi','jungle','rare','hb','creature'),('ulephaunt','Elysium','rare','hb','creature'),('ulgurstasta','Any (Wormcrawl Fissue depths)','unknown','Echohawk','creature'),('ulgurstasta','Any land and underground','unknown','Echohawk','creature'),('ulgurstasta','any land or underground','unknown','Creature Codex','creature'),('ulnorya','forest','very rare','hb','creature'),('ulnorya','jungle','very rare','hb','creature'),('ulnorya','mountain, montane forest','very rare','hb','creature'),('ulnorya','taiga','very rare','hb','creature'),('ulnorya','wetlands, swamp','very rare','hb','creature'),('ulthork','tundra','rare','hb','creature'),('ultraloth','dungeon, planar','unknown','5e CSV','creature'),('ultraloth','Tartarus','rare','hb','creature'),('ultroloth','Gehenna','Very Rare','sulerin','creature'),('ultroloth','Tartarus','rare','hb','creature'),('umberHulk','any land or underground','unknown','Creature Codex','creature'),('umberHulk','Any underground','unknown','Echohawk','creature'),('umberHulk','Any Underground','Rare','sulerin','creature'),('umberHulk','cave, underground','unknown','5e CSV','creature'),('umberHulk','Gehenna 1','rare','hb','creature'),('umberHulk','Gehenna 2','rare','hb','creature'),('umberHulk','Gehenna 3','rare','hb','creature'),('umberHulk','Gehenna 4','rare','hb','creature'),('umberHulk','Gehenna 5','rare','hb','creature'),('umberHulk','Subterranean','unknown','Echohawk','creature'),('umberHulk','subterranean, frigid','rare','hb','creature'),('umberHulk','subterranean, mild','rare','hb','creature'),('umberHulk','Underground','unknown','Echohawk','creature'),('umbralDragon','any','unknown','d20web','creature'),('umonlee','arctic, cave','uncommon','hb','creature'),('umonlee','arctic, snow and ice fields','uncommon','hb','creature'),('umonlee','lake, arctic, aphotic','very rare','hb','creature'),('umonlee','lake, arctic, euphotic','uncommon','hb','creature'),('umonlee','lake, subarctic, dysphotic','rare','hb','creature'),('umonlee','subterranean, frigid','very rare','hb','creature'),('umonlee','tundra','very rare','hb','creature'),('umonlee','tundra, cave','very rare','hb','creature'),('umonlee','unknown','Uncommon','Archives Of Nethys 2e','creature'),('unicorn','forest','rare','hb','creature'),('unicorn','forest, ruins','unknown','5e CSV','creature'),('unicorn','Temperate forest','unknown','Echohawk','creature'),('unicorn','Temperate Forest','Rare','sulerin','creature'),('unicorn','Temperate Forests','Rare','aquilae','creature'),('unicorn','temperate forests','unknown','Archives Of Nethys 1e','creature'),('unicorn','temperate forests','unknown','d20web','creature'),('unicorn','Temperate forests','unknown','Echohawk','creature'),('unicorn','Temperate sylvan woodlands','unknown','Echohawk','creature'),('unicorn','unknown','Common','Archives Of Nethys 2e','creature'),('upasunda','Hell','rare','hb','creature'),('uraeus','ruins,underground','unknown','5e CSV','creature'),('uraeus','warm rivers','unknown','d20web','creature'),('ursaPolaris','arctic, snow and ice fields','rare','hb','creature'),('ursapotamus','any plains and marshes','unknown','Creature Codex','creature'),('ursapotamus','grasslands, prairie','rare','hb','creature'),('ursapotamus','grasslands, savanna','rare','hb','creature'),('ursapotamus','wetlands, marsh','rare','hb','creature'),('ursikka','any cold land','unknown','d20web','creature'),('ursikka','arctic, snow and ice fields','very rare','hb','creature'),('ursikka','tundra','very rare','hb','creature'),('urskan','coast, arctic','rare','hb','creature'),('urskan','Cold hills','unknown','Echohawk','creature'),('urskan','cold plains and','unknown','d20web','creature'),('urskan','cold plains and aquatic','unknown','Creature Codex','creature'),('urskan','tundra','rare','hb','creature'),('ursoi','Cold Forest','Rare','sulerin','creature'),('ursoi','Cold forests','unknown','Echohawk','creature'),('ursoi','taiga','rare','hb','creature'),('ursoi','Temperate to Arctic/Subterranean','unknown','Echohawk','creature'),('ursoi','Temperate to Arctic/Subterranean','Uncommon','wmojo','creature'),('uthul','arctic, aerial','very rare','hb','creature'),('uthul','desert, aerial','very rare','hb','creature'),('uthul','forest, aerial','very rare','hb','creature'),('uthul','grasslands, aerial','very rare','hb','creature'),('uthul','jungle, aerial','very rare','hb','creature'),('uthul','mountain, aerial','rare','hb','creature'),('uthul','taiga, aerial','very rare','hb','creature'),('uthul','tundra, aerial','very rare','hb','creature'),('uthul','unknown','Common','Archives Of Nethys 2e','creature'),('uthul','wetlands, aerial','very rare','hb','creature'),('uunka','grasslands, steppe','uncommon','hb','creature'),('uvwe','coast, subarctic','rare','hb','creature'),('uvwe','coast, temperate','rare','hb','creature'),('uvwe','sea, subarctic, nearshore','rare','hb','creature'),('uvwe','sea, temperate, nearshore','rare','hb','creature'),('vahana','any','unknown','d20web','creature'),('valeany','forest','very rare','hb','creature'),('vallowex','river, temperate','rare','hb','creature'),('vampire','Any','Rare','aquilae','creature'),('vampire','any','unknown','Archives Of Nethys 1e','creature'),('vampire','any','unknown','d20web','creature'),('vampire','Any land','unknown','Echohawk','creature'),('vampire','Any land and underground','unknown','Echohawk','creature'),('vampire','dungeon, ruins, urban','unknown','5e CSV','creature'),('vampire','Temperate plains','unknown','Echohawk','creature'),('vanara',' any forests','unknown','Archives Of Nethys 1e','creature'),('vanara','any forests','unknown','d20web','creature'),('vanara','Any Land','Uncommon','aquilae','creature'),('vanara','coast, tropical','very rare','hb','creature'),('vanara','forest','very rare','hb','creature'),('vanara','hills, forest','very rare','hb','creature'),('vanara','jungle','very rare','hb','creature'),('vanara','Warm forest','unknown','Echohawk','creature'),('varag','any hills','unknown','Creature Codex','creature'),('varag','hills, desert','rare','hb','creature'),('varag','hills, forest','rare','hb','creature'),('varag','hills, grasslands','rare','hb','creature'),('varag','Warm hills','unknown','Echohawk','creature'),('varathDiakk','any land or underground (Abaddon)','unknown','Creature Codex','creature'),('varathDiakk','Hades','xxx','sulerin','creature'),('vargouille',' any','unknown','Archives Of Nethys 1e','creature'),('vargouille','Any','Rare','aquilae','creature'),('vargouille','any','unknown','d20web','creature'),('vargouille','Any land and underground','unknown','Echohawk','creature'),('vargouille','Any ruins, burial place, or subterranean','unknown','Echohawk','creature'),('vargouille','Carceri','Very Rare','sulerin','creature'),('vargouille','desert, swamp, underground','unknown','5e CSV','creature'),('vargouille','Tarterian Depths of Carceri','unknown','Echohawk','creature'),('varkha','Gehenna 1','uncommon','hb','creature'),('varkha','Gehenna 2','uncommon','hb','creature'),('varkha','Gehenna 3','uncommon','hb','creature'),('varkha','Gehenna 4','rare','hb','creature'),('varkha','Gehenna 5','rare','hb','creature'),('varkha','Subterranean (Underdark)','unknown','Echohawk','creature'),('varkha','Subterranean (Underdark)','Uncommon','wmojo','creature'),('varkha','Subterranean/Underdark','unknown','Echohawk','creature'),('varkind','coast, temperate','very rare','hb','creature'),('varkind','forest','rare','hb','creature'),('varkind','grasslands, prairie','very rare','hb','creature'),('varkind','grasslands, savanna','very rare','hb','creature'),('varkind','grasslands, steppe','very rare','hb','creature'),('varrangoin','Any Land Underground or Abyss','Very Rare','sulerin','creature'),('varrangoin','The Abyss','unknown','Echohawk','creature'),('varrangoin','The Abyss','uncommon','hb','creature'),('vavakia','Any (Abyss)','Rare','aquilae','creature'),('vavakia','The Abyss','rare','hb','creature'),('velociraptor','forest, grassland','unknown','5e CSV','creature'),('velociraptor','Warm Forests or Plains','Uncommon','aquilae','creature'),('velroc','any land or underground (Abaddon)','unknown','Creature Codex','creature'),('velroc','Mountainous environments and open plains','unknown','Echohawk','creature'),('venatosaur','grasslands, savanna','uncommon','hb','creature'),('venatosaur','jungle','uncommon','hb','creature'),('venatosaurus','warm forests and plains','unknown','Creature Codex','creature'),('veo','grasslands, prairie','rare','hb','creature'),('veo','grasslands, savanna','rare','hb','creature'),('veo','warm hills','unknown','Creature Codex','creature'),('ver','any forests or marshes (the Abyss)','unknown','Creature Codex','creature'),('verakia','any forests or marshes (the Abyss)','unknown','Creature Codex','creature'),('verakia','Any warm forest (Screaming Jungle)','unknown','Echohawk','creature'),('vila','Temperate and cold forest','unknown','Echohawk','creature'),('vila','Temperate and warm forest and mountain','unknown','Echohawk','creature'),('violetFungus','Any underground','unknown','Echohawk','creature'),('violetFungus','Underground','unknown','Echohawk','creature'),('violetSlaad','any land or underground (Maelstrom)','unknown','Creature Codex','creature'),('viper',' any temperate or warm','unknown','Archives Of Nethys 1e','creature'),('viper','unknown','Common','Archives Of Nethys 2e','creature'),('vishap','any','unknown','d20web','creature'),('vishap','Tropical/Hills or desert','unknown','Echohawk','creature'),('vishap','Tropical/Hills or desert','Rare','wmojo','creature'),('vishap','Warm Desert or Hill','Rare','sulerin','creature'),('vishap','Warm hills and deserts','unknown','Echohawk','creature'),('vlogar','any land and underground (Ethereal Plane)','unknown','Creature Codex','creature'),('vlogar','Tartarus','rare','hb','creature'),('voidDragon','vacuum','unknown','d20web','creature'),('voonith',' any rivers or marshes','unknown','Archives Of Nethys 1e','creature'),('voonith','Any Rivers or Marshes','Rare','aquilae','creature'),('voonith','any rivers or marshes','unknown','d20web','creature'),('voonith','river, subarctic','rare','hb','creature'),('voonith','river, temperate','rare','hb','creature'),('voonith','river, tropical','rare','hb','creature'),('voonith','wetlands, marsh','rare','hb','creature'),('voor','Tartarus','uncommon','hb','creature'),('vordrax','any land and underground (Ethereal Plane)','unknown','Creature Codex','creature'),('vordrax','jungle','rare','hb','creature'),('vorr','Any land or underground (Abyss)','unknown','Echohawk','creature'),('vorr','Carceri, Abyss, Outlands','unknown','Echohawk','creature'),('vortexDragon','vacuum','unknown','d20web','creature'),('vroat','any marshes','unknown','Creature Codex','creature'),('vroat','wetlands, marsh','rare','hb','creature'),('vrock','Abyss','Uncommon','sulerin','creature'),('vrock','Any (Abyss)','Rare','aquilae','creature'),('vrock','any (Abyss)','unknown','Archives Of Nethys 1e','creature'),('vrock','dungeon, planar','unknown','5e CSV','creature'),('vrock','Infinite Layers of the Abyss','unknown','Echohawk','creature'),('vrock','The Abyss','uncommon','hb','creature'),('vrock','unknown','Common','Archives Of Nethys 2e','creature'),('vrykolakas','any','unknown','d20web','creature'),('vrykolakas','unknown','Common','Archives Of Nethys 2e','creature'),('vukodlak','any land','unknown','d20web','creature'),('vulnudaemon','Any (Abaddon)','Rare','aquilae','creature'),('vulpinalAgathion','Any Land (Nirvana)','Rare','aquilae','creature'),('vulpinalAgathion','any land (Nirvana)','unknown','d20web','creature'),('vulture',' warm plains or hills','unknown','Archives Of Nethys 1e','creature'),('vulture','Any temperate or warm desert, hill, mountains or plains','unknown','Echohawk','creature'),('vulture','desert, grassland, ruins','unknown','5e CSV','creature'),('vulture','unknown','Common','Archives Of Nethys 2e','creature'),('vulture','Warm Desert','Common','sulerin','creature'),('vulture','Warm deserts','unknown','Echohawk','creature'),('vulture','Warm Plains or Hills','Common','aquilae','creature'),('vulture','warm plains or hills','unknown','d20web','creature'),('vurgens','Ocean depths','unknown','Echohawk','creature'),('vurgens','Ocean depths','Very rare','wmojo','creature'),('vurgens','sea, arctic, aphotic','very rare','hb','creature'),('vurgens','sea, arctic, dysphotic','very rare','hb','creature'),('vurgens','sea, subarctic, aphotic','very rare','hb','creature'),('vurgens','sea, subarctic, dysphotic','very rare','hb','creature'),('vurgens','sea, temperate, aphotic','very rare','hb','creature'),('vurgens','sea, temperate, dysphotic','very rare','hb','creature'),('vurgens','sea, tropical, aphotic','very rare','hb','creature'),('vurgens','sea, tropical, dysphotic','very rare','hb','creature'),('vythaz','grasslands, steppe','uncommon','hb','creature'),('vythaz','mountain, montane forest','uncommon','hb','creature'),('vythaz','taiga','rare','hb','creature'),('wakandagi','river, temperate','very rare','hb','creature'),('wakandagi','temperate rivers','unknown','d20web','creature'),('wakane','river, tropical','very rare','hb','creature'),('wakane','wetlands, marsh','very rare','hb','creature'),('wakomo','forest','uncommon','hb','creature'),('wakomo','temperate forest','unknown','Creature Codex','creature'),('walrus',' cold oceans','unknown','Archives Of Nethys 1e','creature'),('walrus','coast, arctic','common','hb','creature'),('walrus','coast, subarctic','common','hb','creature'),('walrus','Cold aquatic','unknown','Echohawk','creature'),('walrus','cold ice flows and coastal','unknown','d20web','creature'),('walrus','Cold Oceans','Common','aquilae','creature'),('walrus','cold oceans','unknown','d20web','creature'),('walrus','sea, arctic, nearshore','common','hb','creature'),('walrus','sea, subarctic, nearshore','common','hb','creature'),('warhawk','Wildspace, asteroid fields','unknown','Echohawk','creature'),('warhorse','grassland, urban','unknown','5e CSV','creature'),('wasp','Any forest or cave','unknown','Echohawk','creature'),('wasp','unknown','Common','Archives Of Nethys 2e','creature'),('wastelandTroll','desert','uncommon','hb','creature'),('wastelandTroll','hills, desert','uncommon','hb','creature'),('waterDrake','Any Water','Rare','aquilae','creature'),('waterDrake','Aquatic','unknown','Echohawk','creature'),('waterElemental','Any (Plane of Water)','Rare','aquilae','creature'),('waterElemental','any (Plane of Water)','unknown','d20web','creature'),('waterElemental','Plane of Water','unknown','Tome Of Horrors','creature'),('waterElementalBeast','Elemental Plane of Water','unknown','Echohawk','creature'),('waterElementalBeast','Elemental Plane of Water','xxx','sulerin','creature'),('waterElementalDragon','Plane of Water','unknown','Tome Of Horrors','creature'),('waterhorse','sea, arctic, nearshore','rare','hb','creature'),('waterhorse','sea, subarctic, nearshore','rare','hb','creature'),('waterLeaper','Any aquatic','unknown','Echohawk','creature'),('waterLeaper','any lakes or swamps','unknown','d20web','creature'),('waterLeaper','aquatic','unknown','5e CSV','creature'),('waterLeaper','lake, subarctic, euphotic','uncommon','hb','creature'),('waterLeaper','lake, temperate, euphotic','uncommon','hb','creature'),('waterLeaper','lake, tropical, euphotic','uncommon','hb','creature'),('waterLeaper','Temperate lakes','unknown','Echohawk','creature'),('waterLeaper','wetlands, bog','uncommon','hb','creature'),('waterLeaper','wetlands, marsh','uncommon','hb','creature'),('waterLeaper','wetlands, swamp','uncommon','hb','creature'),('waterMephit','any (elemental planes)','unknown','d20web','creature'),('waterMephit','Any land and underground','unknown','Echohawk','creature'),('waterMephit','Elemental Plane of Water','unknown','Echohawk','creature'),('waterMephit','unknown','Common','Archives Of Nethys 2e','creature'),('waterOrm',' any lakes','unknown','Archives Of Nethys 1e','creature'),('waterOrm','Any Lakes','Rare','aquilae','creature'),('waterOrm','any lakes','unknown','d20web','creature'),('waterOrm','lake, subarctic, aphotic','very rare','hb','creature'),('waterOrm','lake, subarctic, dysphotic','very rare','hb','creature'),('waterOrm','lake, subarctic, euphotic','very rare','hb','creature'),('waterOrm','lake, temperate, aphotic','very rare','hb','creature'),('waterOrm','lake, temperate, dysphotic','very rare','hb','creature'),('waterOrm','lake, temperate, euphotic','very rare','hb','creature'),('waterOrm','lake, tropical, aphotic','very rare','hb','creature'),('waterOrm','lake, tropical, dysphotic','very rare','hb','creature'),('waterOrm','lake, tropical, euphotic','very rare','hb','creature'),('waterOrm','unknown','Rare','Archives Of Nethys 2e','creature'),('waterWisp','lake, arctic, aphotic','rare','hb','creature'),('waterWisp','lake, arctic, dysphotic','rare','hb','creature'),('waterWisp','lake, arctic, euphotic','rare','hb','creature'),('waterWisp','lake, subarctic, aphotic','rare','hb','creature'),('waterWisp','lake, subarctic, dysphotic','rare','hb','creature'),('waterWisp','lake, subarctic, euphotic','rare','hb','creature'),('waterWisp','lake, temperate, aphotic','rare','hb','creature'),('waterWisp','lake, temperate, dysphotic','rare','hb','creature'),('waterWisp','lake, temperate, euphotic','rare','hb','creature'),('waterWisp','lake, tropical, aphotic','rare','hb','creature'),('waterWisp','lake, tropical, dysphotic','rare','hb','creature'),('waterWisp','lake, tropical, euphotic','rare','hb','creature'),('waterWisp','river, arctic','rare','hb','creature'),('waterWisp','river, subarctic','rare','hb','creature'),('waterWisp','river, temperate','rare','hb','creature'),('waterWisp','river, tropical','rare','hb','creature'),('waterWisp','sea, arctic, aphotic','rare','hb','creature'),('waterWisp','sea, arctic, dysphotic','rare','hb','creature'),('waterWisp','sea, arctic, euphotic','rare','hb','creature'),('waterWisp','sea, arctic, nearshore','rare','hb','creature'),('waterWisp','sea, subarctic, aphotic','rare','hb','creature'),('waterWisp','sea, subarctic, dysphotic','rare','hb','creature'),('waterWisp','sea, subarctic, euphotic','rare','hb','creature'),('waterWisp','sea, subarctic, nearshore','rare','hb','creature'),('waterWisp','sea, temperate, aphotic','rare','hb','creature'),('waterWisp','sea, temperate, dysphotic','rare','hb','creature'),('waterWisp','sea, temperate, euphotic','rare','hb','creature'),('waterWisp','sea, temperate, nearshore','rare','hb','creature'),('waterWisp','sea, tropical, aphotic','rare','hb','creature'),('waterWisp','sea, tropical, dysphotic','rare','hb','creature'),('waterWisp','sea, tropical, euphotic','rare','hb','creature'),('waterWisp','sea, tropical, nearshore','rare','hb','creature'),('waterWisp','unknown','Common','Archives Of Nethys 2e','creature'),('waterYai','unknown','Common','Archives Of Nethys 2e','creature'),('wayang',' temperate forests','unknown','Archives Of Nethys 1e','creature'),('wayang','Any Land','Uncommon','aquilae','creature'),('wayang','temperate forests','unknown','d20web','creature'),('wazooey','desert','rare','hb','creature'),('wazooey','hills, desert','rare','hb','creature'),('wazooey','warm and temperate deserts','unknown','Creature Codex','creature'),('weasel','civilized, farmland','uncommon','hb','creature'),('weasel','forest','common','hb','creature'),('weasel','grassland','unknown','5e CSV','creature'),('weasel','Temperate forest, hill, mountains, and plains','unknown','Echohawk','creature'),('weasel','Temperate Hill','Uncommon','sulerin','creature'),('weasel','Temperate Hills','Common','aquilae','creature'),('weasel','temperate hills','unknown','d20web','creature'),('weasel','Temperate hills','unknown','Echohawk','creature'),('weasel','unknown','Common','Archives Of Nethys 2e','creature'),('werebadger','temperate and warm hills','unknown','Creature Codex','creature'),('werebadger','Temperate forest, hill, plains, and underground','unknown','Echohawk','creature'),('werebadger','Temperate hills and underground','unknown','Echohawk','creature'),('werebadger','Temperate Underground or Hill','xxx','sulerin','creature'),('werebat','Any Underground','Very Rare','sulerin','creature'),('werebat','Temperate and warm desert, forest, hills, plains, and underground','unknown','Echohawk','creature'),('werebear','Any Forests','Uncommon','aquilae','creature'),('werebear','cave, forest, mountain, urban','unknown','5e CSV','creature'),('werebear','Cold Forest','Rare','sulerin','creature'),('werebear','forest','rare','hb','creature'),('werebear','unknown','Uncommon','Archives Of Nethys 2e','creature'),('wereboar','Any Forests or Plains','Rare','aquilae','creature'),('wereboar','forest, grassland, swamp, urban','unknown','5e CSV','creature'),('wereboar','Temperate Forest','Rare','sulerin','creature'),('wereboar','unknown','Common','Archives Of Nethys 2e','creature'),('werecrocodile','Warm marsh','unknown','Echohawk','creature'),('weredeinonychus','temperate and warm hills','unknown','Creature Codex','creature'),('werefox','Any','xxx','sulerin','creature'),('werehippo','warm marshes and freshwater','unknown','Creature Codex','creature'),('werehyena','Warm Desert or Plains','xxx','sulerin','creature'),('werejaguar','Tropical/subtropical jungles','unknown','Echohawk','creature'),('werejaguar','Warm Forest','xxx','sulerin','creature'),('werejellyfish','warm and temperate deserts','unknown','Creature Codex','creature'),('werelion','Warm Forest Plains or Rural','xxx','sulerin','creature'),('weremammoth','cold mountains or forests','unknown','Creature Codex','creature'),('wereoctopus','any aquatic or coastal','unknown','Creature Codex','creature'),('werepteranodon','warm forests and coastal','unknown','Creature Codex','creature'),('wererat','Any','Uncommon','sulerin','creature'),('wererat','Any Urban','Rare','aquilae','creature'),('wererat','cave, dungeon, ruins, swamp, underground, urban','unknown','5e CSV','creature'),('wereraven','Any Forest Hill, Mountains, or Plains','Uncommon','sulerin','creature'),('wereraven','forest','rare','hb','creature'),('wereraven','hills, forest','rare','hb','creature'),('wereraven','warm forests and coastal','unknown','Creature Codex','creature'),('wereshark','Any aquatic','unknown','Echohawk','creature'),('wereshark','Any ocean','unknown','Echohawk','creature'),('wereshark','coast, subarctic','rare','hb','creature'),('wereshark','coast, temperate','rare','hb','creature'),('wereshark','coast, tropical','rare','hb','creature'),('wereshark','sea, subarctic, euphotic','rare','hb','creature'),('wereshark','sea, subarctic, nearshore','rare','hb','creature'),('wereshark','sea, temperate, euphotic','rare','hb','creature'),('wereshark','sea, temperate, nearshore','rare','hb','creature'),('wereshark','sea, tropical, euphotic','rare','hb','creature'),('wereshark','sea, tropical, nearshore','rare','hb','creature'),('wereshark','Warm Aquatic','Very Rare','sulerin','creature'),('weretiger','forest, urban','unknown','5e CSV','creature'),('weretiger','unknown','Common','Archives Of Nethys 2e','creature'),('weretiger','Warm Forest','Very Rare','sulerin','creature'),('wereweasel','temperate and cold plains and urban','unknown','Creature Codex','creature'),('werewolf','Any Land','Rare','aquilae','creature'),('werewolf','dungeon, forest, grassland, urban','unknown','5e CSV','creature'),('werewolf','Temperate Forest','Common','sulerin','creature'),('werewolf','unknown','Common','Archives Of Nethys 2e','creature'),('whale','Any ocean depths','2,000','sulerin','creature'),('whale','Any Oceans','Uncommon','aquilae','creature'),('whale','sea, arctic, dysphotic','rare','hb','creature'),('whale','sea, arctic, euphotic','rare','hb','creature'),('whale','sea, subarctic, dysphotic','rare','hb','creature'),('whale','sea, subarctic, euphotic','rare','hb','creature'),('whale','sea, temperate, dysphotic','rare','hb','creature'),('whale','sea, temperate, euphotic','rare','hb','creature'),('whale','sea, tropical, dysphotic','rare','hb','creature'),('whale','sea, tropical, euphotic','rare','hb','creature'),('wharfling','aquatic','unknown','5e CSV','creature'),('wharfling','coast, temperate','rare','hb','creature'),('wharfling','coast, tropical','rare','hb','creature'),('whi-lu-gho-yuk','cold plains','unknown','Creature Codex','creature'),('whiteBison','grasslands, steppe','very rare','hb','creature'),('whiteBison','tundra','very rare','hb','creature'),('whiteDragon','arctic, snow and ice fields','rare','hb','creature'),('whiteDragon','mountain, glacial','rare','hb','creature'),('whiteDragon','mountain, montane shrubland','rare','hb','creature'),('whiteDragon','subterranean, frigid','rare','hb','creature'),('whiteDragon','tundra','rare','hb','creature'),('whiteDragon','unknown','Common','Archives Of Nethys 2e','creature'),('whiteSlaad','any land or underground (Ethereal Plane)','unknown','Creature Codex','creature'),('whiteStag','Forest (Evermeet)','unknown','Echohawk','creature'),('whiteStag','Temperate Forest Hill or Plains','2,000','sulerin','creature'),('whowie','warm forests and aquatic','unknown','Creature Codex','creature'),('wight',' any','unknown','Archives Of Nethys 1e','creature'),('wight','Any','Rare','aquilae','creature'),('wight','any','unknown','d20web','creature'),('wight','Any','unknown','Echohawk','creature'),('wight','Any land','unknown','Echohawk','creature'),('wight','Any land and underground','unknown','Echohawk','creature'),('wight','arctic, cave, coast, desert, dungeon, forest, grassland, mountain, ruins, swamp, underground, urban','unknown','5e CSV','creature'),('wight','unknown','Common','Archives Of Nethys 2e','creature'),('wikkawak',' cold mountains','unknown','Archives Of Nethys 1e','creature'),('wikkawak','Cold Mountains','Uncommon','aquilae','creature'),('wikkawak','cold mountains','unknown','d20web','creature'),('wikkawak','mountain, montane shrubland','uncommon','hb','creature'),('wikkawak','tundra','rare','hb','creature'),('wilden','civilized, village','rare','hb','creature'),('wilden','coast, subarctic','rare','hb','creature'),('wilden','coast, temperate','rare','hb','creature'),('wilden','coast, tropical','rare','hb','creature'),('wilden','forest','rare','hb','creature'),('wilden','grasslands, prairie','rare','hb','creature'),('wilden','jungle','rare','hb','creature'),('wilden','mountain, montane forest','rare','hb','creature'),('wilden','taiga','rare','hb','creature'),('wildkin','Temperate forest','unknown','Echohawk','creature'),('wingedGnasher','Forest/rough hills','Rare','wmojo','creature'),('wingedGnasher','hills, forest','rare','hb','creature'),('wingedGnasher','Temperate Forest','xxx','sulerin','creature'),('wingedMedusa','hills, forest','very rare','hb','creature'),('wingedMedusa','hills, grasslands','very rare','hb','creature'),('wingedMedusa','wetlands, marsh','very rare','hb','creature'),('winterWolf','Any cold land and underground','unknown','Echohawk','creature'),('winterWolf','arctic, cave, forest, grassland','unknown','5e CSV','creature'),('winterWolf','Cold Forest','Very Rare','sulerin','creature'),('winterWolf','Cold forests','unknown','Echohawk','creature'),('winterWolf','cold forests and plains','unknown','d20web','creature'),('wirbelnFungi','forest','rare','hb','creature'),('witchfly','warm and temperate land','unknown','Creature Codex','creature'),('witherling','warm plains or desert','unknown','Creature Codex','creature'),('witherstench','Any underground','unknown','Echohawk','creature'),('witherstench','forest','uncommon','hb','creature'),('witherstench','hills, forest','rare','hb','creature'),('witherstench','temperate forests','unknown','d20web','creature'),('witherstench','Temperate forests','unknown','Echohawk','creature'),('witherstench','temperate forests','unknown','Tome Of Horrors','creature'),('wizzrobe','coast, tropical','very rare','hb','creature'),('wizzrobe','warm coastal','unknown','Creature Codex','creature'),('wolf',' cold or temperate forests','unknown','Archives Of Nethys 1e','creature'),('wolf','Any forest','unknown','Echohawk','creature'),('wolf','Any forest, hill, plains, and mountains','unknown','Echohawk','creature'),('wolf','Any non-tropical/Land','unknown','Echohawk','creature'),('wolf','arctic, cave, forest, grassland','unknown','5e CSV','creature'),('wolf','arctic, snow and ice fields','rare','hb','creature'),('wolf','civilized, farmland','rare','hb','creature'),('wolf','coast, arctic','uncommon','hb','creature'),('wolf','coast, subarctic','uncommon','hb','creature'),('wolf','coast, temperate','uncommon','hb','creature'),('wolf','coast, tropical','rare','hb','creature'),('wolf','Cold or Temperate Forests','Common','aquilae','creature'),('wolf','cold or temperate forests','unknown','d20web','creature'),('wolf','forest','uncommon','hb','creature'),('wolf','grasslands, prairie','rare','hb','creature'),('wolf','grasslands, savanna','rare','hb','creature'),('wolf','grasslands, steppe','rare','hb','creature'),('wolf','hills, forest','uncommon','hb','creature'),('wolf','hills, grasslands','rare','hb','creature'),('wolf','Middle and northern Nehwon','unknown','Echohawk','creature'),('wolf','mountain, montane forest','uncommon','hb','creature'),('wolf','mountain, montane shrubland','rare','hb','creature'),('wolf','Non-tropical','unknown','Echohawk','creature'),('wolf','taiga','uncommon','hb','creature'),('wolf','Temperate forests','unknown','Echohawk','creature'),('wolf','tundra','rare','hb','creature'),('wolf','unknown','Common','Archives Of Nethys 2e','creature'),('wolf-spider','temperate forests','unknown','Tome Of Horrors','creature'),('wolfSpider','forest','uncommon','hb','creature'),('wolfSpider','hills, forest','rare','hb','creature'),('wolfSpider','temperate forests','unknown','Tome Of Horrors','creature'),('wolliped','Temperate Hills','Rare','aquilae','creature'),('wolliped','temperate hills','unknown','d20web','creature'),('wolliped','unknown','Common','Archives Of Nethys 2e','creature'),('wolverine',' cold forests','unknown','Archives Of Nethys 1e','creature'),('wolverine','Cold and temperate forest and hill','unknown','Echohawk','creature'),('wolverine','Cold Forest','Uncommon','sulerin','creature'),('wolverine','Cold Forests','Common','aquilae','creature'),('wolverine','cold forests','unknown','d20web','creature'),('wolverine','Cold forests','unknown','Echohawk','creature'),('wolverine','taiga','uncommon','hb','creature'),('wolverine','unknown','Common','Archives Of Nethys 2e','creature'),('wonambi','desert','very rare','hb','creature'),('wonambi','warm aquatic and desert','unknown','Creature Codex','creature'),('woollyRhinoceros','forest, grassland, swamp','unknown','5e CSV','creature'),('woolyMammoth','tundra','uncommon','hb','creature'),('woolyRhinoceros','cold and temperate forests, marshes and','unknown','Tome Of Horrors','creature'),('woolyRhinoceros','Cold and temperate plains','unknown','Echohawk','creature'),('woolyRhinoceros','grasslands, steppe','uncommon','hb','creature'),('woolyRhinoceros','tundra','uncommon','hb','creature'),('wordsnatcher','temperate mountains','unknown','Creature Codex','creature'),('worg',' temperate forests and plains','unknown','Archives Of Nethys 1e','creature'),('worg','Any forest','unknown','Echohawk','creature'),('worg','Any forest, hill, plains, and mountains','unknown','Echohawk','creature'),('worg','arctic, cave, forest, grassland','unknown','5e CSV','creature'),('worg','forest','rare','hb','creature'),('worg','grasslands, prairie','rare','hb','creature'),('worg','grasslands, steppe','rare','hb','creature'),('worg','hills, forest','rare','hb','creature'),('worg','hills, grasslands','rare','hb','creature'),('worg','temperate forests and plains','unknown','d20web','creature'),('worg','Temperate Forests or Plains','Uncommon','aquilae','creature'),('worg','Temperate plains','unknown','Echohawk','creature'),('worg','Temperate Plains','Rare','sulerin','creature'),('wraith',' any','unknown','Archives Of Nethys 1e','creature'),('wraith','Any','Rare','aquilae','creature'),('wraith','any','unknown','d20web','creature'),('wraith','Any','unknown','Echohawk','creature'),('wraith','Any land (refuse)','unknown','Echohawk','creature'),('wraith','Any land and underground','unknown','Echohawk','creature'),('wraith','dungeon, ruins, swamp, urban','unknown','5e CSV','creature'),('wraith','unknown','Common','Archives Of Nethys 2e','creature'),('wryback','Any','unknown','Echohawk','creature'),('wryback','Any','175','sulerin','creature'),('wryback','Any','Rare','wmojo','creature'),('wuchowsen','any','unique','hb','creature'),('wurmling','Any hot climate','unknown','Echohawk','creature'),('wurmling','Any hot climate','Very rare','wmojo','creature'),('wurmling','Any land','unknown','Echohawk','creature'),('wurmling','Warm Land','5,000','sulerin','creature'),('wyndlass','Temperate Marsh','Very Rare','sulerin','creature'),('wyndlass','Temperate swamps','unknown','Echohawk','creature'),('wyndlass','Temperate/Forest and swamp','unknown','Echohawk','creature'),('wyndlass','Temperate/Forest and swamp','Very rare','wmojo','creature'),('wyndlass','wetlands, bog','very rare','hb','creature'),('wyndlass','wetlands, swamp','very rare','hb','creature'),('wynzet','Any forest','unknown','Echohawk','creature'),('wynzet','Any Forest','120','sulerin','creature'),('wynzet','Any forest','Very rare (common in','wmojo','creature'),('wynzet','Any forests','unknown','Echohawk','creature'),('wyste','any land or underground','unknown','Creature Codex','creature'),('wyste','Any underground','unknown','Echohawk','creature'),('wyste','Far Realms gate','Very rare','wmojo','creature'),('wyvaran',' temperate mountains','unknown','Archives Of Nethys 1e','creature'),('wyvaran','temperate mountains','unknown','d20web','creature'),('wyvern',' temperate or warm hills','unknown','Archives Of Nethys 1e','creature'),('wyvern','Any forest, hill, mountains, and plains','unknown','Echohawk','creature'),('wyvern','arctic, coast, grassland','unknown','5e CSV','creature'),('wyvern','civilized, farmland','rare','hb','creature'),('wyvern','forest, aerial','rare','hb','creature'),('wyvern','grasslands, aerial','very rare','hb','creature'),('wyvern','hills, forest','rare','hb','creature'),('wyvern','hills, grasslands','rare','hb','creature'),('wyvern','jungle, aerial','rare','hb','creature'),('wyvern','mountain, montane forest','uncommon','hb','creature'),('wyvern','mountain, montane shrubland','rare','hb','creature'),('wyvern','Temperate and warm forest, hill, and mountains','unknown','Echohawk','creature'),('wyvern','Temperate mountain forests','unknown','Echohawk','creature'),('wyvern','Temperate mountain forests and jungles','Uncommon','wmojo','creature'),('wyvern','Temperate or Warm Hills','Rare','aquilae','creature'),('wyvern','temperate or warm hills','unknown','d20web','creature'),('wyvern','unknown','Common','Archives Of Nethys 2e','creature'),('wyvern','Warm Hill','Uncommon','sulerin','creature'),('wyvern','Warm hills','unknown','Echohawk','creature'),('xacarba','The Abyss','very rare','hb','creature'),('xenicibis','any land or underground','unknown','Creature Codex','creature'),('xenicibis','coast, temperate','rare','hb','creature'),('xenicibis','coast, tropical','rare','hb','creature'),('xerfilstyx','any marshes or aquatic (Hell)','unknown','Creature Codex','creature'),('xerfilstyx','Hell','very rare','hb','creature'),('xerfilstyx','Nine Hell of Baator (River Styx)','unknown','Echohawk','creature'),('xerichou','Any dry land','Uncommon','wmojo','creature'),('xerichou','Any Land','270','sulerin','creature'),('xerichou','desert','uncommon','hb','creature'),('xerichou','grasslands, steppe','uncommon','hb','creature'),('xerichou','hills, desert','uncommon','hb','creature'),('xerichou','mountain, montane shrubland','uncommon','hb','creature'),('xerichou','tundra','uncommon','hb','creature'),('xesh','Any','xxx','sulerin','creature'),('xesh','The Abyss','unique','hb','creature'),('xhkarsh','desert','very rare','hb','creature'),('xhkarsh','forest','very rare','hb','creature'),('xhkarsh','grasslands, prairie','very rare','hb','creature'),('xhkarsh','grasslands, savanna','very rare','hb','creature'),('xhkarsh','grasslands, steppe','very rare','hb','creature'),('xhkarsh','hills, desert','very rare','hb','creature'),('xhkarsh','hills, forest','very rare','hb','creature'),('xhkarsh','hills, grasslands','very rare','hb','creature'),('xhkarsh','jungle','very rare','hb','creature'),('xhkarsh','taiga','very rare','hb','creature'),('xhkarsh','tundra','very rare','hb','creature'),('xhkarsh','wetlands, bog','very rare','hb','creature'),('xhkarsh','wetlands, marsh','very rare','hb','creature'),('xhkarsh','wetlands, swamp','very rare','hb','creature'),('xiao','forest','rare','hb','creature'),('xiao','hills, forest','rare','hb','creature'),('xiao','jungle','rare','hb','creature'),('xiao','mountain, montane forest','rare','hb','creature'),('xiao','Warm Mountains or Forests','Rare','aquilae','creature'),('xiao','warm mountains or forests','unknown','d20web','creature'),('xill','Any (Ethereal Plane)','Rare','aquilae','creature'),('xill','any (Ethereal Plane)','unknown','Archives Of Nethys 1e','creature'),('xill','any (Ethereal Plane)','unknown','d20web','creature'),('xill','Any land and underground','unknown','Echohawk','creature'),('xill','Ethereal plane','unknown','Echohawk','creature'),('xill','Ethereal Plane','Very Rare','sulerin','creature'),('xill','Ethereal Plane (Inner Planes)','unknown','Echohawk','creature'),('xill','Ethereal Plane (Inner Planes)','Uncommon','wmojo','creature'),('xill','Ethereal Plane; Any Land','unknown','Echohawk','creature'),('xinnit','forest','rare','hb','creature'),('xinnit','forest, cave','very rare','hb','creature'),('xinnit','jungle','rare','hb','creature'),('xinnit','jungle, cave','very rare','hb','creature'),('xinnit','mountain, montane forest','very rare','hb','creature'),('xixecal','any land or aquatic (Plane of Air or Plane of Water)','unknown','Creature Codex','creature'),('xorn','Any (Plane of Earth)','Rare','aquilae','creature'),('xorn','any (Plane of Earth)','unknown','Archives Of Nethys 1e','creature'),('xorn','any (Plane of Earth)','unknown','d20web','creature'),('xorn','dungeon, planar, underground','unknown','5e CSV','creature'),('xorn','Elemental Plane of Earth','Very Rare','sulerin','creature'),('xorn','Gehenna 1','very rare','hb','creature'),('xorn','Gehenna 2','very rare','hb','creature'),('xorn','Gehenna 3','very rare','hb','creature'),('xorn','Gehenna 4','very rare','hb','creature'),('xorn','Gehenna 5','very rare','hb','creature'),('xorn','Subterranean','unknown','Echohawk','creature'),('xorn','Subterranean Subterranean','Very rare','wmojo','creature'),('xorn','subterranean, frigid','very rare','hb','creature'),('xorn','subterranean, mild','very rare','hb','creature'),('xvart','Any forest and underground','unknown','Echohawk','creature'),('xvart','Any forest or underground','unknown','Echohawk','creature'),('xvart','Any Underground or Forest','Uncommon','sulerin','creature'),('xvart','grassland, underground','unknown','5e CSV','creature'),('xvart','Temperate and cold land and underground','unknown','Echohawk','creature'),('xvart','Temperate or Arctic/Land','unknown','Echohawk','creature'),('xvart','Temperate or arctic/Land','Uncommon','wmojo','creature'),('yaderwald','Gehenna 1','uncommon','hb','creature'),('yaderwald','Gehenna 2','uncommon','hb','creature'),('yaderwald','Gehenna 3','rare','hb','creature'),('yaderwald','Gehenna 4','rare','hb','creature'),('yaderwald','Gehenna 5','rare','hb','creature'),('yaderwald','underground','unknown','Creature Codex','creature'),('yaggol','Jungle','unknown','Echohawk','creature'),('yaggol','jungle','very rare','hb','creature'),('yak','Cold or Temperate Plains','Common','aquilae','creature'),('yak','Cold, temperate plains','unknown','Echohawk','creature'),('yak','mountain, montane shrubland','uncommon','hb','creature'),('yakirian','mountain, montane forest','rare','hb','creature'),('yale','temperate forests and hills','unknown','Creature Codex','creature'),('yale','Temperate plains or forests','unknown','Echohawk','creature'),('yale','Temperate woods','unknown','Echohawk','creature'),('yali','forest','very rare','hb','creature'),('yali','grasslands, prairie','very rare','hb','creature'),('yali','grasslands, savanna','very rare','hb','creature'),('yamabiko','mountain, montane forest','rare','hb','creature'),('yamabiko','temperate mountains','unknown','Creature Codex','creature'),('yamaraj',' any (Purgatory)','unknown','Archives Of Nethys 1e','creature'),('yann-An-Oed','coast, arctic','very rare','hb','creature'),('yann-An-Oed','coast, subarctic','very rare','hb','creature'),('yann-An-Oed','coast, temperate','very rare','hb','creature'),('yann-An-Oed','coast, tropical','very rare','hb','creature'),('yann-An-Oed','sea, arctic, nearshore','very rare','hb','creature'),('yann-An-Oed','sea, subarctic, nearshore','very rare','hb','creature'),('yann-An-Oed','sea, temperate, nearshore','very rare','hb','creature'),('yann-An-Oed','sea, tropical, nearshore','very rare','hb','creature'),('yaoguai','Any Land','Rare','aquilae','creature'),('yaoguai','any land','unknown','d20web','creature'),('yaoguai','civilized, farmland','very rare','hb','creature'),('yaoguai','coast, subarctic','very rare','hb','creature'),('yaoguai','coast, temperate','very rare','hb','creature'),('yaoguai','coast, tropical','very rare','hb','creature'),('yaoguai','desert','very rare','hb','creature'),('yaoguai','forest','very rare','hb','creature'),('yaoguai','Gehenna 1','very rare','hb','creature'),('yaoguai','Gehenna 2','very rare','hb','creature'),('yaoguai','grasslands, steppe','very rare','hb','creature'),('yaoguai','mountain, montane forest','very rare','hb','creature'),('yaoguai','taiga','very rare','hb','creature'),('yaoguai','wetlands, bog','very rare','hb','creature'),('yaoguai','wetlands, marsh','very rare','hb','creature'),('yaoguai','wetlands, swamp','very rare','hb','creature'),('yaotome','any land','unknown','Creature Codex','creature'),('yaotome','coast, subarctic','very rare','hb','creature'),('yaotome','coast, temperate','very rare','hb','creature'),('yaotome','coast, tropical','very rare','hb','creature'),('yaotome','desert','very rare','hb','creature'),('yaotome','forest','very rare','hb','creature'),('yaotome','grasslands, prairie','very rare','hb','creature'),('yaotome','grasslands, savanna','very rare','hb','creature'),('yaotome','grasslands, steppe','very rare','hb','creature'),('yaotome','hills, desert','very rare','hb','creature'),('yaotome','hills, forest','very rare','hb','creature'),('yaotome','hills, grasslands','very rare','hb','creature'),('yaotome','jungle','very rare','hb','creature'),('yaotome','mountain, montane forest','very rare','hb','creature'),('yaotome','taiga','very rare','hb','creature'),('yaotome','tundra','very rare','hb','creature'),('yathon','forest','very rare','hb','creature'),('yathon','hills, forest','very rare','hb','creature'),('yathon','mountain, montane forest','very rare','hb','creature'),('yawkyawk','lake, temperate, euphotic','very rare','hb','creature'),('yawkyawk','lake, tropical, euphotic','very rare','hb','creature'),('yawkyawk','river, temperate','very rare','hb','creature'),('yawkyawk','river, tropical','very rare','hb','creature'),('yawkyawk','warm and temperate freshwater','unknown','Creature Codex','creature'),('ychenBannog','forests,hills,mountains','unknown','5e CSV','creature'),('yedae','mountain, glacial','very rare','hb','creature'),('yedae','mountain, montane shrubland','very rare','hb','creature'),('yedae','tundra','very rare','hb','creature'),('yellowMuskCreeper',' temperate or warm forests and underground','unknown','Archives Of Nethys 1e','creature'),('yellowMuskCreeper','Any land and underground','unknown','Echohawk','creature'),('yellowMuskCreeper','Any Land or Underground','Rare','sulerin','creature'),('yellowMuskCreeper','forest','rare','hb','creature'),('yellowMuskCreeper','forest, cave','rare','hb','creature'),('yellowMuskCreeper','forest, underground','unknown','5e CSV','creature'),('yellowMuskCreeper','temperate and warm forests and underground','unknown','d20web','creature'),('yellowMuskCreeper','Temperate and warm forests and underground','unknown','Echohawk','creature'),('yellowMuskCreeper','Temperate land and underground','unknown','Echohawk','creature'),('yellowMuskCreeper','Temperate lands and underground','unknown','Echohawk','creature'),('yellowMuskCreeper','temperate or warm forests and underground','unknown','d20web','creature'),('yellowMuskCreeper','Temperate or Warm Forests or Underground','Uncommon','aquilae','creature'),('yellowMuskCreeper','Temperate/Forest and subterranean','unknown','Echohawk','creature'),('yellowMuskCreeper','unknown','Common','Archives Of Nethys 2e','creature'),('yellowMuskThrall','forest','very rare','hb','creature'),('yellowMuskThrall','forest, cave','rare','hb','creature'),('yeti',' cold mountains','unknown','Archives Of Nethys 1e','creature'),('yeti','Any cold land','unknown','Echohawk','creature'),('yeti','Arctic hills and mountains','unknown','Echohawk','creature'),('yeti','arctic, cave, mountain','unknown','5e CSV','creature'),('yeti','cold hills and mountains','unknown','d20web','creature'),('yeti','Cold hills and mountains','unknown','Echohawk','creature'),('yeti','cold hills and mountains','unknown','Tome Of Horrors','creature'),('yeti','Cold hills, mountains, forest, and plains','unknown','Echohawk','creature'),('yeti','Cold Mountains','Rare','aquilae','creature'),('yeti','cold mountains','unknown','d20web','creature'),('yeti','Cold mountains','unknown','Echohawk','creature'),('yeti','Cold Mountains','Very Rare','sulerin','creature'),('yeti','mountain, glacial','very rare','hb','creature'),('yeti','mountain, montane forest','very rare','hb','creature'),('yeti','mountain, montane shrubland','very rare','hb','creature'),('yeti','unknown','Uncommon','Archives Of Nethys 2e','creature'),('yig','any','unique','hb','creature'),('yig','Temperate and Warm Land Underground or Aquatic','Unique','sulerin','creature'),('yikaria','any mountains','unknown','Creature Codex','creature'),('yipyip','arctic, cave','very rare','hb','creature'),('yipyip','arctic, snow and ice fields','very rare','hb','creature'),('yipyip','civilized, farmland','very rare','hb','creature'),('yipyip','civilized, urban','very rare','hb','creature'),('yipyip','civilized, village','very rare','hb','creature'),('yipyip','desert','very rare','hb','creature'),('yipyip','desert, cave','very rare','hb','creature'),('yipyip','forest','very rare','hb','creature'),('yipyip','forest, cave','very rare','hb','creature'),('yipyip','grasslands, cave','very rare','hb','creature'),('yipyip','grasslands, prairie','very rare','hb','creature'),('yipyip','grasslands, savanna','very rare','hb','creature'),('yipyip','grasslands, steppe','very rare','hb','creature'),('yipyip','jungle','very rare','hb','creature'),('yipyip','jungle, cave','very rare','hb','creature'),('yipyip','mountain, glacial','very rare','hb','creature'),('yipyip','mountain, montane forest','very rare','hb','creature'),('yipyip','mountain, montane shrubland','very rare','hb','creature'),('yipyip','taiga','very rare','hb','creature'),('yipyip','taiga, cave','very rare','hb','creature'),('yipyip','tundra','very rare','hb','creature'),('yipyip','wetlands, bog','very rare','hb','creature'),('yipyip','wetlands, marsh','very rare','hb','creature'),('yipyip','wetlands, swamp','very rare','hb','creature'),('yochlol','Any','unknown','Echohawk','creature'),('yochlol','Any land or underground','unknown','Echohawk','creature'),('yochlol','Any/any','unknown','Echohawk','creature'),('yochlol','dungeon, planar','unknown','5e CSV','creature'),('yochlol','Infinite Layers of the Abyss','unknown','Echohawk','creature'),('yoshi','coast, tropical','very rare','hb','creature'),('yoshi','jungle','very rare','hb','creature'),('yoshi','warm islands','unknown','Creature Codex','creature'),('yowler','Any land','unknown','Echohawk','creature'),('yowler','Any Land','1,400','sulerin','creature'),('ypotryll',' temperate marshes, hills, or coasts','unknown','Archives Of Nethys 1e','creature'),('ypotryll','coast, temperate','rare','hb','creature'),('ypotryll','hills, grasslands','rare','hb','creature'),('ypotryll','Temperate Marshes, Hills, or Coasts','Rare','aquilae','creature'),('ypotryll','temperate marshes, hills, or coasts','unknown','d20web','creature'),('ypotryll','wetlands, marsh','rare','hb','creature'),('yroometji','coast, subarctic','rare','hb','creature'),('yroometji','coast, temperate','rare','hb','creature'),('yroometji','coast, tropical','rare','hb','creature'),('yroometji','desert','very rare','hb','creature'),('yroometji','grasslands, prairie','rare','hb','creature'),('yroometji','grasslands, savanna','rare','hb','creature'),('yroometji','grasslands, steppe','rare','hb','creature'),('yroometji','hills, desert','rare','hb','creature'),('yroometji','hills, grasslands','rare','hb','creature'),('yrthak','Any hill and mountains','unknown','Echohawk','creature'),('yrthak','grasslands, steppe','rare','hb','creature'),('yrthak','mountain, montane forest','rare','hb','creature'),('yrthak','mountain, montane shrubland','rare','hb','creature'),('yrthak','Temperate Deserts, Hills, or Mountains','Rare','aquilae','creature'),('yrthak','temperate deserts, hills, or mountains','unknown','d20web','creature'),('yrthak','Temperate mountains','unknown','Echohawk','creature'),('yuan-Ti','jungle','very rare','hb','creature'),('yuan-Ti','Tropical jungles','unknown','Echohawk','creature'),('yugoloth','Tartarus','uncommon','hb','creature'),('yugoloth','The Gray Waste','unknown','Echohawk','creature'),('yuki-Onna',' any cold','unknown','Archives Of Nethys 1e','creature'),('yuki-Onna','Any Cold','Rare','aquilae','creature'),('zabraq','grasslands, savanna','very rare','hb','creature'),('zabraq','hills, grasslands','very rare','hb','creature'),('zabraq','warm islands','unknown','Creature Codex','creature'),('zamtrios','coast, arctic','very rare','hb','creature'),('zamtrios','coast, subarctic','very rare','hb','creature'),('zamtrios','sea, arctic, nearshore','very rare','hb','creature'),('zamtrios','sea, subarctic, nearshore','very rare','hb','creature'),('zanzaro','subterranean, mild','very rare','hb','creature'),('zard','Any','unknown','Echohawk','creature'),('zard','Any','65','sulerin','creature'),('zard','Any','Uncommon in wildspac','wmojo','creature'),('zard','Asteroids','unknown','Echohawk','creature'),('zard','Wildspace','unknown','Echohawk','creature'),('zatab','any mountains or underground (First World)','unknown','Creature Codex','creature'),('zebra','Any Plains','Common','aquilae','creature'),('zern','warm marshes and forests or underground','unknown','Creature Codex','creature'),('zern','Wetter climates','unknown','Echohawk','creature'),('zeugalak','warm marshes and forests or underground','unknown','Creature Codex','creature'),('zeugalak','Warm mountains','unknown','Echohawk','creature'),('zeugavizer','The Abyss','unique','hb','creature'),('zeuglodon','Cold aquatic','unknown','Echohawk','creature'),('zeuglodon','sea, arctic, aphotic','very rare','hb','creature'),('zeuglodon','sea, arctic, dysphotic','very rare','hb','creature'),('zeuglodon','sea, arctic, euphotic','very rare','hb','creature'),('zevgavizeb','any land or underground (Abyss)','unknown','Creature Codex','creature'),('zevgavizeb','The Abyss','unique','hb','creature'),('zezir','desert','very rare','hb','creature'),('zezir','hills, desert','very rare','hb','creature'),('zezir','Warm deserts','unknown','Echohawk','creature'),('zhackal','Forests and mountains','unknown','Echohawk','creature'),('zhackal','Tablelands, forest, mountains','unknown','Echohawk','creature'),('zhackal','Tablelands, forest, mountains','Rare','wmojo','creature'),('zhackal','Warm desert','unknown','Echohawk','creature'),('zhackal','Warm Desert','Rare','sulerin','creature'),('zhackal','warm land','unknown','Creature Codex','creature'),('zimwi','forest','very rare','hb','creature'),('zimwi','grasslands, prairie','very rare','hb','creature'),('zimwi','grasslands, savanna','very rare','hb','creature'),('zimwi','hills, forest','very rare','hb','creature'),('zimwi','hills, grasslands','very rare','hb','creature'),('zimwi','jungle','very rare','hb','creature'),('zimwi','mountain, montane forest','very rare','hb','creature'),('zitiron','any oceans','unknown','Creature Codex','creature'),('zitiron','coast, temperate','rare','hb','creature'),('zitiron','coast, tropical','rare','hb','creature'),('zitiron','sea, temperate, dysphotic','very rare','hb','creature'),('zitiron','sea, temperate, euphotic','rare','hb','creature'),('zitiron','sea, temperate, nearshore','rare','hb','creature'),('zitiron','sea, tropical, dysphotic','rare','hb','creature'),('zitiron','sea, tropical, euphotic','rare','hb','creature'),('zitiron','sea, tropical, nearshore','rare','hb','creature'),('zomok',' any forests (primal land of fey)','unknown','Archives Of Nethys 1e','creature'),('zomok','any forests (primal land of','unknown','d20web','creature'),('zomok','Any Forests (Primal Land of Fey)','Rare','aquilae','creature'),('zomok','unknown','Common','Archives Of Nethys 2e','creature'),('zoog',' any forest','unknown','Archives Of Nethys 1e','creature'),('zoog','Any Forest','Uncommon','aquilae','creature'),('zoog','any forest','unknown','d20web','creature'),('zoog','temperate forests (Dreamlands)','unknown','d20web','creature'),('zouyu','forest','very rare','hb','creature'),('zouyu','hills, forest','very rare','hb','creature'),('zura','The Abyss','unique','hb','creature'),('zuvembie',' any land','unknown','Archives Of Nethys 1e','creature'),('zuvembie','Any Land','Rare','aquilae','creature'),('zuvembie','any land','unknown','d20web','creature'),('zuzi','cold mountains and forests','unknown','Creature Codex','creature'),('zuzi','mountain, montane forest','rare','hb','creature'),('zygraat',' Forest','270','sulerin','creature'),('zygraat','Forest','unknown','Echohawk','creature'),('zygraat','forest','uncommon','hb','creature'),('zygraat','Forest','Uncommon','wmojo','creature'),('zygraat','mountain, montane forest','uncommon','hb','creature');

--
-- Table structure for table `creaturestat_hitpoints`
--

CREATE TABLE `creaturestat_hitpoints` (
  `creature` varchar(30) NOT NULL,
  `hitpoints` varchar(40) NOT NULL,
  `source` varchar(30) NOT NULL,
  PRIMARY KEY (`creature`,`source`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_0900_ai_ci;

--
-- Dumping data for table `creaturestat_hitpoints`
--

INSERT INTO `creaturestat_hitpoints` VALUES ('a-Mi-Kuk','115 (10d12 + 50)','5e SRD'),('aaleear','4 (1d6)','5e SRD'),('aalpamac','136 (13d12 + 52)','5e SRD'),('aatxe','105 (10d10 + 50)','5e SRD'),('abaia','147','Archives Of Nethys 1e'),('abaia','147','d20web'),('aboleth','135 (18d10 + 36);','5e SRD'),('aboleth','84','Archives Of Nethys 1e'),('aboleth','84','d20web'),('abrikandilu','22 (4d6 + 8)','5e SRD'),('abrikandilu','70','PF JSON'),('abyssalLarva','8','d20web'),('achaierai','52','Archives Of Nethys 1e'),('achaierai','51','d20web'),('addanc','42 (5d10 + 15)','5e SRD'),('addanc','85','d20web'),('adlet','127','Archives Of Nethys 1e'),('adlet','0','PF JSON'),('aetherElemental','150','d20web'),('afanc','525 (30d20 + 210)','5e SRD'),('afanc','333','d20web'),('aghashDiv','42','d20web'),('aghasura','202 (15d12+105)','5e SRD'),('aghasura','161','Archives Of Nethys 1e'),('agnibarra','39 (6d6 + 18)','5e SRD'),('ahlinni','30','d20web'),('ahool','114','d20web'),('ahuizotl','71 (13d6 + 26)','5e SRD'),('ahuizotl','68','Archives Of Nethys 1e'),('ahuizotl','68','d20web'),('ahuizotl','105','PF JSON'),('airElemental','150','d20web'),('airElementalDragon','312 (25d12 + 150)','5e SRD'),('airMephit','19','d20web'),('airMephit','12','PF JSON'),('airShark','32','d20web'),('airWisp','10','PF JSON'),('akaasit','91 (14d8 + 28)','5e SRD'),('akata','30 (4d8 + 12)','5e SRD'),('akata','15','d20web'),('akata','15','PF JSON'),('akhlut','120 (16d10 + 32)','5e SRD'),('akhlut','189','Archives Of Nethys 1e'),('akhlut','189','d20web'),('akyishigal','138 (12d10 + 72)','5e SRD'),('alastor','362 (25d12 + 200)','5e SRD'),('albinoDeathWeasel','45 (6d10 + 12)','5e SRD'),('alchemicalSkunk','66 (12d6 + 24)','5e SRD'),('algoid','52 (7d8 + 21)','5e SRD'),('algoid','37','d20web'),('alicanto','12 (5d4)','5e SRD'),('almiraj','13','Archives Of Nethys 1e'),('almiraj','13','d20web'),('alp','44 (8d6 + 16)','5e SRD'),('alp','123','d20web'),('alphaFish','59 (7d10 + 21)','5e SRD'),('alux','15 (6d4)','5e SRD'),('amarok','172','d20web'),('amaru','199 (19d10 + 95)','5e SRD'),('amon','270 (20d10 + 160)','5e SRD'),('androsphinx','199 (19d10 + 95)','5e SRD'),('aniwye','102 (12d10 + 36)','5e SRD'),('ankheg','39 (6d10 + 6)','5e SRD'),('ankheg','28','Archives Of Nethys 1e'),('ankheg','28','d20web'),('ankou','171 (18d10 + 72)','5e SRD'),('ankou','133','Archives Of Nethys 1e'),('ankou','133','d20web'),('ankou','280','PF JSON'),('ankylosaurus','90','PF JSON'),('anophiloi','33 (6d6 + 12)','5e SRD'),('antelope','4 (1d8)','5e SRD'),('antelope','6','Archives Of Nethys 1e'),('anubian','44 (8d8 + 8)','5e SRD'),('anzu','152 (16d10 + 64)','5e SRD'),('apaxrusl','60 (8d8 + 24)','5e SRD'),('aqrabuamelu','123 (13d10 + 52)','5e SRD'),('ara','23 (4d8 + 4)','5e SRD'),('araganaqltaa','247 (26d10+104)','5e SRD'),('aranea','39 (6d10 + 6)','5e SRD'),('aranea','37','d20web'),('archaeopteryx','7 (3d4)','5e SRD'),('archaeopteryx','4','d20web'),('archer','19 (3d8+6)','5e SRD'),('archer','47','Archives Of Nethys 1e'),('arcticTern','2','d20web'),('aridni','82 (15d6 + 30)','5e SRD'),('armadillo','4 (1d6+1)','5e SRD'),('armadillo','4','d20web'),('arrowhawk','123 (13d10 + 52)','5e SRD'),('arrowhawk','44','d20web'),('asanbosam','102 (12d10 + 36)','5e SRD'),('astradaemon','240','PF JSON'),('astri','112 (15d6 + 60)','5e SRD'),('athena','255 (30d8 + 120)','5e SRD'),('attercroppe','21 (6d4 + 6)','5e SRD'),('augnagar','225','PF JSON'),('augustRooster','75 (10d8 + 30)','5e SRD'),('aurumvorax','114','d20web'),('aurumvorax','170','PF JSON'),('aviere','17 (5d4 + 5)','5e SRD'),('axeBeak','22','Archives Of Nethys 1e'),('axeBeak','22','d20web'),('axolotl','1 (1d4)','5e SRD'),('azeban','78 (12d8 + 24)','5e SRD'),('azza','7 (2d6)','5e SRD'),('baalzebal','250 (20d10 + 140)','5e SRD'),('baaphel','312 (25d8 + 200)','5e SRD'),('babau','67 (9d8 + 27)','5e SRD'),('babau','73','Archives Of Nethys 1e'),('babau','0','PF JSON'),('babaYaga','399 (47d8 + 188)','5e SRD'),('baboon','3 (1d6)','5e SRD'),('baboon','5','Archives Of Nethys 1e'),('badger','3 (1d4 + 1)','5e SRD'),('badger','9','Archives Of Nethys 1e'),('badger','9','d20web'),('badger','15','PF JSON'),('bagiennik','75 (10d8 + 30)','5e SRD'),('bagiennik','52','d20web'),('bakeKujira','325 (21d20+105)','5e SRD'),('bakeneko','36 (8d6 + 8)','5e SRD'),('baku','95','Archives Of Nethys 1e'),('baku','95','d20web'),('balbal','102 (12d8 + 48)','5e SRD'),('balban','126 (11d10 + 66)','5e SRD'),('balor','262 (21d12 + 126)','5e SRD'),('balor','370','Archives Of Nethys 1e'),('balor','0','PF JSON'),('bandersnatch','310','Archives Of Nethys 1e'),('bandersnatch','310','d20web'),('banelight','168','d20web'),('baomal','315','PF JSON'),('barbazu','0','PF JSON'),('barbegazi','13 (3d6 + 3)','5e SRD'),('bard','18 (4d8)','5e SRD'),('baregara','189 (18d10 + 90)','5e SRD'),('baregara','168','Archives Of Nethys 1e'),('baregara','168','d20web'),('barghest','37 (6d8+6)','5e SRD'),('barghest','45','Archives Of Nethys 1e'),('barghest','45','d20web'),('barghest','50','PF JSON'),('basilisk','11 (2d6 + 4)','5e SRD'),('basilisk','52','Archives Of Nethys 1e'),('basilisk','52','d20web'),('basilisk','75','PF JSON'),('bat','1 (1d4 - 1)','5e SRD'),('bat','22','d20web'),('baykok','97 (15d8 + 30)','5e SRD'),('baykok','97','Archives Of Nethys 1e'),('baykok','97','d20web'),('baykok','0','PF JSON'),('bearfolk','45 (6d8 + 18)','5e SRD'),('bearmitCrab','59 (7d10 + 21)','5e SRD'),('bebilith','187 (15d12 + 90)','5e SRD'),('bebilith','150','Archives Of Nethys 1e'),('bebilith','150','d20web'),('bebilith','200','PF JSON'),('bee','27 (5d8 + 5)','5e SRD'),('beetle','31 (7d6 + 7)','5e SRD'),('behemoth','52','d20web'),('behir','168 (16d12 + 64)','5e SRD'),('behir','105','Archives Of Nethys 1e'),('behir','105','d20web'),('behir','140','PF JSON'),('behtu','52 (8d6 + 24)','5e SRD'),('beli','45 (10d6 + 10)','5e SRD'),('belial','276 (24d8 + 168)','5e SRD'),('belker','93 (11d10 + 33)','5e SRD'),('belker','68','d20web'),('belker','78','PF JSON'),('berbalang','68','Archives Of Nethys 1e'),('berbalang','68','d20web'),('berberoka','114 (12d12 + 36)','5e SRD'),('bhole','459 (17d20 + 119)','5e SRD'),('bhole','290','Archives Of Nethys 1e'),('bhole','290','d20web'),('bhuta','147','Archives Of Nethys 1e'),('bison','57 (6d10 + 24)','5e SRD'),('bison','70','PF JSON'),('blackBear','32','d20web'),('blackBear','32','PF JSON'),('blackDragon','195 (17d12 + 85)','5e SRD'),('blackDragon','161','d20web'),('blackShuck','85','d20web'),('blackTroll','94 (9d10 + 45)','5e SRD'),('blemmyes','168 (16d10 + 80)','5e SRD'),('blindheim','17 (5d6)','5e SRD'),('blindheim','18','d20web'),('blindheim','27','PF JSON'),('blinkDog','22','Archives Of Nethys 1e'),('blinkDog','22','d20web'),('blinkDog','30','PF JSON'),('bloodHawk','6','d20web'),('blueDragon','225 (18d12 + 108)','5e SRD'),('blueDragon','184','d20web'),('boar','11 (2d8 + 2)','5e SRD'),('boar','18','Archives Of Nethys 1e'),('boar','52','d20web'),('boar','30','PF JSON'),('bogBeast','76 (8d10 + 32)','5e SRD'),('bogBeast','52','d20web'),('boggard','22','Archives Of Nethys 1e'),('boggard','22','d20web'),('boggart','39 (6d8 + 12)','5e SRD'),('boggart','39','d20web'),('boggle','102','d20web'),('bogMummy','60','d20web'),('bogMummy','85','PF JSON'),('boiuna','465 (30d20+150)','5e SRD'),('bonesnapper','30','d20web'),('borealDragon','212 (17d12 + 102)','5e SRD'),('bouda','93 (11d8 + 44)','5e SRD'),('brassDragon','172 (15d12 + 75)','5e SRD'),('brassDragon','161','d20web'),('brineDragon','147','d20web'),('brontosaurus','220','PF JSON'),('bronzeDragon','212 (17d12 + 102)','5e SRD'),('bronzeDragon','184','d20web'),('bronzeGiant','152','d20web'),('brotherOx','187 (15d12 + 90)','5e SRD'),('brownie','9 (2d6 + 2)','5e SRD'),('brownie','9','d20web'),('brownie','0','PF JSON'),('bugbear','90 (12d8 + 36)','5e SRD'),('bugbear','16','Archives Of Nethys 1e'),('bugbear','16','d20web'),('buggane','51','Archives Of Nethys 1e'),('buggane','51','d20web'),('bukavac','199 (21d10 + 84)','5e 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64)','5e SRD'),('grimlock','11 (2d8 + 2)','5e SRD'),('grimlock','13','d20web'),('grimslake','68','d20web'),('grindylow','5','Archives Of Nethys 1e'),('grindylow','5','d20web'),('grindylow','0','PF JSON'),('grippli','12','Archives Of Nethys 1e'),('grippli','7','d20web'),('grizzlyBear','45','PF JSON'),('grodair','66','Archives Of Nethys 1e'),('grodair','66','d20web'),('grodair','88','PF JSON'),('gronk','51 (6d10 + 18)','5e SRD'),('gronk','34','d20web'),('grootslang','283','Archives Of Nethys 1e'),('grootslang','283','d20web'),('guardianNaga','114','d20web'),('guardianNaga','175','PF JSON'),('guecubu','104','Archives Of Nethys 1e'),('guecubu','104','d20web'),('guecubu','110','PF JSON'),('gugalanna','253 (22d12 + 110)','5e SRD'),('guthallath','325','PF JSON'),('gynosphinx','136 (16d10 + 48)','5e SRD'),('gypsosphinx','171 (18d10 + 72)','5e SRD'),('hag','34','d20web'),('haleshi','123 (13d10 + 52)','5e SRD'),('hamatula','165','PF JSON'),('harefolk','18 (4d6 + 4)','5e SRD'),('harionago','260 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JSON'),('xorn','73 (7d8 + 42);','5e SRD'),('xorn','66','Archives Of Nethys 1e'),('xorn','66','d20web'),('xorn','115','PF JSON'),('yakirian','67 (9d8 + 27)','5e SRD'),('yamaraj','337','Archives Of Nethys 1e'),('yamaraj','375','PF JSON'),('yann-An-Oed','47 (5d12 + 15)','5e SRD'),('yaoguai','185 (16d12+80)','5e SRD'),('yaoguai','84','d20web'),('yathon','152 (16d10 + 64)','5e SRD'),('ychenBannog','231 (14d20 + 84)','5e SRD'),('yedae','212 (25d10+75)','5e SRD'),('yellowMuskCreeper','22','Archives Of Nethys 1e'),('yellowMuskCreeper','22','d20web'),('yellowMuskCreeper','34','PF JSON'),('yeti','95 (10d10 + 40)','5e SRD'),('yeti','45','Archives Of Nethys 1e'),('yeti','30','d20web'),('yeti','115','PF JSON'),('yowler','22 (4d4 + 12)','5e SRD'),('ypotryll','253','Archives Of Nethys 1e'),('ypotryll','253','d20web'),('yrthak','114','d20web'),('yuki-Onna','104 (16d8+32)','5e SRD'),('yuki-Onna','94','Archives Of Nethys 1e'),('zebra','23 (2d10 + 12)','5e SRD'),('zimwi','76 (9d8 + 36)','5e SRD'),('zomok','246','Archives Of Nethys 1e'),('zomok','246','d20web'),('zomok','310','PF JSON'),('zoog','3 (1d4 + 1)','5e SRD'),('zoog','11','Archives Of Nethys 1e'),('zoog','11','d20web'),('zouyu','114 (12d12 + 36)','5e SRD'),('zuvembie','136 (21d8 + 42)','5e SRD'),('zuvembie','37','Archives Of Nethys 1e'),('zuvembie','37','d20web');

--
-- Table structure for table `creaturestat_role`
--

CREATE TABLE `creaturestat_role` (
  `creature` varchar(30) NOT NULL,
  `mainrole` varchar(40) NOT NULL,
  `source` varchar(30) NOT NULL,
  `grouprole` varchar(40) DEFAULT NULL,
  PRIMARY KEY (`creature`,`source`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_0900_ai_ci;

--
-- Dumping data for table `creaturestat_role`
--

INSERT INTO `creaturestat_role` VALUES ('aarakocra','Varies','4e Wiki','Varies'),('abaia','Soldier','aquilae','Normal'),('aboleth','Varies','4e Wiki','Varies'),('aboleth','Brute','aquilae','Normal'),('achaierai','Lurker','aquilae','Normal'),('adlet','Skirmisher','aquilae','Normal'),('aghashDiv','Controller','aquilae','Minion'),('ahuizotl','Skirmisher','aquilae','Normal'),('airDrake','Skirmisher','aquilae','Minion'),('airElemental','Soldier','aquilae','Normal'),('akata','Lurker','aquilae','Minion'),('akhlut','Soldier','aquilae','Normal'),('allosaurus','Brute','aquilae','Normal'),('almiraj','Brute','aquilae','Minion'),('anaconda','Lurker','aquilae','Normal'),('androsphinx','Controller','aquilae','Elite'),('angel','Varies','4e Wiki','Varies'),('ankheg','Lurker','4e Wiki','Elite'),('ankheg','Brute','aquilae','Normal'),('ankou','Controller','aquilae','Normal'),('antelope','Skirmisher','aquilae','Minion'),('aranea','Controller','aquilae','Normal'),('archaeopteryx','Skirmisher','aquilae','Minion'),('archon','Varies','4e Wiki','Varies'),('arcticFox','Skirmisher','aquilae','Minion'),('arcticTern','Skirmisher','aquilae','Minion'),('armadillo','Soldier','aquilae','Minion'),('astradaemon','Soldier','aquilae','Solo'),('aurochs','Brute','aquilae','Minion'),('aurumvorax','Soldier','aquilae','Normal'),('axeBeak','Soldier','aquilae','Normal'),('baazrag','Varies','4e Wiki','Standard'),('babau','Soldier','aquilae','Normal'),('babaYaga','Controller','4e Wiki','Solo'),('baboon','Brute','aquilae','Minion'),('badger','Skirmisher','aquilae','Minion'),('bahamut','Soldier','4e Wiki','Solo'),('baku','Lurker','aquilae','Normal'),('balhannoth','Lurker','4e Wiki','Elite'),('balor','Leader','aquilae','Solo'),('banderhobb','Varies','4e Wiki','Standard'),('bandersnatch','Leader','aquilae','Solo'),('baphomet','Brute','4e Wiki','Solo'),('baregara','Soldier','aquilae','Normal'),('barghest','Varies','4e Wiki','Standard'),('barghest','Brute','aquilae','Normal'),('basilisk','Varies','4e Wiki','Standard'),('basilisk','Lurker','aquilae','Normal'),('bat','Varies','4e Wiki','Standard'),('bat','Skirmisher','aquilae','Minion'),('baykok','Artillery','aquilae','Normal'),('bebilith','Brute','4e Wiki','Solo'),('bebilith','Brute','aquilae','Elite'),('behir','Soldier','4e Wiki','Solo'),('behir','Soldier','aquilae','Normal'),('beholder','Varies','4e Wiki','Varies'),('belker','Skirmisher','aquilae','Normal'),('berbalang','Skirmisher','4e Wiki','Solo'),('berbalang','Lurker','aquilae','Normal'),('bhole','Brute','aquilae','Elite'),('bison','Brute','aquilae','Normal'),('blindheim','Artillery','aquilae','Normal'),('blinkDog','Skirmisher','aquilae','Normal'),('bloodHawk','Skirmisher','4e Wiki','Standard'),('boar','Brute','4e Wiki','Varies'),('boar','Soldier','aquilae','Normal'),('boggard','Brute','aquilae','Normal'),('boneclaw','Soldier','4e Wiki','Standard'),('brownie','Controller','4e Wiki','Standard'),('brownie','Skirmisher','aquilae','Normal'),('bugbear','Brute','aquilae','Normal'),('buggane','Brute','aquilae','Normal'),('bulette','Skirmisher','4e Wiki','Elite'),('bulette','Brute','aquilae','Solo'),('bulezau','Brute','4e Wiki','Standard'),('bunyip','Soldier','aquilae','Normal'),('cacodaemon','Skirmisher','aquilae','Minion'),('camel','Brute','4e Wiki','Standard'),('camel','Brute','aquilae','Minion'),('carbuncle','Skirmisher','aquilae','Minion'),('carcassEater','No role','4e Wiki','Minion'),('carrionCrawler','Soldier','4e Wiki','Standard'),('catfolk','Skirmisher','aquilae','Normal'),('catoblepas','Brute','aquilae','Elite'),('caveBear','Brute','4e 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Wiki','Standard'),('cockatrice','Skirmisher','aquilae','Normal'),('compsognathus','Skirmisher','aquilae','Minion'),('constrictorSnake','Lurker','aquilae','Minion'),('couatl','Leader','aquilae','Normal'),('crabman','Soldier','4e Wiki','Minion'),('cragLinnorm','Controller','aquilae','Solo'),('crestedFelldrake','Skirmisher','4e Wiki','Standard'),('crestedLeatherwing','Skirmisher','aquilae','Normal'),('criosphinx','Solider','aquilae','Normal'),('crocodile','Soldier','4e Wiki','Standard'),('crocodile','Lurker','aquilae','Normal'),('crocotta','Skirmisher','4e Wiki','Standard'),('crodlu','Brute','4e Wiki','Standard'),('crysmal','Artillery','aquilae','Normal'),('dagon','Soldier','4e Wiki','Solo'),('dakon','Brute','4e Wiki','Minion'),('darkmantle','Lurker','aquilae','Minion'),('deathGiant','Brute','4e Wiki','Standard'),('decapus','Brute','4e Wiki','Standard'),('decapus','Lurker','aquilae','Normal'),('deinonychus','Skirmisher','aquilae','Normal'),('demogorgon','Controller','4e 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Wiki','Standard'),('drider','Controller','aquilae','Normal'),('drow','Varies','4e Wiki','Varies'),('drow','Soldier','aquilae','Normal'),('dryad','Skirmisher','4e Wiki','Standard'),('dryad','Lurker','aquilae','Normal'),('eagle','Skirmisher','aquilae','Minion'),('earthDrake','Controller','4e Wiki','Elite'),('earthDrake','Skirmisher','aquilae','Minion'),('earthElemental','Soldier','4e Wiki','Standard'),('earthElemental','Brute','aquilae','Normal'),('efreeti','Soldier','aquilae','Elite'),('eldritchGiant','Skirmisher','4e Wiki','Standard'),('electricEel','Lurker','aquilae','Normal'),('elephant','Brute','4e Wiki','Standard'),('elephant','Brute','aquilae','Normal'),('elk','Skirmisher','aquilae','Minion'),('elohim','Controller','aquilae','Elite'),('erinyes','Soldier(Leader)','4e Wiki','Standard'),('etherealMarauder','Lurker','4e Wiki','Standard'),('ettercap','Lurker','aquilae','Normal'),('fireBeetle','Brute','4e Wiki','Standard'),('fireDrake','Lurker','4e Wiki','Elite'),('fireDrake','Skirmisher','aquilae','Minion'),('fireElemental','Skirmisher','4e Wiki','Standard'),('fireElemental','Soldier','aquilae','Normal'),('fireGiant','Soldier','4e Wiki','Standard'),('fireGiant','Brute','aquilae','Elite'),('flameDrake','Skirmisher','aquilae','Normal'),('flameSnake','Artillery','4e Wiki','Standard'),('flumph','Skirmisher','aquilae','Minion'),('forestDrake','Skirmisher','aquilae','Normal'),('fox','Skirmisher','aquilae','Minion'),('froghemoth','Brute','aquilae','Elite'),('frostDrake','Controller','aquilae','Normal'),('frostGiant','Brute','4e Wiki','Standard'),('frostGiant','Brute','aquilae','Elite'),('frostWorm','Controller','aquilae','Elite'),('fungalCrawler','Lurker','aquilae','Normal'),('gar','Skirmisher','aquilae','Minion'),('gargoyle','Lurker','4e Wiki','Standard'),('gargoyle','Skirmisher','aquilae','Normal'),('garuda','Artillery','aquilae','Elite'),('ghawwasDiv','Lurker','aquilae','Normal'),('ghost','Varies','4e 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Wiki','Varies'),('grindylow','Skirmisher','aquilae','Minion'),('grippli','Skirmisher','aquilae','Minion'),('grizzlyBear','Brute','aquilae','Normal'),('grodair','Controller','aquilae','Normal'),('grootslang','Brute','aquilae','Solo'),('guardianNaga','Artillery','4e Wiki','Elite'),('guecubu','Leader','aquilae','Normal'),('guulvorg','Brute','4e Wiki','Elite'),('gynosphinx','Controller','aquilae','Elite'),('hag','Varies','4e Wiki','Varies'),('harionago','Leader','aquilae','Elite'),('harpy','Controller','4e Wiki','Standard'),('harpy','Skirmisher','aquilae','Normal'),('hawk','Skirmisher','4e Wiki','Minion'),('hawk','Skirmisher','aquilae','Minion'),('hezrou','Brute','4e Wiki','Standard'),('hezrou','Brute','aquilae','Elite'),('hieracosphinx','Skirmisher','aquilae','Normal'),('hillGiant','Brute','4e Wiki','Standard'),('hillGiant','Brute','aquilae','Elite'),('hippocampus','Skirmisher','aquilae','Minion'),('hippogriff','Skirmisher','4e 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Wiki','Standard'),('nymph','Skirmisher','aquilae','Normal'),('oceanGiant','Brute','aquilae','Elite'),('octopus','Skirmisher','aquilae','Minion'),('ogre','Brute','4e Wiki','Standard'),('ogre','Brute','aquilae','Normal'),('ooze','Brute','4e Wiki','Minion'),('orc','Brute','aquilae','Minion'),('orcus','Brute(Leader)','4e Wiki','Solo'),('otter','Skirmisher','aquilae','Minion'),('otyugh','Soldier','4e Wiki','Standard'),('otyugh','Brute','aquilae','Normal'),('owl','Skirmisher','aquilae','Minion'),('owlbear','Brute','4e Wiki','Elite'),('owlbear','Brute','aquilae','Normal'),('pachycephalosaurus','Brute','aquilae','Normal'),('pairakaDiv','Lurker','aquilae','Normal'),('panda','Lurker','aquilae','Minion'),('pard','Skirmisher','aquilae','Normal'),('parrot','Skirmisher','aquilae','Minion'),('pazuzu','Skirmisher','4e Wiki','Solo'),('pegasus','Soldier','aquilae','Normal'),('peluda','Controller','aquilae','Elite'),('penguin','Soldier','aquilae','Minion'),('peri','Leader','aquilae','Solo'),('peryton','Skirmisher','4e Wiki','Standard'),('peryton','Brute','aquilae','Normal'),('phantomFungus','Lurker','aquilae','Normal'),('phaseSpider','Skirmisher','4e Wiki','Standard'),('phaseSpider','Skirmisher','aquilae','Normal'),('phoenix','Brute','4e Wiki','Elite'),('phoenix','Leader','aquilae','Solo'),('pig','Lurker','aquilae','Minion'),('pitFiend','Soldier','4e Wiki','Elite'),('pitFiend','Leader','aquilae','Solo'),('pixie','Artillery','aquilae','Normal'),('plesiosaurus','Skirmisher','aquilae','Normal'),('polarBear','Brute','aquilae','Normal'),('poltergeist','Artillery','4e Wiki','Standard'),('poltergeist','Lurker','aquilae','Normal'),('pooka','Skirmisher','aquilae','Normal'),('porcupine','Skirmisher','aquilae','Minion'),('purpleWorm','Soldier','4e Wiki','Solo'),('purpleWorm','Uncommon','aquilae','Uncommon'),('qallupilluk','Lurker','aquilae','Normal'),('quasit','Controller','4e Wiki','Standard'),('quasit','Skirmisher','aquilae','Minion'),('rakshasa','Varies','4e Wiki','Varies'),('rakshasa','Leader','aquilae','Normal'),('ram','Lurker','aquilae','Minion'),('rampager','Brute','4e Wiki','Solo'),('ratfolk','Skirmisher','aquilae','Normal'),('raven','Skirmisher','4e Wiki','Minion'),('raven','Lurker','aquilae','Minion'),('reefclaw','Soldier','aquilae','Minion'),('remorhaz','Brute','4e Wiki','Elite'),('remorhaz','Brute','aquilae','Normal'),('rhinoceros','Soldier','4e Wiki','Standard'),('rhinoceros','Brute','aquilae','Normal'),('ridingHorse','Brute','4e Wiki','Standard'),('riftDrake','Controller','aquilae','Normal'),('riverDrake','Controller','aquilae','Normal'),('riverGiant','Brute','aquilae','Elite'),('roc','Skirmisher','4e Wiki','Elite'),('roc','Skirmisher','aquilae','Elite'),('rockTroll','Lurker','aquilae','Elite'),('runeGiant','Brute','aquilae','Solo'),('rusalka','Skirmisher','aquilae','Elite'),('saguaroi','Skirmisher','aquilae','Normal'),('sahuagin','Varies','4e Wiki','Varies'),('sahuagin','Soldier','aquilae','Normal'),('sailbackBehemoth','Brute','aquilae','Elite'),('salamander','Skirmisher','aquilae','Normal'),('sandGolem','Skirmisher','4e Wiki','Standard'),('sandpointDevil','Soldier','aquilae','Elite'),('scylla','Controller','aquilae','Solo'),('seaCat','Skirmisher','aquilae','Minion'),('seaDrake','Controller','aquilae','Normal'),('seaSerpent','Lurker','aquilae','Elite'),('seawolfBehemoth','Brute','aquilae','Normal'),('sepidDiv','Leader','aquilae','Elite'),('seps','Brute','aquilae','Elite'),('serpentfolk','Skirmisher','aquilae','Normal'),('shadowDemon','Lurker','4e Wiki','Elite'),('shadowDemon','Controller','aquilae','Elite'),('shantak','Soldier','aquilae','Elite'),('shark','Brute','4e Wiki','Standard'),('shemhazian','Soldier','aquilae','Solo'),('shieldbackBehemoth','Soldier','aquilae','Normal'),('shinigami','Soldier','aquilae','Solo'),('shiningChild','Artillery','aquilae','Solo'),('shiraDiv','Lurker/','aquilae','Lurker/ Elite'),('shockerLizard','Lurker','aquilae','Minion'),('shoggoth','Lurker','aquilae','Solo'),('shrieker','Lurker','4e Wiki','Standard'),('shriezyx','Lurker','aquilae','Normal'),('silvansheeAgathion','Skirmisher','aquilae','Minion'),('simurgh','Controller','aquilae','Solo'),('skeleton','Soldier','4e Wiki','Standard'),('skeleton','Brute','aquilae','Minion'),('skulk','Lurker','aquilae','Normal'),('skum','Lurker','aquilae','Minion'),('skunk','Lurker','aquilae','Minion'),('slaad','Varies','4e Wiki','Varies'),('slurk','Lurker','aquilae','Normal'),('snallygaster','Lurker','aquilae','Normal'),('soulboundDoll','Skirmisher','aquilae','Minion'),('spectre','Lurker','aquilae','Normal'),('spider','Varies','4e Wiki','Varies'),('spriggan','Skirmisher','aquilae','Normal'),('sprite','Skirmisher','aquilae','Minion'),('squid','Skirmisher','aquilae','Minion'),('stegodon','Brute','aquilae','Elite'),('stirge','Lurker','4e Wiki','Standard'),('stirge','Lurker','aquilae','Minion'),('stoneGiant','Soldier','4e Wiki','Standard'),('stoneGiant','Brute','aquilae','Elite'),('stoneGolem','Soldier','aquilae','Solo'),('stormGiant','Controller','4e Wiki','Standard'),('stormGiant','Brute','aquilae','Solo'),('strix','Soldier','aquilae','Minion'),('styracosaurus','Brute','aquilae','Normal'),('succubus','Controller','4e Wiki','Standard'),('succubus','Lurker','aquilae','Elite'),('sylph','Skirmisher','aquilae','Minion'),('taigaGiant','Brute','aquilae','Elite'),('tanuki','Skirmisher','aquilae','Normal'),('tarrasque','Brute','4e Wiki','Solo'),('tarrasque','Brute','aquilae','Solo'),('tatzlwyrm','Leader','aquilae','Minion'),('tembo','Skirmisher','4e Wiki','Solo'),('tendriculos','Lurker','aquilae','Elite'),('tengu','Skirmisher','aquilae','Minion'),('thanadaemon','Controller/','aquilae','Controller/ Elite'),('thoqqua','Brute','aquilae','Normal'),('thrasfyr','Controller','aquilae','Solo'),('thunderbird','Artillery','aquilae','Solo'),('tiamat','Brute','4e Wiki','Solo'),('tiger','Skirmisher','4e Wiki','Standard'),('tiger','Brute','aquilae','Normal'),('toad','Lurker','aquilae','Minion'),('tortoise','Lurker','aquilae','Minion'),('triceratops','Brute','aquilae','Normal'),('troglodyte','Soldier','aquilae','Normal'),('troll','Brute','4e Wiki','Standard'),('troll','Brute','aquilae','Normal'),('trollhound','Brute','aquilae','Normal'),('tuatara','Skirmisher','aquilae','Minion'),('tylosaurus','Brute','aquilae','Normal'),('tyrannosaurusDinosasur','Brute','aquilae','Elite'),('tzitzimitl','Artillery','aquilae','Solo'),('umberHulk','Soldier','4e Wiki','Elite'),('unicorn','Skirmisher(Leader)','4e Wiki','Standard'),('unicorn','Skirmisher','aquilae','Normal'),('vampire','Leader','aquilae','Normal'),('vanara','Skirmisher','aquilae','Normal'),('vargouille','Lurker','aquilae','Normal'),('vavakia','Controller','aquilae','Elite'),('velociraptor','Skirmisher','aquilae','Minion'),('voonith','Skirmisher','aquilae','Normal'),('voor','Controller','4e Wiki','Minion'),('vrock','Skirmisher','4e Wiki','Standard'),('vrock','Skirmisher','aquilae','Normal'),('vulnudaemon','Soldier','aquilae','Normal'),('vulpinalAgathion','Skirmisher','aquilae','Normal'),('vulture','Skirmisher','aquilae','Minion'),('walrus','Skirmisher','aquilae','Normal'),('warhorse','Brute','4e Wiki','Standard'),('waterDrake','Controller','4e Wiki','Solo'),('waterDrake','Skirmisher','aquilae','Minion'),('waterElemental','Brute','aquilae','Normal'),('waterOrm','Lurker','aquilae','Elite'),('wayang','Controller','aquilae','Normal'),('weasel','Skirmisher','aquilae','Minion'),('werebear','Lurker','aquilae','Normal'),('wereboar','Brute','4e Wiki','Standard'),('wereboar','Lurker','aquilae','Minion'),('werecrocodile','Soldier','4e Wiki','Standard'),('wererat','Skirmisher','4e Wiki','Standard'),('wererat','Lurker','aquilae','Minion'),('weretiger','Skirmisher','4e Wiki','Elite'),('werewolf','Brute','4e Wiki','Standard'),('werewolf','Lurker','aquilae','Normal'),('whale','Brute','aquilae','Elite'),('wight','Skirmisher','4e Wiki','Standard'),('wight','Lurker','aquilae','Elite'),('wikkawak','Soldier','aquilae','Normal'),('winterWolf','Skirmisher','4e Wiki','Standard'),('witherling','Skirmisher','4e Wiki','Standard'),('wolf','Lurker','aquilae','Normal'),('wolliped','Brute','aquilae','Minion'),('wolverine','Brute','aquilae','Normal'),('worg','Brute','4e Wiki','Standard'),('worg','Skirmisher','aquilae','Normal'),('wraith','Lurker','4e Wiki','Standard'),('wraith','Lurker','aquilae','Elite'),('wyvern','Skirmisher','4e Wiki','Standard'),('wyvern','Skirmisher','aquilae','Elite'),('xiao','Skirmisher','aquilae','Normal'),('xill','Soldier','aquilae','Normal'),('xixecal','Brute','4e Wiki','Elite'),('xorn','Skirmisher','4e Wiki','Standard'),('xorn','Brute','aquilae','Elite'),('yak','Brute','aquilae','Minion'),('yaoguai','Brute','aquilae','Normal'),('yellowMuskCreeper','Lurker','aquilae','Normal'),('yeti','Soldier','aquilae','Normal'),('ypotryll','Brute','aquilae','Solo'),('yrthak','Artillery','aquilae','Elite'),('yuki-Onna','Lurker','aquilae','Elite'),('zebra','Skirmisher','aquilae','Minion'),('zomok','Lurker','aquilae','Solo'),('zoog','Skirmisher','aquilae','Minion'),('zuvembie','Leader','aquilae','Minion');

--
-- Table structure for table `creaturestat_trait_bygame`
--

CREATE TABLE `creaturestat_trait_bygame` (
  `delme-creature` varchar(30) NOT NULL,
  `variantname` varchar(45) DEFAULT NULL,
  `traitname` varchar(100) NOT NULL,
  `description` varchar(1200) DEFAULT NULL,
  `source` varchar(45) NOT NULL,
  `type` varchar(45) DEFAULT NULL,
  `game` varchar(45) DEFAULT NULL,
  `sequence` int NOT NULL,
  PRIMARY KEY (`delme-creature`,`traitname`,`source`,`sequence`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb3;

--
-- Dumping data for table `creaturestat_trait_bygame`
--

INSERT INTO `creaturestat_trait_bygame` VALUES ('a-Mi-Kuk','A-Mi-Kuk','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('a-Mi-Kuk','A-Mi-Kuk','Fear of Fire','The a-mi-kuk is afraid of fire, and it won\'t move toward any fiery or burning objects. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific source of fire (such as the burning hands spell), the a-mi-kuk can\'t be frightened by that same source again for 24 hours.','5e SRD','Special','D&D 5e',1),('a-Mi-Kuk','A-Mi-Kuk','Grasping Claw','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). The a-mi-kuk has two grasping claws, each of which can grapple only one target at a time.','5e SRD','Action','D&D 5e',1),('a-Mi-Kuk','A-Mi-Kuk','Hold Breath','The a-mi-kuk can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('a-Mi-Kuk','A-Mi-Kuk','Icy Slime','The a-mi-kuk\'s body is covered in a layer of greasy, ice-cold slime that grants it the benefits of freedom of movement. In addition, a creature that touches the a-mi-kuk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage from the freezing slime. A creature grappled by the a-mi-kuk takes this damage at the start of each of its turns.','5e SRD','Special','D&D 5e',1),('a-Mi-Kuk','A-Mi-Kuk','Multiattack','The a-mi-kuk makes two attacks: one with its bite and one with its grasping claw.','5e SRD','Action','D&D 5e',1),('a-Mi-Kuk','A-Mi-Kuk','Strangle','The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage, can\'t breathe, speak, or cast spells, and begins suffocating. On a success, the target takes half the bludgeoning damage and is no longer grappled. Until this strangling grapple ends (escape DC 16), the target takes 13 (3d8) bludgeoning damage at the start of each of its turns. The a-mi-kuk can strangle up to two Medium or smaller targets or one Large target at a time.','5e SRD','Action','D&D 5e',1),('aaleear','Aaleear','1st Level','Alter self, detect magic, enlarge, faerie fire.','5e SRD','Special','D&D 5e',1),('aaleear','Aaleear','Bardic Abilities','All common aaleear have the ability of 1st-level bards. Aaleear with more hit dice have the abilities and talents of a higher level bard. Aaleear characters that choose a different character path do not retain the ability of bardic knowledge but do not gain other abilities or benefits from that class.','5e SRD','Special','D&D 5e',1),('aaleear','Aaleear','Cantrips','mending, minor illusion','5e SRD','Special','D&D 5e',1),('aaleear','Aaleear','Dagger','Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) piercing damage.','5e SRD','Action','D&D 5e',1),('aaleear','Aaleear','Fey Bow','Ranged Weapon Attack: +4 to hit, range 30/120 ft., 1 target. Hit: 2 (1d4) piercing damage.','5e SRD','Action','D&D 5e',1),('aaleear','Aaleear','Innate Spellcasting','The aaleear\'s innate spellcasting ability is Charisma (spell save DC 13). Aaleear have four spell slots. Expended spell slots are recovered after the aaleear completes a long rest. They can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('aalpamac','Aalpamac','Amphibious','The aalpamac can breathe air and water.','5e SRD','Special','D&D 5e',1),('aalpamac','Aalpamac','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('aalpamac','Aalpamac','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('aalpamac','Aalpamac','Distance Distortion Aura','The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can\'t move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac\'s Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait.','5e SRD','Special','D&D 5e',1),('aalpamac','Aalpamac','Multiattack','The aalpamac makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('aapophSerpentfolk',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),('aapophSerpentfolk',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('aapophSerpentfolk',NULL,'Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('aasimarRedeemer',NULL,'Aasimar','A creature with this trait has the aasimar versatile heritage. Aasimars are planar scions descended from celestial beings. An ability with this trait can be used or selected only by aasimars.','fan json','Trait','Pathfinder 2e',1),('aasimarRedeemer',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),('aasimarRedeemer',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),('aatxe','Aatxe','Bulwark (Costs 3 Actions)','The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead. Aatxe spend their considerable lifetimes protecting a swath of territory that contains several small villages and farming communities. In time, the aatxe becomes the embodiment of its communities\' values and traditions, upholding such tenets. If left without the guidance of the deity who assigned the aatxe to the area, an aatxe can become corrupted when a community\'s values and traditions steer toward tyranny and oppression. A corrupted aatxe\'s alignment changes to lawful evil, it has advantage on Charisma (Intimidation) checks, and its Bulwark legendary action changes to the following.','5e SRD','Legendary Action','D&D 5e',1),('aatxe','Aatxe','Charge','If the aatxe 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 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('aatxe','Aatxe','Detect','The aatxe makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('aatxe','Aatxe','Gore','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('aatxe','Aatxe','Gore (Costs 2 Actions)','The aatxe makes one gore attack.','5e SRD','Legendary Action','D&D 5e',1),('aatxe','Aatxe','Know Thoughts','The aatxe can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.','5e SRD','Special','D&D 5e',1),('aatxe','Aatxe','Limited Speech (Humanoid Form Only)','The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue.','5e SRD','Special','D&D 5e',1),('aatxe','Aatxe','Magic Resistance','The aatxe has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('aatxe','Aatxe','Paw the Earth','The aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the aatxe\'s Paw the Earth for the next 24 hours.','5e SRD','Action','D&D 5e',1),('aatxe','Aatxe','Punish (Costs 3 Actions)','The aatxe flares crimson with celestial power, punishing those daring to harm it. The next attack that would hit the aatxe hits the attacker instead.','5e SRD','Legendary Action','D&D 5e',1),('aatxe','Aatxe','Shapechanger','The aatxe can use its action to polymorph into a Medium male humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('abaia','Abaia','1/day','control weather','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abaia','Abaia','At will','control water, hydraulic torrent, rainbow pattern (DC 17)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abaia','Abaia','bite','21 (3d6+8/19-20 plus','d20web','Action','d20',1),('abaia','Abaia','Constant','arcane sight, speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abaia','Abaia','Eldritch Gizzard (Su)','An abaia can activate arcane spell trigger items as if it were a 14th-level sorcerer. It can store items in a special compartment within its stomach and activate them as if it were holding them. It can swallow or regurgitate an item as a standard action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abaia','Abaia','Endless Coils (Ex)','As a full-round action, an abaia can attempt a single combat maneuver check to grapple up to two Large or four Medium or smaller creatures within its reach. Any targets successfully grabbed take constrict damage. The abaia only needs to succeed at one grapple check to maintain a grapple against multiple opponents.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abaia','Abaia','Feat 1','Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('abaia','Abaia','Feat 2',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('abaia','Abaia','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('abaia','Abaia','Feat 4',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('abaia','Abaia','Feat 5',' Staggering Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('abaia','Abaia','Feat 6',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('abaia','Abaia','Feat 7',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('abaia','Abaia','Melee 1','bite +21 (3d6+8/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('abaia','Abaia','Melee 2',' tail slap +15 (2d6+4 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('abaia','Abaia','Wave Rider (Su)','An abaia moving onto land brings a sheath of water with it, allowing it to swim on land. Its swim speed drops by 10 feet at the start of its turn if it is out of the water, and the sheath dissipates entirely when the abaia\'s swim speed reaches 20 feet. An abaia wave riding on land retains its spell resistance but loses its bonus to Stealth.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abandonedZealot',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),('abandonedZealot',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('abandonedZealot',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),('aboleth','Aboleth','3/day','dominate monster (DC 22)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aboleth','Aboleth','4 tentacles','10 (1d6+5 plus slime)','d20web','Action','d20',1),('aboleth','Aboleth','Amphibious','The adult aboleth can breathe air and water.','5e SRD','Special','D&D 5e',1),('aboleth','Aboleth','At will','hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aboleth','Aboleth','Detect','The adult aboleth makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('aboleth','Aboleth','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aboleth','Aboleth','Feat 2',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aboleth','Aboleth','Feat 3',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aboleth','Aboleth','Feat 4',' Weapon Focus (tentacle)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aboleth','Aboleth','Melee 1','4 tentacles +10 (1d6+5 plus slime)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aboleth','Aboleth','Mucous Cloud','While underwater, the adult aboleth is surrounded by transformative mucus. A creature that touches the adult aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased and poisoned for 1d4 hours. The diseased creature can breathe only underwater.','5e SRD','Special','D&D 5e',1),('aboleth','Aboleth','Mucus Cloud','While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a Paralysis save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth’s mucus cloud and failing another save extends the effect for another 3 hours.','aquilae','Special','OSR',1),('aboleth','Aboleth','Mucus Cloud (Ex)','While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth\'s mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aboleth','Aboleth','Multiattack','The adult aboleth makes three tentacle attacks.','5e SRD','Action','D&D 5e',1),('aboleth','Aboleth','Probing Telepathy','If a creature communicates telepathically with the adult aboleth, the adult aboleth learns the creature\'s greatest desires if the adult aboleth can see the creature. The target of this effect can make a DC 16 Charisma saving throw to resist, becoming immune to the adult aboleth\'s probing telepathy for the next 24 hours if successful.','5e SRD','Special','D&D 5e',1),('aboleth','Aboleth','Psychic Drain (Costs 2 Actions)','One creature charmed by the adult aboleth takes 10 (3d6) psychic damage, and the adult aboleth regains hit points equal to the damage the creature takes.','5e SRD','Legendary Action','D&D 5e',1),('aboleth','Aboleth','Slime','A creature hit by an aboleth’s tentacle must succeed on a Paralysis save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds.','aquilae','Special','OSR',1),('aboleth','Aboleth','Slime (Ex)','A creature hit by an aboleth\'s tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature\'s new \"flesh\" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature\'s flesh isn\'t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aboleth','Aboleth','Tail','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('aboleth','Aboleth','Tail Swipe','The adult aboleth makes one tail attack.','5e SRD','Legendary Action','D&D 5e',1),('aboleth','Aboleth','Tentacle','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\'s skin becomes translucent and slimy, the creature can\'t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.','5e SRD','Action','D&D 5e',1),('abrikandilu','Abrikandilu','1/day-summon (level 1, 1 abrikandilu 50%)','1/day-summon (level 1, 1 abrikandilu 50%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abrikandilu','Abrikandilu','3/day','cause fear (DC 12), shatter (DC 13)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abrikandilu','Abrikandilu','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),('abrikandilu','Abrikandilu','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),('abrikandilu','Abrikandilu','Destructive Attacks (Ex)','An abrikandilu\'s natural attacks can threaten and confirm critical hits against objects. In addition, an abrikandilu gains a +5 racial bonus on Strength checks to break or destroy objects.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abrikandilu','Abrikandilu','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),('abrikandilu','Abrikandilu','Gore','Melee Weapon Attack: +X to hit, reach 0 ft., one target. Hit: 7 (1d8 +3) piercing damage.','5e SRD','Action','D&D 5e',1),('abrikandilu','Abrikandilu','Goring Charge','If an abrikandilu demon moves at least 30 feet straight toward a target and then hits with a gore attack on the same turn, the target takes an extra 5 (2d4) piercing damage.','5e SRD','Special','D&D 5e',1),('abrikandilu','Abrikandilu','Hatred of Mirrors (Ex)','An abrikandilu loathes the sight of its own reflection. Using a mirror grants a +5 bonus on Intimidate checks against an abrikandilu. An abrikandilu adjacent to a mirror or attacked by a mirror-carrying creature (at the GM\'s discretion, some shields could be considered mirrors) must attempt a DC 15 Will save at the start of its turn. If it fails, it must focus all of its actions that round on attempts to destroy the mirror.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abrikandilu','Abrikandilu','Magic Resistance','The abrikandilu demon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('abrikandilu','Abrikandilu','Multiattack','The creature makes one Gore attack and one Bite attack.','5e SRD','Action','D&D 5e',1),('abrikandilu','Abrikandilu','Mutilation (Su)','An abrikandilu\'s bite causes horrific and hideous wounds that not only mar beauty but supernaturally diminish a creature\'s sense of self-worth. A creature bitten by an abrikandilu must succeed at a DC 13 Fortitude save or gain a -1 penalty on all Charisma-based checks. This penalty stacks, up to a -5 penalty, and it lasts even after the wounds are healed. The penalty slowly fades with time, diminishing by 1 every 24 hours until it reaches 0. This is a curse effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('abrikandilu','Abrikandilu','Self-Loathing','If an abrikandilu demon can see a mirror within 30 feet of itself, it attacks that mirror on its next turn.','5e SRD','Special','D&D 5e',1),('abyssalLarva','Abyssal Larva','bite','1 (1d4 plus 1d4 acid)','d20web','Action','d20',1),('accursedForge-Spurned',NULL,'Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('accursedForge-Spurned',NULL,'Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('achaierai','Achaierai','2 claws','9 (1d6+4)','d20web','Action','d20',1),('achaierai','Achaierai','bite','9 (2d6+4)','d20web','Action','d20',1),('achaierai','Achaierai','Black Cloud','An achaierai can exhale a cloud of choking, toxic smoke 3x/day. All creatures within 10 feet of the achaierai immediately take 2d6 points of damage as their flesh melts and rots away. The cloud erodes sanity as well as flesh; anyone who takes damage from the black cloud must also make a Death save or become confused.','aquilae','Special','OSR',1),('achaierai','Achaierai','Black Cloud (Su)','An achaierai can exhale a cloud of choking, toxic smoke three times per day. All creatures within 10 feet of the achaierai immediately take 2d6 points of damage as their flesh melts and rots away. The cloud erodes sanity as well as flesh, and anyone who takes damage from the black cloud must also make a DC 15 Fortitude save or become confused. Every round, the victim may attempt another DC 15 Fortitude save to recover from the confusion; otherwise it persists, lasting indefinitely until the condition is removed or the victim eventually makes her saving throw. The confusion element of a black cloud is a mind-affecting effect. The save DC is Constitution-based. This is a poison effect. Achaierais are immune to this ability.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('achaierai','Achaierai','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('achaierai','Achaierai','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('achaierai','Achaierai','Feat 3',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('achaierai','Achaierai','Feat 4',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('achaierai','Achaierai','Melee 1','bite +10 (2d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('achaierai','Achaierai','Melee 2',' 2 claws +10 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('acolyte','Acolyte','Leader','Groups of 4+ are led by a higher level cleric (1d10: 1-4: 2nd level, 5-7: 3rd level, 8-9: 4th level, 10: 5th level). Choose or roll the leader\'s spells.','OSE','Special','OSR',1),('acolyte','Acolyte','mace','1 * mace (1d6)','OSE','Action','OSR',1),('adachros',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),('adamantineGolem',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),('adamantineGolem',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),('adamantineGolem',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),('addanc','Addanc','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 7 (1d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the addanc can\'t bite another target.','5e SRD','Action','D&D 5e',1),('addanc','Addanc','bite','15 (2d6+6 plus','d20web','Action','d20',1),('addanc','Addanc','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 6 (1d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('addanc','Addanc','Hold Breath','The addanc can hold its breath for 16 minutes.','5e SRD','Special','D&D 5e',1),('addanc','Addanc','Multiattack','The addanc makes two attacks: either one with its bite and one with its claws or one with its bite and one with its tail.','5e SRD','Action','D&D 5e',1),('addanc','Addanc','Tail','Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 6 (1d4 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('adhukait',NULL,'Asura','These lawful fiends are physical manifestations of divine accidents. Asuras typically have darkvision, immunity to curses, and a weakness to good.','fan json','Trait','Pathfinder 2e',1),('adhukait',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),('adlet','Adlet','1/day','ice storm, wind walk (self only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('adlet','Adlet','3/day','fog cloud, sleet storm','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('adlet','Adlet','Arctic Stride','','d20web','Special (Ex)','d20',1),('adlet','Adlet','Arctic Stride (Ex)','An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects an adlet normally.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('adlet','Adlet','At will','Ray of frost','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('adlet','Adlet','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('adlet','Adlet','Constant','pass without trace','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('adlet','Adlet','Feat 1','Diehard','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','Feat 3',' Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','Feat 6',' Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','Feat 7',' Self-Sufficient','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','Feat 8',' Weapon Focus (spear)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','Frozen Breath (Su)','An adlet\'s breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as a result. Once every 1d4 rounds as a swift action, it can exhale, filling a 10-foot-radius spread around it with frigid air that deals 2d6 points of cold damage and staggers those in the area with numbing cold for 1d6 rounds. A DC 21 Fortitude save negates the staggered effect but not the cold damage. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('adlet','Adlet','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),('adlet','Adlet','Melee 1','+1 spear +17/+12/+7 (1d8+7/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','Melee 2',' bite +10 (1d6+2 plus 1d6 cold)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('adlet','Adlet','|Arctic Stride|Frozen Breath','An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects an adlet normally.','aquilae','Special','OSR',1),('adlet','Adlet','|Arctic Stride|Frozen Breath','An adlet’s breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as a result. Once every 1d4 rounds, it can exhale, filling a and staggers those in the area with numbing cold. A Breath save negates the staggered effect but not the cold damage.','aquilae','Special','OSR',2),('adrivallo',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('adultBlackDragon','Adult Black Dragon','Acid','Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.','fan json','Trait','Pathfinder 2e',1),('adultBlackDragon','Adult Black Dragon','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),('adultBlackDragon','Adult Black Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('adultBlueDragon','Adult Blue Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('adultBlueDragon','Adult Blue Dragon','Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('adultBrassDragon',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),('adultBrassDragon',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),('adultBrineDragon',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),('adultBrineDragon',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),('adultBrineDragon',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),('adultBrineDragon',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),('adultBronzeDragon',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),('adultBronzeDragon',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),('adultBronzeDragon',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),('adultCloudDragon',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),('adultCloudDragon',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),('adultCloudDragon',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),('adultCopperDragon',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),('adultCopperDragon',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),('adultCrystalDragon',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),('adultCrystalDragon',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),('adultCrystalDragon',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),('adultForestDragon',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),('adultForestDragon',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),('adultGoldDragon',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),('adultGoldDragon',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),('adultGreenDragon','Adult Green Dragon','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),('adultGreenDragon','Adult Green Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('adultMagmaDragon',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),('adultMagmaDragon',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),('adultMagmaDragon',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),('adultRedDragon',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),('adultRedDragon',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),('adultSeaDragon',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),('adultSeaDragon',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),('adultSeaDragon',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),('adultSilverDragon',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),('adultSilverDragon',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),('adultSkyDragon',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),('adultSkyDragon',NULL,'Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('adultSovereignDragon',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),('adultSovereignDragon',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),('adultUmbralDragon',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),('adultUmbralDragon',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),('adultUnderworldDragon',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),('adultUnderworldDragon',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),('adultWhiteDragon',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),('adultWhiteDragon',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),('aeolaeka(StoneAzata)',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),('aeolaeka(StoneAzata)',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),('aetherElemental','Aether Elemental','Telekinetic Invisibility','','d20web','Special (Ex)','d20',1),('aetherElemental','Aether Elemental','Telekinetic Throw','','d20web','Special (Ex)','d20',1),('afanc','Afanc','2 claws','31 (2d8+16)','d20web','Action','d20',1),('afanc','Afanc','Amphibious','The afanc can breathe air and water.','5e SRD','Special','D&D 5e',1),('afanc','Afanc','Bite','Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 37 (6d8 + 10) piercing damage. If the target is a Large or smaller creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the afanc, and it takes 42 (12d6) acid damage at the start of each of the afanc\'s turns. If the afanc takes 50 damage or more on a single turn from a creature inside it, the afanc must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the afanc. If the afanc dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('afanc','Afanc','bite','32 (5d6+16)','d20web','Action','d20',1),('afanc','Afanc','Claw','Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) slashing damage.','5e SRD','Action','D&D 5e',1),('afanc','Afanc','Claw Attack','The afanc makes one Claw attack.','5e SRD','Legendary Action','D&D 5e',1),('afanc','Afanc','Move','The afanc moves up to half its speed.','5e SRD','Legendary Action','D&D 5e',1),('afanc','Afanc','Multiattack','The afanc makes two Claw attacks and one Bite attack.','5e SRD','Action','D&D 5e',1),('afanc','Afanc','Roll (costs 2 actions)','The afanc does a full body roll, sending up a spray of obscuring water in a 60-foot radius around it. That area is heavily obscured to creatures other than the afanc until the end of the afanc\'s next turn.','5e SRD','Legendary Action','D&D 5e',1),('afanc','Afanc','Sea Swell (recharge 5-6)','The afanc raises the front part of its body out of the water and brings it crashing back down against the surface. This generates massive waves up to 30 feet tall that may capsize boats and ships within 100 feet of the afanc. Boats and ships less than 20 feet long automatically capsize. A creature steering or guiding a boat or ship over 20 feet long must succeed on a DC 20 Dexterity or Strength check or its boat capsizes. A creature proficient in Vehicles (water) may add its proficiency bonus. A non-aquatic creature in the water within 100 feet of the afanc must succeed on a DC 20 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('afanc','Afanc','Siege Monster','The afanc deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('afziakaBrute',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),('afziakaBrute',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),('afziakaStalker',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),('afziakaStalker',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),('agai',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),('agai',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),('agai',NULL,'Spriggan','Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants.','fan json','Trait','Pathfinder 2e',1),('aghash',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),('aghash',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),('aghashDiv',NULL,'2 claws','8 (1d6+2)','d20web','Action','d20',1),('aghashDiv',NULL,'|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','Gaze attack, range 30\', Aghash\'s choice: confused for 1 round, shaken for 1 round, stunned for 1 round, or deals 1d4 points of psychic damage, Paralysis save negates any and all of these effects. Any creature under the effects of protection from evil is immune to an aghash\'s gaze.','aquilae','Special','OSR',1),('aghashDiv',NULL,'|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','Once per day, as a full-round action, an aghash can create a temporary sandstorm. This storm has a radius of 100 feet centered on the aghash and lasts for 1 minute per Hit Die the aghash possesses. This functions as a sandstorm natural phenomenon.','aquilae','Special','OSR',2),('aghashDiv',NULL,'|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',3),('aghashDiv',NULL,'|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',4),('aghashDiv',NULL,'|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('aghasura','Aghasura','1/day','cloudkill (DC 19), summon (level 4, 1d4+1 adhukaits, 45%, or 1 aghasura, 20%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aghasura','Aghasura','3/day','deeper darkness','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aghasura','Aghasura','At will','teleport','5e SRD','Special','D&D 5e',1),('aghasura','Aghasura','At will','greater teleport (self plus 50 lbs. of objects only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aghasura','Aghasura','Attraction Aura (Su)','An aghasura exudes a 50-foot aura whenever it remains motionless for at least 1 round. All nonevil creatures that enter this area must make a DC 21 Will save to avoid being compelled to move toward the aghasura\'s location. If the aghasura moves, the effect ends for all currently affected creatures. This is a mind-affecting compulsion. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aghasura','Aghasura','Bite','Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage, and the target must succeed a DC 18 Constitution saving throw or take 9 (2d8) poison damage, or half as much on a successful save.','5e SRD','Action','D&D 5e',1),('aghasura','Aghasura','Camouflage','The aghasura has advantage on all Dexterity (Stealth) ability checks.','5e SRD','Special','D&D 5e',1),('aghasura','Aghasura','cloudkill','1/day each','5e SRD','Special','D&D 5e',1),('aghasura','Aghasura','darkness','3/day each','5e SRD','Special','D&D 5e',1),('aghasura','Aghasura','Dual Wielder (Ex)','An aghasura does not take a penalty on attack or damage rolls when attacking with two weapons.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aghasura','Aghasura','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Feat 2',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Feat 3',' Great Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Feat 4',' Improved Critical (scimitar)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Feat 5',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Feat 7',' Weapon Focus (scimitar)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Infused Weapons (Su)','Weapons an aghasura wields are considered to be magic for the purposes of overcoming damage reduction. In addition, such weapons gain the ability to deliver the aghasura\'s poison on a successful attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aghasura','Aghasura','Innate Spellcasting','The aghasura\'s spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('aghasura','Aghasura','Melee 1','mwk scimitar +26/+21/+16 (2d6+12/15-20 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Melee 2',' mwk scimitar +26 (2d6+12/15-20 plus poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Melee 3',' bite +19 (2d8+6 plus grab and poison)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('aghasura','Aghasura','Multiattack','The aghasura makes one bite attack and two scimitar attacks.','5e SRD','Action','D&D 5e',1),('aghasura','Aghasura','Poison (Ex)','Bite or weapon-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('aghasura','Aghasura','Scimitar','Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 19 (2d10 + 8) piercing damage, and the target must succeed a DC 18 Constitution saving throw or take 9 (2d8) poison damage, or half as much on a successful save.','5e SRD','Action','D&D 5e',1),('agnibarra',NULL,'Body in Flames','A creature that touches the agnibarra or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, and flammable objects within 5 feet of the agnibarra that aren\'t being worn or carried ignite.','5e SRD','Special','D&D 5e',1),('agnibarra',NULL,'Burning Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) 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),('agnibarra',NULL,'Illumination','The agnibarra sheds bright light in a 10-foot radius and dim light an additional 10 feet.','5e SRD','Special','D&D 5e',1),('agnibarra',NULL,'Spit Fire','Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 9 (2d6 + 2) 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),('agradaemon',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),('agradaemon',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),('agradaemon',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),('ahlinni','Ahlinni','bite','7 (1d8+2)','d20web','Action','d20',1),('ahlinni','Ahlinni','Impale','','d20web','Special (Ex)','d20',1),('ahool','Ahool','2 claws','8 (1d6+3)','d20web','Action','d20',1),('ahool','Ahool','and 2 wings','3 (1d4+1)','d20web','Action','d20',1),('ahool','Ahool','bite','18 (2d6+7/19-20 plus','d20web','Action','d20',1),('ahool','Ahool','Disruptive Echo (Su)','','d20web','Special (Su)','d20',1),('ahool','Ahool','Sanguine Drain','','d20web','Special (Ex)','d20',1),('ahool','Ahool','Snapping Bite (Ex)','When the ahool successfully grabs with its bite or deals damage with its bite attack to a creature it has grappled, the creature takes an additional 1d4 points of Dexterity damage. This damage is precision damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ahool','Ahool','Weapon Familiarity','','d20web','Special (Ex)','d20',1),('ahuizotl','Ahuizotl','Amphibious','The ahuizotl can breathe air and water.','5e SRD','Special','D&D 5e',1),('ahuizotl','Ahuizotl','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),('ahuizotl','Ahuizotl','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),('ahuizotl','Ahuizotl','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),('ahuizotl','Ahuizotl','bite','12 (2d6+5)','d20web','Action','d20',1),('ahuizotl','Ahuizotl','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),('ahuizotl','Ahuizotl','claw','12 (1d8+5/19-20 plus','d20web','Action','d20',1),('ahuizotl','Ahuizotl','Feat 1','Blinding CriticalB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ahuizotl','Ahuizotl','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ahuizotl','Ahuizotl','Feat 3',' Improved Critical (claw)B','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ahuizotl','Ahuizotl','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ahuizotl','Ahuizotl','Feat 5',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ahuizotl','Ahuizotl','Feat 6',' Stand Still','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ahuizotl','Ahuizotl','Melee 1','bite +12 (2d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ahuizotl','Ahuizotl','Melee 2',' claw +12 (1d8+5/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ahuizotl','Ahuizotl','Multiattack','The ahuizotl can use its Tail Grab. It then makes two attacks: one with its bite and one with its claw.','5e SRD','Action','D&D 5e',1),('ahuizotl','Ahuizotl','Spiky Coat','A creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage.','5e SRD','Special','D&D 5e',1),('ahuizotl','Ahuizotl','Tail Grab','The ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage. If the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature. After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonus.','5e SRD','Action','D&D 5e',1),('ahuizotl','Ahuizotl','Tenacious Grapple (Ex)','An ahuizotl does not gain the grappled condition when it grapples a foe.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ahuizotl','Ahuizotl','Voice Mimicry','','d20web','Special (Ex)','d20',1),('ahuizotl','Ahuizotl','Voice Mimicry (Ex)','An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard. When mimicking a voice, an ahuizotl must make a Bluff check opposed by its listener\'s Sense Motive check. If the listener has never heard the voice the ahuizotl is attempting to mimic, the listener takes a -8 penalty on the Sense Motive check.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ahuizotl','Ahuizotl','|Voice Mimicry','An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard.','aquilae','Special','OSR',1),('ahvothian',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),('aigamuxa',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('aigamuxa',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),('ainamuuren',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),('ainamuuren',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),('airDrake','Air Drake','|Glide','An Air Drake can slow its fall to 60 feet per round, and it takes no falling damage as long as it can take actions. As it falls, it can take a move action to move up to 30 feet laterally in a straight line, or two move actions to move up to 60 feet laterally in a straight line. The drake can\'t gain height while gliding.','aquilae','Special','OSR',1),('airElemental','Air Elemental','blow','1 * blow (1d8 / 2d8 / 3d8)','OSE','Action','OSR',1),('airElemental','Air Elemental','Greater','AC -2 [21], HD 16*, Att 1 * blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)','OSE','Special','OSR',5),('airElemental','Air Elemental','Harm flying creatures','Inflict extra 1d8 damage.','OSE','Special','OSR',8),('airElemental','Air Elemental','Intermediate','AC 0 [19], HD 12*, Att 1 * blow (2d8), SV D6 W7 P8 B8 S10 (12). (Summoned by magic device.)','OSE','Special','OSR',4),('airElemental','Air Elemental','Lesser','AC 2 [17], HD 8*, Att 1 * blow (1d8), SV D8 W9 P10 B10 S12 (8). (Summoned by magic staff.)','OSE','Special','OSR',3),('airElemental','Air Elemental','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('airElemental','Air Elemental','Power level','There are three power levels of elemental. Each is typically summoned by different means:','OSE','Special','OSR',2),('airElemental','Air Elemental','Size','16\' tall, 4\' across / 24\' tall, 6\' across / 32\' tall, 8\' across.','OSE','Special','OSR',6),('airElemental','Air Elemental','Whirlwind','Creatures with less than 2HD swept aside (save versus death).','OSE','Special','OSR',7),('airElemental','Air Elemental','|Air Mastery|Whirlwind','Airborne creatures take a -1 penalty on attack and damage rolls against this creature.','aquilae','Special','OSR',1),('airElemental','Air Elemental','|Air Mastery|Whirlwind','You can transform yourself into a whirlwind and remain in that form for up to 10 rounds. If you have a fly speed, you can continue to fly at that same speed while in whirlwind form, otherwise you gain a fly speed equal to your base land speed peak is always equal to half of its height. You control the exact height, but it must be at least 10 feet and at most 60 feet high.','aquilae','Special','OSR',2),('airElemental','Air Elemental','|Air Mastery|Whirlwind','The whirlwind form does not provoke attacks of opportunity, even if you enter the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature\'s space. In whirlwind form you cannot make your normal attacks, and you do not threaten the area around you.','aquilae','Special','OSR',3),('airElemental','Air Elemental','|Air Mastery|Whirlwind','Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal your slam attack) and may be lifted into the air. An affected creature must succeed on a Spell save when it comes into contact with the whirlwind or take damage as if it were hit by the your slam attack. It must also succeed on a second save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a Spell save to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and Dexterity-related checks, and a -2 penalty on attack rolls.','aquilae','Special','OSR',4),('airElementalDragon','Air Elemental Dragon','1/day each','control weather, plane shift','5e SRD','Special','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','3/day each','call lightning, wind wall','5e SRD','Special','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','At will','gust of wind','5e SRD','Special','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) fire damage.','5e SRD','Action','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Claw','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Action','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Innate Spellcasting','The elemental dragon\'s innate spellcasting is Charisma (spell save DC 18). It can cast the following spell requiring no material components.','5e SRD','Special','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Legendary Resistance','(3/day)If the dragon fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Multiattack','The dragon can make one Bite attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Scalding Breath','(recharge 5-6)The dragon releases a 60-foot cone of superheated air that wraps around corners. Creatures within the area must make a DC 21 Constitution saving throw, taking 63 (18d6) fire damage on a failed saving throw, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Action','D&D 5e',1),('airElementalDragon','Air Elemental Dragon','Whirlwind','(recharge 5-6)The dragon creates a cyclone in a 30-foot radius centered on itself. Creatures, other than the dragon, within the area can only move half their normal movement, nonmagical ranged attacks automatically fail, and all nonmagical unprotected flames are automatically extinguished. Large or smaller creatures within the area must also succeed on a DC 21 Strength saving throw. On a failed saving throw, the creature takes 20 (3d8 + 7) bludgeoning damage and is knocked prone and pushed 30 in a random direction. On a successful saving throw, the creature takes half damage and is not affected further.','5e SRD','Action','D&D 5e',1),('airMephit','Air Mephit','2 claws','5 (1d3+1)','d20web','Action','d20',1),('airMephit','Air 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),('airMephit','Air Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('airShark','Air Shark','bite','7 (1d8+4 plus','d20web','Action','d20',1),('airShark','Air Shark','Death Throes','','d20web','Special (Ex)','d20',1),('airShark','Air Shark','Keen Scent','','d20web','Special (Ex)','d20',1),('airShark','Air Shark','Knockdown','','d20web','Special (Ex)','d20',1),('airShark','Air Shark','Ram Ventilation','','d20web','Special (Ex)','d20',1),('airWisp','Air Wisp','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),('airWisp','Air Wisp','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('aiudaraWraith',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),('aiudaraWraith',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),('aiudaraWraith',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),('aiudaraWraith',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),('akaasit',NULL,'Arm Blade','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 3 (1d6) force damage.','5e SRD','Action','D&D 5e',1),('akaasit',NULL,'Immutable Form','The akaasit is immune to any spell or effect that would alter its form.','5e SRD','Special','D&D 5e',1),('akaasit',NULL,'Magic Resistance','The akaasit has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('akaasit',NULL,'Multiattack','The akaasit makes two arm blade attacks.','5e SRD','Action','D&D 5e',1),('akaasit',NULL,'Time-Assisted Counterattack','The akaasit\'s awareness of the near future allows it to see attacks before they happen. When a creature the akaasit can see attacks it while within 5 feet of it, the akaasit can attack the creature before the creature\'s attack hits. The akaasit makes a single arm blade attack against the creature. If the creature is reduced to 0 hp as a result of the akaasit\'s attack, the creature\'s attack doesn\'t hit the akaasit.','5e SRD','Reaction','D&D 5e',1),('akaasit',NULL,'Unfixed in Time','To those properly fixed in time, the akaasit flickers in and out of time, its position never fully clear. Attack rolls against the akaasit have disadvantage. If it is hit by an attack, this trait ceases to function until the start of its next turn.','5e SRD','Special','D&D 5e',1),('akata','Akata','2 tentacles -3 (1d3)','2 tentacles -3 (1d3)','d20web','Action','d20',1),('akata','Akata','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('akata','Akata','Bite','Melee Weapon Attack: +4 to hit, 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage and if the target is a creature other than a construct or undead it must succeed on a DC 13 Constitution saving throw or contract the Void Death disease (see above).','5e SRD','Action','D&D 5e',1),('akata','Akata','bite','2 (1d6+1 plus void bite)','d20web','Action','d20',1),('akata','Akata','Deaf','The akata can\'t hear. It is immune to any spell or effect that relies on hearing to function, but it automatically fails Wisdom (Perception) checks that rely on hearing.','5e SRD','Special','D&D 5e',1),('akata','Akata','Deaf','','d20web','Special (Ex)','d20',1),('akata','Akata','Disease','','d20web','Special (Ex)','d20',1),('akata','Akata','Hibernation','The akata can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth. These fibers quickly harden into a dense, almost metallic cocoon. While hibernating the akata doesn\'t require food or water. The cocoon has AC 18, 35 hp, and a damage threshold of 10. It is immune to fire and bludgeoning damage. As long as the cocoon remains intact, the akata within is unharmed. The akata remains in hibernation until a living creature comes within 10 feet of the cocoon, or it is exposed to extreme heat, at which point it claws its way to freedom in 1d4 minutes.','5e SRD','Special','D&D 5e',1),('akata','Akata','Hibernation','','d20web','Special (Ex)','d20',1),('akata','Akata','Multiattack','The akata makes three attacks: one with its bite, and two with its tentacles.','5e SRD','Action','D&D 5e',1),('akata','Akata','Salt Water Vulnerability','Salt water deals 1 point of acid damage for every gallon splashed on the akata. Full immersion in salt water causes 20 acid damage at the start of the akata\'s turn.','5e SRD','Special','D&D 5e',1),('akata','Akata','Salt Water Vulnerability','','d20web','Special (Ex)','d20',1),('akata','Akata','Tentacle','Melee Weapon Attack: +2 to hit, 5 ft., 1 target. Hit: 4 (1d4 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('akata','Akata','Void Bite','','d20web','Special (Ex)','d20',1),('akata','Akata','Void Death','The akata\'s mouth is infested with hundreds of invisibly small larval young that transfer to victims of its bite, manifesting as a disease. Within 1 hour of contracting void death a victim suffers muscle cramps and pain. The victim takes 3d6 (10) necrotic damage and must make a DC 13 Constitution saving throw. On a failed save the victim\'s maximum hit points are reduced by an amount equal to the damage taken. As long as a creature suffers from void death this reduction can only be removed by greater restoration or more powerful magic. A creature whose maximum hit points are reduced to 0 dies. The creature must repeat the save when it finishes a long rest. A creature that makes two consecutive saving throws recovers from the disease and can regain its maximum hit point total when it finishes a long rest. A humanoid that dies as a result of void death rises as a void zombie 1 hour later.','5e SRD','Special','D&D 5e',1),('akata','Akata','|Void Bite','Akatas hold hundreds of invisibly small larval young within their mouths, spreading these parasitic creatures to hosts through their bite. Only humanoids make suitable hosts for akata young - all other creature types are immune to this parasitic infection.','aquilae','Special','OSR',1),('akhlut','Akhlut','1/day','control weather (windy or cold weather only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('akhlut','Akhlut','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('akhlut','Akhlut','bite','27 (4d8+15/15-20 plus 4d6 cold and','d20web','Action','d20',1),('akhlut','Akhlut','Echolocation','The akhlut can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('akhlut','Akhlut','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Feat 2',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Feat 4',' Improved Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Feat 5',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Feat 7',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Feat 8',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Feat 9',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Hold Breath','The akhlut can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('akhlut','Akhlut','Keen Hearing and Smell','The akhlut has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('akhlut','Akhlut','Melee 1','bite +27 (4d8+15/15-20 plus 4d6 cold and grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('akhlut','Akhlut','Multiattack','The akhlut makes two attacks: one with its bite and one with its tail slam. It can\'t make both attacks against the same target.','5e SRD','Action','D&D 5e',1),('akhlut','Akhlut','Pack Tactics','The akhlut has advantage on attack rolls against a creature if at least one of the akhlut\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('akhlut','Akhlut','Savage Bite','','d20web','Special (Ex)','d20',1),('akhlut','Akhlut','Savage Bite (Ex)','An akhlut\'s bite threatens a critical hit on a roll of 18-20.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('akhlut','Akhlut','Shore Storming','','d20web','Special (Ex)','d20',1),('akhlut','Akhlut','Shore Storming (Ex)','An akhlut automatically transforms into an orca whenever it is fully immersed in water, losing its legs and fur. Likewise, when an akhlut emerges from the water, it automatically transforms into its wolf-orca hybrid form. If an akhlut moves from water to land (or vice versa) on the round before initiating combat, it gains a +8 bonus on its initiative check. This initial attack resolves as a charge. An akhlut has the same statistics in both forms.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('akhlut','Akhlut','Snow Vision','','d20web','Special (Ex)','d20',1),('akhlut','Akhlut','Snow Vision (Ex)','An akhlut can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snowy weather.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('akhlut','Akhlut','Snow Walking (Su)','An akhlut can walk on snow or thin sheets of ice as though affected by water walk. It only leaves a trail on such surfaces when it wants to.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('akhlut','Akhlut','Tail Slam','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 +4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('akhlut','Akhlut','|Shore Swarming','An akhlut automatically transforms into an orca whenever it is fully immersed in water, losing its legs and fur. Likewise, when an akhlut emerges from the water, it automatically transforms into its wolf-orca hybrid form. If an akhlut moves from water to land (or vice versa) on the round before initiating combat, it gains a +8 bonus on its initiative check. This initial attack resolves as a charge. An akhlut has the same statistics in both forms.','aquilae','Special','OSR',1),('akhlut','Akhlut','|Shore Swarming','Snow Vision Snow Walking An akhlut can see perfectly well in snowy conditions.','aquilae','Special','OSR',2),('akhlut','Akhlut','|Shore Swarming','An akhlut can walk on snow or thin sheets of ice as though affected by water walk. It only leaves a trail on such surfaces when it wants to.','aquilae','Special','OSR',3),('akhlut','Akhlut','|Shore Swarming','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.','aquilae','Special','OSR',4),('akhlut','Akhlut','|Shore Swarming','Swallowed creatures take damage each round equal to 1/4 this creature’s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures’ total HP max).','aquilae','Special','OSR',5),('akizendri',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),('akizendri',NULL,'Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('akrida',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),('akrida',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('akuzhail',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),('akuzhail',NULL,'Mutant','The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.','fan json','Trait','Pathfinder 2e',1),('akyishigal','Akyishigal','1/day','contagion (always filth fever)','5e SRD','Special','D&D 5e',1),('akyishigal','Akyishigal','3/day','dispel magic, insect plague (6th level), shapechange (vermin only)','5e SRD','Special','D&D 5e',1),('akyishigal','Akyishigal','At will','detect evil and good, magic circle, teleport','5e SRD','Special','D&D 5e',1),('akyishigal','Akyishigal','Claw','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('akyishigal','Akyishigal','Cloak of Swarms (Recharge 5-6)','The demon lord of cockroaches can emit a cloud of flying, stinging insects from his mouth, his eyes, and the tears in his skin. This cloud surrounds him to a depth of 5 feet. When the cloak is active, all attacks against him are made with disadvantage, and Akyishigal can see in all directions (through the insects\' eyes). Any living creature that starts its turn within 5 feet of Akyishigal takes 11 (2d10) piercing damage plus 10 (3d6) poison damage, or half as much poison damage with a successful DC 17 Constitution saving throw. If the saving throw fails, the character is also poisoned for 1 hour. The swarm lasts for 5 rounds; it dissipates instantly if Akyishigal takes 30 or more damage from a nonweapon attack that he doesn\'t have resistance to. While poisoned by the Cloak of Swarms, a character emits a stench of decomposition. All uncontrolled vermin attack that character on sight and in preference to other targets.','5e SRD','Action','D&D 5e',1),('akyishigal','Akyishigal','Innate Spellcasting','The demon lord of cockroach\'s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('akyishigal','Akyishigal','Magic Resistance','The demon lord of cockroaches has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('akyishigal','Akyishigal','Multiattack','The demon lord of cockroaches makes four claw attacks.','5e SRD','Action','D&D 5e',1),('akyishigal','Akyishigal','Skitter','The demon lord of cockroaches combines an attack with a move up to 20 feet as if using a withdraw action, and is not subject to attacks of opportunity.','5e SRD','Legendary Action','D&D 5e',1),('akyishigal','Akyishigal','Spellcasting (Costs 2 Actions)','The demon lord of cockroaches casts insect plague from its innate spellcasting ability.','5e SRD','Legendary Action','D&D 5e',1),('akyishigal','Akyishigal','Summon Demon (1/Day)','The demon lord of cockroaches can summon a chasme demon. The chasme appears in an unoccupied space within 60 feet of Akyishigal, acts as an ally of Akyishigal, 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','Special','D&D 5e',1),('akyishigal','Akyishigal','Teleport','The demon lord of cockroaches may teleport within line of sight.','5e SRD','Legendary Action','D&D 5e',1),('alapolo',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('alapolo',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),('alasen',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),('alasen',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),('alasen',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),('alasen',NULL,'Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('alastor','Alastor','1/day each','meteor swarm, power word kill','5e SRD','Special','D&D 5e',1),('alastor','Alastor','3/day','confusion','5e SRD','Special','D&D 5e',1),('alastor','Alastor','At will','animate dead, bane, detect evil and good, detect thoughts, dispel magic, hold monster, invisibility, magic circle, major image, teleport (self only), true seeing, power word stun, wall of fire','5e SRD','Special','D&D 5e',1),('alastor','Alastor','Bite','Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 26 (5d6 + 9) piercing damage and the target must succeed at a DC 24 Constitution saving throw or suffer an additional 44 (8d10) poison damage.','5e SRD','Action','D&D 5e',1),('alastor','Alastor','Claw','Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.','5e SRD','Action','D&D 5e',1),('alastor','Alastor','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('alastor','Alastor','Execution','The Executioner makes a Grimfang attack.','5e SRD','Legendary Action','D&D 5e',1),('alastor','Alastor','Fear Aura','Any hostile target that starts its turn within 20 feet of the Executioner must make a DC 23 Wisdom saving throw, unless the Executioner is incapacitated. On a failed save, the target is frightened until the start of its next turn. If the target\'s saving throw is successful, the target is immune to the Executioner\'s fear aura for the next 24 hours.','5e SRD','Special','D&D 5e',1),('alastor','Alastor','Fiendish Recovery (costs 2 actions)','The Executioner recovers 50 hit points and ends one condition effecting it.','5e SRD','Legendary Action','D&D 5e',1),('alastor','Alastor','Grimfang','Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) slashing damage and the target must succeed at a DC 24 Constitution saving throw or die. A creature that is killed by Grimfang cannot be brought back to life by any means short of a wish.','5e SRD','Action','D&D 5e',1),('alastor','Alastor','Hellfire','Ranged Weapon Attack: +10 to hit, range 60/120 ft., two targets. Hit: 21 (4d8 + 3) fire and necrotic damage.','5e SRD','Action','D&D 5e',1),('alastor','Alastor','Innate Spellcasting','The Executioner\'s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('alastor','Alastor','Legendary Resistance (3/day)','If the Executioner fails a saving throw, he can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('alastor','Alastor','Magic Resistance','The Executioner has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('alastor','Alastor','Magic Weapons','The Executioner\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('alastor','Alastor','Multiattack','The Executioner makes one Grimfang attack, one Bite attack, and two Claw attacks, or one Grimfang attack, one Tail Swipe and two Claw attacks. He may substitute one Hellfire attack for his Claw attacks.','5e SRD','Action','D&D 5e',1),('alastor','Alastor','Regeneration','The Executioner regains 10 hit points at the start of its turn. If the Executioner takes damage from a silvered weapon, this trait doesn\'t function at the start of the Executioner\'s next turn. The Executioner is destroyed only if he starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('alastor','Alastor','Strafe','The Executioner moves up to 60 feet, and this movement does not provoke opportunity attacks. At any point during this movement, he may make one Hellfire attack.','5e SRD','Legendary Action','D&D 5e',1),('alastor','Alastor','Tail','Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and the target is grappled (escape DC 25). A creature that starts its turn grappled by the Executioner suffers 11 (2d10) bludgeoning damage. The Executioner has only one tail and can grapple only one creature with it at a time.','5e SRD','Action','D&D 5e',1),('alastor','Alastor','Wing Buffet (costs 2 actions)','The Executioner buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from the Executioner.','5e SRD','Legendary Action','D&D 5e',1),('alastor','Alastor','wish','1/week','5e SRD','Special','D&D 5e',1),('alateAnt',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),('albinoDeathWeasel',NULL,'Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('albinoDeathWeasel',NULL,'Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn\'t already grappling a creature. Until this grapple ends, the target is restrained and the albino death weasel can\'t claw another target.','5e SRD','Action','D&D 5e',1),('albinoDeathWeasel',NULL,'Keen Hearing and Smell','The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('albinoDeathWeasel',NULL,'Musk Spray (Recharge 5-6)','The weasel unleashes a spray of foul musk in a 20-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('albinoDeathWeasel',NULL,'Pounce','If the weasel 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 weasel can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('albinoGiantBat',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),('alchemicalGolem',NULL,'Alchemical','Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren\'t magical and don\'t radiate a magical aura.','fan json','Trait','Pathfinder 2e',1),('alchemicalGolem',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),('alchemicalGolem',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),('alchemicalGolem',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),('alchemicalSkunk','Alchemical Skunk','Alchemical Spray','The alchemical skunk raises its tail and sprays an alchemical mixture. The skunk is immune to its own spray effects and to the spray effects of other alchemical skunks. Roll a d6 to determine the skunk\'s spray.','5e SRD','Action','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','Blinding Spray','The skunk shoots a stream of a green fluid. Each creature in a line that is 30 feet long and 5 feet wide must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute, or until the creature uses an action to wipe its eyes.','5e SRD','Action','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','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),('alchemicalSkunk','Alchemical Skunk','Keen Hearing and Smell','The alchemical skunk has advantage on Wisdom (Perception) checks that rely on hearing or smell.','5e SRD','Special','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','Laughing Gas','The skunk emits a sparkling orange cloud. Each creature in a 15-foot cone must succeed on a DC 13 Wisdom saving throw or become incapacitated as it laughs for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','Magic Resistance','The alchemical skunk has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','Multiattack','The alchemical skunk uses its Alchemical Spray. It then makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','Pleasant Mist','The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn.','5e SRD','Action','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','Poison Fog','The skunk excretes a foul-smelling purple fog around itself until the start of its next turn. Each creature that starts its turn within 20 feet of the skunk must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn.','5e SRD','Action','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','Shrinking Cloud','The skunk releases a yellow gas. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or be reduced as if targeted by the enlarge/reduce spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('alchemicalSkunk','Alchemical Skunk','Sleeping Fog','The skunk sprays a sweet-smelling blue fog. Each creature within 10 feet of the skunk must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.','5e SRD','Action','D&D 5e',1),('algea',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),('algea',NULL,'Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('algea',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),('alghollthuMaster',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('alghollthuMaster',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),('algoid','Algoid','2 slams','8 (1d6+4)','d20web','Action','d20',1),('algoid','Algoid','Animate Trees','An algoid can innately cast the animate objects spell at will, requiring no components. Each casting animates two trees, which are all the algoid can control at a time. A newly animated tree takes one full round to uproot itself. Once free, trees act on the algoid\'s turn.','5e SRD','Special','D&D 5e',1),('algoid','Algoid','Mind Blast','Each creature in a 60-foot cone must make a successful DC 13 Intelligence saving throw or be stunned for 3d4 rounds.','5e SRD','Action','D&D 5e',1),('algoid','Algoid','Multiattack','The algoid makes two Slam attacks.','5e SRD','Action','D&D 5e',1),('algoid','Algoid','Slam','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. If an algoid scores a critical hit with this attack, the target must make a successful DC 14 Con saving throw or be stunned. The stunned creature can repeat the saving throw at the end of each of its turns; the condition ends on a successful save.','5e SRD','Action','D&D 5e',1),('algoid','Algoid','Vulnerability to Water Magic','Control water and create/destroy water spells deal 3d6 piercing damage to an algoid.','5e SRD','Special','D&D 5e',1),('algoid','Algoid','Water Camouflage','An algoid has advantage on Dexterity (Stealth) checks when it has any type of standing water to blend into.','5e SRD','Special','D&D 5e',1),('alicanto',NULL,'Breath Weapon (Recharge 6)','The alicanto has a breath weapon based on the type of metal it has been devouring:','5e SRD','Action','D&D 5e',1),('alicanto',NULL,'Keen Hearing and Sight','The alicanto has advantage on Wisdom (Perception) checks that rely on hearing or sight.','5e SRD','Special','D&D 5e',1),('alicanto',NULL,'Light Shadow','As a bonus action, the alicanto can douse its metallic illumination and become invisible, while creating an illusory duplicate of itself, as the mislead spell. That duplicate can continue with any unused movement remaining on the alicanto\'s turn. As long as the real alicanto remains stationary, it can concentrate on maintaining this light shadow and directing its movements. When it begins to move on its own, it can no longer continue concentrating.','5e SRD','Reaction','D&D 5e',1),('alicanto',NULL,'Metallic Illumination','The alicanto sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The alicanto can alter the radius as a bonus action, including turning off its illumination completely.','5e SRD','Special','D&D 5e',1),('alicanto',NULL,'Talons','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('alicanto',NULL,'Treasure Sense','The alicanto can pinpoint, by scent, the location of precious metals, such as coins and veins, within 60 feet of it.','5e SRD','Special','D&D 5e',1),('aliriel',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),('aliriel',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),('aliriel',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('allosaurus',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),('almiraj','Almiraj','+1 gore','1 gore +6 (2d4-1)','d20web','Action','d20',1),('almiraj','Almiraj','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('almiraj','Almiraj','Hex-Prone (Su)','An almiraj takes a -2 penalty on all saving throws against harmful witch hexes. The duration of any beneficial hexes longer than 1 round that affect an almiraj is increased by 50%.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('almiraj','Almiraj','Magic Horn (Su)','While on the creature\'s head, an almiraj\'s horn is treated as a +1 weapon. Any living creature slain by an almiraj\'s gore attack immediately turns to stone (as if by the flesh to stone spell, with no saving throw, and the creature is still dead). A severed almiraj horn retains a wisp of its former magic, and counts as a masterwork weapon if used to create a magical dagger or similar small piercing weapon.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('almiraj','Almiraj','Melee 1','+1 gore +6 (2d4-1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('almiraj','Almiraj','|Magic Horn','While on the creature’s head, an almiraj’s horn is treated as a +1 weapon. Any living creature slain by an almiraj’s gore attack immediately turns to stone (as if by the flesh to stone spell, with no saving throw, and the creature is still dead). A severed almiraj horn retains a wisp of its former magic, and counts as a weapon if used to create a magical dagger or similar small piercing weapon.','aquilae','Special','OSR',1),('alp','Alp','1/day each','bestow curse, dream','5e SRD','Special','D&D 5e',1),('alp','Alp','2 claws','17 (1d4+5)','d20web','Action','d20',1),('alp','Alp','3/day each','silent image, sleep','5e SRD','Special','D&D 5e',1),('alp','Alp','At will','invisibility (self only)','5e SRD','Special','D&D 5e',1),('alp','Alp','bite','17 (1d6+5)','d20web','Action','d20',1),('alp','Alp','Crushing Leap (Su)','','d20web','Special (Su)','d20',1),('alp','Alp','Innate Spellcasting','The alp\'s innate spellcasting ability is Wisdom (spell save DC 13). The alp can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('alp','Alp','Nightmare Rider (Su)','','d20web','Special (Su)','d20',1),('alp','Alp','Shadow Stealth','While in dim light or darkness, the alp can take the Hide action as a bonus action.','5e SRD','Special','D&D 5e',1),('alp','Alp','Shapechanger','The alp can use its action to polymorph into a Small or Tiny beast it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('alp','Alp','Sleeper\'s Slap','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and, if the target was sleeping or unconscious before it was hit, it must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. The creature must succeed on another saving throw on a following round to end the frightened condition.','5e SRD','Action','D&D 5e',1),('alp','Alp','Sunlight Sensitivity','While in sunlight, the alp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('alphaFish','Alpha Fish','Defensive Frenzy','When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action.','5e SRD','Special','D&D 5e',1),('alphaFish','Alpha Fish','Fin Flare','The alpha fish flares its fins in an attempt to frighten its opponents. Each creature within 30 feet that can see the fish must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the alpha fish\'s Fin Flare for the next 24 hours.','5e SRD','Action','D&D 5e',1),('alphaFish','Alpha Fish','Frightening Display','When the alpha fish uses its Fin Flare, it looks one size category larger than it actually is to any creature that can see it until the start of its next turn.','5e SRD','Special','D&D 5e',1),('alphaFish','Alpha Fish','Headbutt','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('alphaFish','Alpha Fish','Multiattack','The alpha fish uses its Fin Flare. It then makes two headbutt attacks.','5e SRD','Action','D&D 5e',1),('alphaFish','Alpha Fish','Too Aggressive','The alpha fish attacks anything it thinks is threatening, even inanimate objects or illusions. It automatically fails ability checks and saving throws to detect or see through illusions.','5e SRD','Special','D&D 5e',1),('alphaFish','Alpha Fish','Water Breathing','The fish can breathe only under water.','5e SRD','Special','D&D 5e',1),('aluumEnforcer',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),('aluumEnforcer',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),('alux','Alux','1/day each','goodberry (creates magical corn instead of berries), pass without trace, plant growth','5e SRD','Special','D&D 5e',1),('alux','Alux','<a class=\"spell\" href=\"https://www.5esrd.com/database/spell/invisibility\">Invisibility</a>','The alux magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the alux wears or carries is invisible with it.','5e SRD','Action','D&D 5e',1),('alux','Alux','Club','Melee Weapon Attack: +7 to hit, reach 0 ft., one target. Hit: 1 bludgeoning damage.','5e SRD','Action','D&D 5e',1),('alux','Alux','druidcraft','3/day each','5e SRD','Special','D&D 5e',1),('alux','Alux','Innate Spellcasting','The alux\'s innate spellcasting ability is Charisma (spell save DC 11). The alux can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('alux','Alux','Little House','As an action, the alux can use its cave or stone house lair to travel to or from its corresponding location in the Feywild. If the lair is destroyed, the alux will have to find a new suitable location and spend an hour preparing its new lair.','5e SRD','Special','D&D 5e',1),('alux','Alux','Magic Resistance','The alux has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('amalgamite',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('amarok',NULL,'3/day','remove curse','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('amarok',NULL,'bite','23 (4d6+15/19-20 plus','d20web','Action','d20',1),('amarok',NULL,'Constant','discern lies, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('amarok',NULL,'Soul Bite (Su)','As a standard action, an amarok can bite directly into the soul of any creature it can see. A shadowy image of the bitten creature appears next to the amarok, and the amarok makes its bite attack as if the creature were within reach. A soul bite deals the same amount of damage as a normal bite attack, and ignores hardness and damage reduction. If its bite attack hits, the amarok can attempt to trip and grab the target. When the amarok grabs a creature in this way, the creature doesn\'t move, but the amarok visibly wrestles with the shadowy image and the creature appears to be grappling with thin air. This ability doesn\'t work against creatures that don\'t have souls (like most constructs) or that don\'t have a separate body and soul (like outsiders).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('amaru',NULL,'Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('amaru',NULL,'Call Lightning (Recharge 5-6)','The amaru magically calls down a bolt of lightning from above to a point within 120 feet it can see. Each creature within 5 feet of that point must make a DC 18 Dexterity saving throw. A creature takes 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. Outdoors in stormy conditions, the increases to 49 (9d10) lightning damage.','5e SRD','Action','D&D 5e',1),('amaru',NULL,'Claw','Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('amaru',NULL,'Claw Attack','The amaru makes a claw attack.','5e SRD','Legendary Action','D&D 5e',1),('amaru',NULL,'Detect','The amaru makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('amaru',NULL,'Legendary Resistance (2/Day)','If the amaru fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('amaru',NULL,'Multiattack','The amaru makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('amaru',NULL,'Plane Shift (1/Day)','The amaru and up to one willing rider travel to the Ethereal Plane, the Elemental Plane of Air or Earth, or back to the material plane. The amaru magically teleports to a general location it chooses, or to a teleportation circle sigil known to it.','5e SRD','Action','D&D 5e',1),('amaru',NULL,'Stormwing','While flying an amaru\'s movement is unaffected by wind and weather conditions.','5e SRD','Special','D&D 5e',1),('amaru',NULL,'Wing <a href=\"https://www.5esrd.com/gamemastering/combat#TOC-Attack\">Attack</a> (2 Actions)','The amaru beats its wings. Each creature within 10 feet of the amaru must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The amaru can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('amberGolem','Amber Golem','bite','2 * claw (2d6), 1 * bite (2d10)','OSE','Action','OSR',2),('amberGolem','Amber Golem','claw','2 * claw (2d6), 1 * bite (2d10)','OSE','Action','OSR',1),('amberGolem','Amber Golem','Constructing','A very complex, expensive, and time-consuming process.','OSE','Special','OSR',4),('amberGolem','Amber Golem','Detect invisible creatures','Within 60\'.','OSE','Special','OSR',7),('amberGolem','Amber Golem','Immunity','Unharmed by gas; unaffected by charm, hold, and sleep spells.','OSE','Special','OSR',2),('amberGolem','Amber Golem','Mundane damage immunity','Can only be harmed by magical attacks.','OSE','Special','OSR',1),('amberGolem','Amber Golem','Mundane damage immunity; Immunity','See main entry.','OSE','Special','OSR',5),('amberGolem','Amber Golem','Other materials','Golems formed of other materials are also possible.','OSE','Special','OSR',3),('amberGolem','Amber Golem','Tracking','Without error.','OSE','Special','OSR',6),('amelekana',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),('amelekana',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),('ammut','Ammut','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),('amoebaSwarm',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),('amoebaSwarm',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),('amoebaSwarm',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),('amoebaSwarm',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),('amon','Amon','At will','animate dead, bane, charm monster, detect evil and good, detect thoughts, fireball, fly, geas, magic circle, polymorph, suggestion, symbol, teleport, tongues, wall of ice','5e SRD','Special','D&D 5e',1),('amon','Amon','Bite','Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage.','5e SRD','Action','D&D 5e',1),('amon','Amon','Call the Hounds (costs 2 actions)','Ammon summons 2d4 hell hounds to his side to fight as his allies.','5e SRD','Legendary Action','D&D 5e',1),('amon','Amon','Devil\'s Sight','Magical darkness doesn\'t impede Ammon\'s darkvision.','5e SRD','Special','D&D 5e',1),('amon','Amon','Fear gaze','When a creature that can see Ammon\'s eyes starts its turn within 30 feet of him, Ammon can force it to make a DC 20 Wisdom saving throw if Ammon isn\'t incapacitated and can see the creature. On a failure, the creature is frightened for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\'t see Ammon until the start of its next turn, when it can avert its eyes again. If the creature looks at Ammon in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on Ammon are done at disadvantage.','5e SRD','Special','D&D 5e',1),('amon','Amon','Fiendish Recovery (costs 2 actions)','Ammon recovers 50 hit points and ends one condition effecting him.','5e SRD','Legendary Action','D&D 5e',1),('amon','Amon','Innate Spellcasting','Ammon\'s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('amon','Amon','Legendary Resistance (3/day)','If Ammon fails a saving throw, he can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('amon','Amon','Mace','Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage plus 22 (5d8) thunder damage, and the target must make a DC 23 Constitution saving throw, being stunned until the end of its next turn and deafened for one hour on a failure, or just stunned on a successful save.','5e SRD','Action','D&D 5e',1),('amon','Amon','Magic Resistance','Ammon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('amon','Amon','Magic Weapons','Ammon\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('amon','Amon','Multiattack','Ammon makes one Bite attack and two Mace attacks.','5e SRD','Action','D&D 5e',1),('amon','Amon','Regeneration','Ammon regains 15 hit points at the start of his turn. If Ammon takes damage from a silvered weapon, this trait doesn\'t function at the start of Ammon\'s next turn. Ammon is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('amon','Amon','Swing Around','Ammon makes a Mace attack.','5e SRD','Legendary Action','D&D 5e',1),('amon','Amon','Thundersmash','Ammon strikes the ground with his mace. All creatures within a 20-foot cube centered on Ammon must make a DC 24 Strength saving throw, taking 27 (6d8) thunder damage and being pushed to the edge of the area of effect on a failure, or taking half as much damage and not being pushed on a success.','5e SRD','Legendary Action','D&D 5e',1),('amphisbaena',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),('anaconda','Anaconda','|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),('anadiElder',NULL,'Anadi','Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid spiders covered in beautiful and distinctive markings of varying colors.','fan json','Trait','Pathfinder 2e',1),('anadiElder',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),('anadiFateweaver',NULL,'Anadi','Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid spiders covered in beautiful and distinctive markings of varying colors.','fan json','Trait','Pathfinder 2e',1),('anadiFateweaver',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),('anadiHunter',NULL,'Anadi','Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid spiders covered in beautiful and distinctive markings of varying colors.','fan json','Trait','Pathfinder 2e',1),('anadiHunter',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),('anadiLurker',NULL,'Anadi','Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid spiders covered in beautiful and distinctive markings of varying colors.','fan json','Trait','Pathfinder 2e',1),('anadiLurker',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),('anadiSage',NULL,'Anadi','Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid spiders covered in beautiful and distinctive markings of varying colors.','fan json','Trait','Pathfinder 2e',1),('anadiSage',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),('anadiSeeker',NULL,'Anadi','Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid spiders covered in beautiful and distinctive markings of varying colors.','fan json','Trait','Pathfinder 2e',1),('anadiSeeker',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),('anancus',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),('ancientBlackDragon','Ancient Black Dragon','Acid','Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.','fan json','Trait','Pathfinder 2e',1),('ancientBlackDragon','Ancient Black Dragon','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),('ancientBlackDragon','Ancient Black Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('ancientBlueDragon','Ancient Blue Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('ancientBlueDragon','Ancient Blue Dragon','Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('ancientBrassDragon',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),('ancientBrassDragon',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),('ancientBrineDragon',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),('ancientBrineDragon',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),('ancientBrineDragon',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),('ancientBrineDragon',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),('ancientBronzeDragon',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),('ancientBronzeDragon',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),('ancientBronzeDragon',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),('ancientCloudDragon',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),('ancientCloudDragon',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),('ancientCloudDragon',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),('ancientCopperDragon',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),('ancientCopperDragon',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),('ancientCrystalDragon',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),('ancientCrystalDragon',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),('ancientCrystalDragon',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),('ancientForestDragon',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),('ancientForestDragon',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),('ancientGoldDragon',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),('ancientGoldDragon',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),('ancientGreenDragon','Ancient Green Dragon','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),('ancientGreenDragon','Ancient Green Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('ancientMagmaDragon',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),('ancientMagmaDragon',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),('ancientMagmaDragon',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),('ancientRedDragon',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),('ancientRedDragon',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),('ancientRivener',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),('ancientRivener',NULL,'Ikeshti','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('ancientSeaDragon',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),('ancientSeaDragon',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),('ancientSeaDragon',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),('ancientSilverDragon',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),('ancientSilverDragon',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),('ancientSkyDragon',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),('ancientSkyDragon',NULL,'Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('ancientSovereignDragon',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),('ancientSovereignDragon',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),('ancientUmbralDragon',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),('ancientUmbralDragon',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),('ancientUnderworldDragon',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),('ancientUnderworldDragon',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),('ancientWhiteDragon',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),('ancientWhiteDragon',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),('ancientWisp',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('ancientWisp',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),('androidInfiltrator',NULL,'Android','A synthetic humanoid ancestry created by artificial means. Most common in Numeria.','fan json','Trait','Pathfinder 2e',1),('androidInfiltrator',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),('androsphinx','Androsphinx','1st level (4 slots)','command, detect evil and good, detect magic','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','2nd level (3 slots)','lesser restoration, zone of truth','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','3rd level (3 slots):','dispel magic, tongues','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','4th level (3 slots):','banishment, freedom of movement','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','5th level (2 slots):','flame strike, greater restoration','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','Cantrips (at will)','sacred flame, spare the dying, thaumaturgy','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','Cast a Spell (Costs 3 Actions)','The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('androsphinx','Androsphinx','Claw','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('androsphinx','Androsphinx','Claw Attack','The sphinx makes one claw attack.','5e SRD','Legendary Action','D&D 5e',1),('androsphinx','Androsphinx','First Roar','Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. 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),('androsphinx','Androsphinx','heroes\' feast','6th level (1 slot):','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','Inscrutable','The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx\'s intentions or sincerity have disadvantage.','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','Magic Weapons','The sphinx\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','Multiattack','The sphinx makes two claw attacks.','5e SRD','Action','D&D 5e',1),('androsphinx','Androsphinx','Roar (3/Day)','The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.','5e SRD','Action','D&D 5e',1),('androsphinx','Androsphinx','Second Roar','Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and 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),('androsphinx','Androsphinx','Spellcasting','The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('androsphinx','Androsphinx','Teleport (Costs 2 Actions)','The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Legendary Action','D&D 5e',1),('androsphinx','Androsphinx','Third Roar','Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn\'t knocked prone.','5e SRD','Action','D&D 5e',1),('androsphinx','Androsphinx','|Rake|Roar','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),('androsphinx','Androsphinx','|Rake|Roar','An androsphinx can roar up to three times per day. Each progressive roar has a different effect, depending upon whether it is the first, second, or third of the androsphinx\'s roars for that day. All of these roars are sonic effects that fill a 60-foot-radius burst, centered on the androsphinx. Sphinxes are immune to all of the effects of an androsphinx\'s roars. First Roar: Affected creatures become frightened for 2d6 rounds (Death save negates). This is a mind-affecting fear effect in addition to being a sonic effect. Second Roar: Affected creatures are paralyzed with fear and deafened for 1d4 rounds (Death save negates). This is a mindaffecting fear effect in addition to being a sonic effect. Third Roar: Affected creatures take a 2d4 penalty to Strength for 2d4 rounds and take 2d8 points of sonic damage.','aquilae','Special','OSR',2),('androsphinx','Androsphinx','|Rake|Roar','Creatures smaller than the androsphinx are knocked prone. A Death save negates the Strength penalty and being knocked prone.','aquilae','Special','OSR',3),('angazhani',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),('angheuvoreFlesh-Gnawer',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),('angheuvoreFlesh-Gnawer',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),('angheuvoreFlesh-Gnawer',NULL,'Mortic','Mortics are living humanoids with close ties to undeath. They have darkvision, negative healing, and vulnerabilities to sacred ground, and they can become undead by holding their breath.','fan json','Trait','Pathfinder 2e',1),('angoyang',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('animatedArmor',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),('animatedArmor',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),('animatedBlades',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),('animatedBlades',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),('animatedBroom',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),('animatedBroom',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),('animatedColossus',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),('animatedColossus',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),('animatedDragonstorms',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),('animatedDragonstorms',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),('animatedFireplace',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),('animatedFireplace',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),('animatedFurnace',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),('animatedFurnace',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),('animateDream',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),('animateDream',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),('animatedSilverwareSwarm',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),('animatedSilverwareSwarm',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),('animatedSilverwareSwarm',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),('animatedStatue',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),('animatedStatue',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),('animatedStatue',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),('animatedTeaCart',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),('animatedTeaCart',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),('animatedTrebuchet',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),('animatedTrebuchet',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),('aniwye','Aniwye','Bite (Skunk Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('aniwye','Aniwye','Claw (Skunk Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('aniwye','Aniwye','Deadly Musk (Recharge 5-6; Skunk Form Only)','The aniwye releases a cloud of highly poisonous musk from its tail in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 24 (7d6) poison damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\'t stunned.','5e SRD','Action','D&D 5e',1),('aniwye','Aniwye','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.','Slam (Giant or <a href=\"https://www.5esrd.com/gamemastering/monsters-foes/monsters-by-type/giants/ogre/\">Ogre</a> Form Only)','5e SRD','Action','D&D 5e',1),('aniwye','Aniwye','Multiattack','In ogre or giant form, the aniwye makes two slam attacks. In skunk form, it makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('aniwye','Aniwye','Rock (Giant Form Only)','Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('aniwye','Aniwye','Shapechanger','The aniwye can use its action to polymorph into a Large ogre or Huge hill giant, or back into its true form, which is a skunk-like monstrosity. Its statistics, other than its size, are the same in each form, with the exception that only the aniwye\'s skunk form retains its burrowing and climbing speeds. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('aniwye','Aniwye','Unstable Form','If the aniwye takes 30 or more points of damage on a single turn while in ogre or giant form, it can immediately shift to its skunk form.','5e SRD','Special','D&D 5e',1),('ankheg','Ankheg','Acid Spray (Recharge 6)','The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('ankheg','Ankheg','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.','5e SRD','Action','D&D 5e',1),('ankheg','Ankheg','bite','5 (2d6+4 plus 1d4 acid and','d20web','Action','d20',1),('ankheg','Ankheg','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankheg','Ankheg','Feat 2',' Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankheg','Ankheg','Melee 1','bite +5 (2d6+4 plus 1d4 acid and grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankheg','Ankheg','|Acid Bite|Spit Acid','An Ankheg\'s bite does an additional 1d4 acid damage.','aquilae','Special','OSR',1),('ankhrav',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),('ankou','Ankou','1/day','circle of death (DC 23), discern location, prismatic spray (DC 24)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ankou','Ankou','2 claws','14 (1d6+8)','d20web','Action','d20',1),('ankou','Ankou','3/day','dimensional anchor, greater teleport, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ankou','Ankou','At will','deeper darkness, ray of exhaustion (DC 20), silence (self only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ankou','Ankou','Aura of Necromancy\'s Bane','When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.','5e SRD','Special','D&D 5e',1),('ankou','Ankou','Bite','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.','5e SRD','Action','D&D 5e',1),('ankou','Ankou','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('ankou','Ankou','Cloak of Shadows','As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.','5e SRD','Special','D&D 5e',1),('ankou','Ankou','Cold Iron Killer (Su)','All of an ankou\'s natural weapons are treated as cold iron for the purpose of overcoming damage reduction.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ankou','Ankou','Death Ascended','The ankou has the celestial type in addition to the dragon type.','5e SRD','Special','D&D 5e',1),('ankou','Ankou','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Feat 3',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Feat 4',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Feat 5',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Feat 6',' Lightning Stance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Feat 7',' Wind Stance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('ankou','Ankou','Melee 1','2 claws +14 (1d6+8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Melee 2',' tail slap +9 (1d8+4 plus bleed)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Melee 3',' 2 wings +9 (1d8+4 plus bleed)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('ankou','Ankou','Multiattack','The ankou makes three attacks: one with its bite and two with its claws.','5e SRD','Action','D&D 5e',1),('ankou','Ankou','Reaper\'s Breath (Recharge 5-6)','The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.','5e SRD','Action','D&D 5e',1),('ankou','Ankou','Shadow Doubles (Su)','Once per day as a free action, an ankou can conjure up to four shadowy duplicates, which appear anywhere within 60 feet of the ankou and last a number of rounds equal to the ankou\'s Charisma modifier (typically 7 rounds). These shadow doubles are identical to the original in all respects except that when conjured they have a number of hit points equal to 20% of the true ankou\'s total hit points (26 hit points if conjured by an ankou with full hit points). The doubles have all of the true ankou\'s melee attacks and abilities, except they can\'t create more shadow doubles or use the ankou\'s spell-like abilities except for deeper darkness. Any creature that interacts with a shadow double can attempt a Will save to disbelieve the duplicate (DC 10 + 1/2 the ankou\'s Hit Dice + the ankou\'s Charisma modifier, typically DC 24). Against a creature that recognizes a shadow double for what it is, the double functions as a shadow conjuration (Pathfinder RPG Core Rulebook 340). Shadow doubles take double damage from spells with the light descriptor. If the true ankou is slain, is rendered unconscious, or is ever more than 120 feet from a shadow double, the duplicates instantly vanish.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('ankou','Ankou','tail slap','9 (1d8+4 plus','d20web','Action','d20',1),('ankou','Ankou','Usher of Souls','The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don\'t have to be willing. The ankou can\'t use this ability to banish an unwilling creature.','5e SRD','Legendary Action','D&D 5e',1),('ankou','Ankou','|Bleed|Cold Iron Killer|Shadow Doubles','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),('ankou','Ankou','|Bleed|Cold Iron Killer|Shadow Doubles','All of an ankou\'s natural weapons are treated as cold iron.','aquilae','Special','OSR',2),('ankou','Ankou','|Bleed|Cold Iron Killer|Shadow Doubles','Once per day as an action, an ankou can conjure up to four shadowy duplicates, which appear anywhere within 60 feet of the ankou and last a number of rounds equal to the ankou\'s Charisma modifier. These shadow doubles are identical to the original in all respects except that when conjured they have a number of hit points equal to 20% of the true ankou\'s total hit points. The doubles have all of the true ankou\'s melee attacks and abilities, except they can\'t create more shadow doubles or use the ankou\'s spell-like abilities except for deeper darkness. Any creature that interacts with a shadow double can attempt a Spell save to disbelieve the duplicate. Against a creature that recognizes a shadow double for what it is, the double functions as a shadow. Shadow doubles take double damage from spells with the light descriptor. If the true ankou is slain, is rendered unconscious, or is ever more than 120 feet from a shadow double, the duplicates instantly vanish.','aquilae','Special','OSR',3),('ankouAssassin',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('ankylosaurus',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),('ankylosaurus',NULL,'Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('ankylosaurus','Ankylosaurus','|Stun','The ankylosaurus\'s tail can deliver a powerful, stunning blow. A creature struck by this attack must make a Paralysis save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds.','aquilae','Special','OSR',1),('annisHag',NULL,'Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('annisHag',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),('anophiloi','Anophiloi','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and if the target is Large or smaller, the anophiloi attaches to it. While attached, the anophiloi doesn\'t attack. Instead, at the start of each of the anophiloi\'s turns, the target loses 5 (1d6 + 2) hp due to blood loss. The anophiloi can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the anophiloi by succeed on a DC 13 Strength check.','5e SRD','Action','D&D 5e',1),('anophiloi','Anophiloi','Blood Frenzy','The anophiloi has advantage on melee attack rolls against any creature that doesn\'t have all its hp.','5e SRD','Special','D&D 5e',1),('anophiloi','Anophiloi','Blood Sense','The anophiloi can pinpoint, by scent, the location of living creatures within 30 feet of it.','5e SRD','Special','D&D 5e',1),('anophiloi','Anophiloi','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),('anophiloi','Anophiloi','Multiattack','The anophiloi makes two attacks: one with its claws and one with its bite.','5e SRD','Action','D&D 5e',1),('antelope','Antelope','butt','1 * butt (1d4)','OSE','Action','OSR',1),('antelope','Antelope','Charge','When there is no other means of escaping danger, an antelope will put down its head and charge a foe; on a successful attack this charge deals full maximum damage (8 points) to its opponent who must make a Dexterity save or be knocked prone. The antelope continues to move double its movement through its target and beyond in a straight line path.','5e SRD','Special','D&D 5e',1),('antelope','Antelope','Feat 1','Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('antelope','Antelope','Feat 2',' RunB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('antelope','Antelope','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('antelope','Antelope','Gore','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.','5e SRD','Action','D&D 5e',1),('antelope','Antelope','Hooves','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('antelope','Antelope','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),('antelope','Antelope','Melee 1','gore +1 (1d4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('antelope','Antelope','Multiattack','When in melee combat (but not as part of a charge maneuver) they may make both a hoof and gore attack.','5e SRD','Special','D&D 5e',1),('antelope','Antelope','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),('antelope','Antelope','Stampede','See main entry.','OSE','Special','OSR',4),('anubian','Anubian','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),('anubian','Anubian','Haboob (1/Day)','The anubian creates a sandstorm that fills a 5-foot-radius, 30-foot-tall cylinder centered on itself. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian\'s speed is reduced to 5 feet and it can\'t sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature.','5e SRD','Action','D&D 5e',1),('anubian','Anubian','Multiattack','The anubian makes two claw attacks.','5e SRD','Action','D&D 5e',1),('anubian','Anubian','Sand Step','Instead of moving, the anubian\'s humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn\'t provoke opportunity attacks. After using this trait in sand terrain, the anubian can take a Hide action even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there\'s a gap large enough for sand to sift through.','5e SRD','Special','D&D 5e',1),('anubian','Anubian','Vulnerability to Water','For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn.','5e SRD','Special','D&D 5e',1),('anugobuApprentice',NULL,'Anugobu','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('anugobuApprentice',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),('anugobuWondercrafter',NULL,'Anugobu','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('anugobuWondercrafter',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),('anzu','Anzu','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) lightning damage.','5e SRD','Action','D&D 5e',1),('anzu','Anzu','Breath Weapons (Recharge 5-6)','The anzu uses one of the following breath weapons:','5e SRD','Action','D&D 5e',1),('anzu','Anzu','Fire Breath','The anzu exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('anzu','Anzu','Keen Sight','The anzu has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('anzu','Anzu','Lightning Relocation','The anzu teleports up to 60 feet to an unoccupied space it can see. When it does, it briefly transforms into a bolt of lightning, flashes upwards, then crashes down unharmed at its destination. Each creature within 5 feet of the anzu\'s starting location or destination must succeed on a DC 16 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one. A creature within 5 feet of both locations makes this saving throw only once.','5e SRD','Action','D&D 5e',1),('anzu','Anzu','Multiattack','The anzu makes three attacks: one with its bite and two with its talons.','5e SRD','Action','D&D 5e',1),('anzu','Anzu','Talons','Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('anzu','Anzu','Water Breath','The anzu exhales a wave of water in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 38 (11d6) bludgeoning damage and is pushed up to 30 feet away from the anzu and knocked prone. On a success, a creature takes half as much damage and isn\'t pushed or knocked prone.','5e SRD','Action','D&D 5e',1),('aolaz',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),('apaxrusl',NULL,'Earth Glide','The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn\'t disturb the material it moves through.','5e SRD','Special','D&D 5e',1),('apaxrusl',NULL,'Fiendish Construct','The apaxrusl\'s sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin\'s Divine Smite or a ranger\'s Primeval Awareness.','5e SRD','Special','D&D 5e',1),('apaxrusl',NULL,'Fiery Sands (Recharge 5-6)','Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('apaxrusl',NULL,'Multiattack','The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes.','5e SRD','Action','D&D 5e',1),('apaxrusl',NULL,'Shifting Sands','The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled.','5e SRD','Reaction','D&D 5e',1),('apaxrusl',NULL,'Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('aphoriteSharpshooter',NULL,'Aphorite','A type of planar scion descended from a being from Axis, the Plane of Law.','fan json','Trait','Pathfinder 2e',1),('aphoriteSharpshooter',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),('aphoriteSharpshooter',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),('aqrabuamelu','Aqrabuamelu','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and the target is grappled (escape DC 15). The Aqrabuamelu has two claws, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('aqrabuamelu','Aqrabuamelu','Longbow','Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 11 (2d10) poison damage.','5e SRD','Action','D&D 5e',1),('aqrabuamelu','Aqrabuamelu','Multiattack','The Aqrabuamelu makes three attacks, either with its claws or its longbow. It can replace one of those attacks with a sting attack.','5e SRD','Action','D&D 5e',1),('aqrabuamelu','Aqrabuamelu','Sting','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 33 (6d10) poison damage and becoming poisoned on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('ara','Ara','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.','5e SRD','Action','D&D 5e',1),('ara','Ara','Multiattack','The ara makes one Bite attack and one Talon or one Spear attack.','5e SRD','Action','D&D 5e',1),('ara','Ara','Shortbow','Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('ara','Ara','Spear','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.','5e SRD','Action','D&D 5e',1),('ara','Ara','Talons','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.','5e SRD','Action','D&D 5e',1),('araganaqltaa','Araganaqltaa','Amphibious','The araganaqlta\'a breathes air and water.','5e SRD','Special','D&D 5e',1),('araganaqltaa','Araganaqltaa','Bite','Melee Weapon Attack: +10 to hit, 10 ft. reach, one target. Hit: 23 (4d8 + 5) piercing damage and the target must make a DC 17 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Fiends that are resistant or immune to poison take radiant damage instead.','5e SRD','Action','D&D 5e',1),('araganaqltaa','Araganaqltaa','Multiattack','The araganaqlta\'a makes one bite attack and one tail spike attack.','5e SRD','Action','D&D 5e',1),('araganaqltaa','Araganaqltaa','Rainbow Blood','Whenever the araganaqlta\'a takes piercing or slashing damage, all creatures adjacent to it must succeed a DC 17 Dexterity saving throw or take 7 (2d6) damage. Roll a 1d4 to determine what type of damage this deals: 1 equals acid damage, 2 equals cold damage, 3 equals fire damage, 4 equals lightning damage.','5e SRD','Special','D&D 5e',1),('araganaqltaa','Araganaqltaa','Spikes','Whenever the araganaqlta\'a is struck in melee, the attacker takes 3 (1d6) piercing damage. A creature that ends its turn grappled by the araganaqlta\'a takes 7 (2d6) piercing damage.','5e SRD','Special','D&D 5e',1),('araganaqltaa','Araganaqltaa','Tail Hook','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) piercing damage. Instead of dealing damage, the araganaqlta\'a can grapple the target (escape DC 17).','5e SRD','Action','D&D 5e',1),('araganaqltaa','Araganaqltaa','Transformation','The araganaqlta\'a can transform into a Small or Medium humanoid or back into its original form. In this humanoid form, it loses its slam attack. The araganaqlta\'a can appear as a humanoid but its features always give it away as the araganaqlta\'a.','5e SRD','Action','D&D 5e',1),('aranea','Aranea','1st level (4 slots)','charm person, sleep','5e SRD','Special','D&D 5e',1),('aranea','Aranea','2nd level (2 slots)','invisibility, mirror image','5e SRD','Special','D&D 5e',1),('aranea','Aranea','Bite','Melee Weapon Attack: +5 to hit (reach 5 ft.; one creature). Hit: 7 (1d8 + 3) piercing damage, and the target must make a successful DC 11 Con saving throw or become poisoned (see Paralytic Poison, below).','5e SRD','Action','D&D 5e',1),('aranea','Aranea','bite','8 (1d6 plus','d20web','Action','d20',1),('aranea','Aranea','Cantrips (at will)','dancing lights, poison cloud, shocking grasp','5e SRD','Special','D&D 5e',1),('aranea','Aranea','Paralytic Poison','The poisoned creature has tactical disadvantage on attack rolls and ability checks. At the end of each of its turns, the poisoned creature must attempt a Con saving throw. On a result of 16 or higher, the poisoned condition ends and the character becomes immune to this aranea\'s poison. On a result of 11-15, the poisoned condition continues. On a result of 10 or lower, the creature becomes paralyzed and no more saving throws are needed. Paralysis lasts for 1 hour or until the poison is neutralized.','5e SRD','Action','D&D 5e',1),('aranea','Aranea','Poison','','d20web','Special (Ex)','d20',1),('aranea','Aranea','Shapechange','An aranea can use its action to polymorph into a Medium beast or humanoid creature of CR 2 or lower, or from another form back into its own form. The aranea retains its Int, Wis, and Cha scores and its current hit points while polymorphed; otherwise, it takes on all the attributes of the adopted form. It can cast spells if the adopted form can provide the spell\'s verbal and somatic components, and it retains its paralytic poison trait if the adopted form has a bite attack. A shapechanged aranea reverts to its natural form when slain.','5e SRD','Special','D&D 5e',1),('aranea','Aranea','Spellcasting','All aranea are 3rd-level wizards. They use Intelligence as their casting ability (DC 13, attack +5) and require no material components for their spells. Typical known spells are listed below, but individual aranea can know different spells.','5e SRD','Special','D&D 5e',1),('aranea','Aranea','Spider Climb','Aranea can climb any surface without making ability checks.','5e SRD','Special','D&D 5e',1),('aranea','Aranea','Webs (recharge 5, 6)','Ranged Weapon Attack: +5 to hit (range 30 ft./60 ft.; one creature). Hit: The target is restrained by webs. A webbed creature can use its action to attempt a DC 12 Str (Athletics) check to escape. The web can also be destroyed by 5 points of slashing or fire damage against AC 10.','5e SRD','Action','D&D 5e',1),('aranea','Aranea','|Change Shape','An aranea can take the form of a Small or Medium humanoid or spider-humanoid hybrid. In humanoid form, an aranea cannot use its bite, web, or poison. In spider-humanoid hybrid form, an aranea looks like a humanoid with spidery fangs and spinnerets, with the latter typically located at the small of its back. The aranea retains its bite attack, webs, and poison in this form, and can wield weapons and wear armor. When in humanoid or hybrid form, an aranea\'s speed is 30 feet and it has no climb speed.','aquilae','Special','OSR',1),('aranea','Aranea','|Change Shape','Poison Bite - injury; save Death; frequency 1/round for 4 rounds; effect 1d3 Strength damage and 1d6 Poison damage; cure 1 save.','aquilae','Special','OSR',2),('aranea','Aranea','|Change Shape','Web You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you.','aquilae','Special','OSR',3),('aranea','Aranea','|Change Shape','An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check.','aquilae','Special','OSR',4),('aranea','Aranea','|Change Shape','Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.','aquilae','Special','OSR',5),('ararda',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),('ararda',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),('ararda',NULL,'Genie','The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.','fan json','Trait','Pathfinder 2e',1),('arbiter',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),('arbiter',NULL,'Inevitable','These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage.','fan json','Trait','Pathfinder 2e',1),('arbiter',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),('arborealArchive',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),('arborealReaper',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),('arborealRegent',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),('arborealSnag',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),('arborealSnag',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),('arborealTarTree',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),('arborealTarTree',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),('arborealWarden',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),('arcaneLivingRune',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),('archaeopteryx','Archaeopteryx','Beak','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('archaeopteryx','Archaeopteryx','bite','4 (1d4-4)','d20web','Action','d20',1),('archaeopteryx','Archaeopteryx','Flyby','The archaeopteryx doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('archaeopteryx','Archaeopteryx','Multiattack','The archaeopteryx makes two attacks: one with its beak and one with its talons.','5e SRD','Action','D&D 5e',1),('archaeopteryx','Archaeopteryx','Talons','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.','5e SRD','Action','D&D 5e',1),('archaeopteryx','Archaeopteryx','Weak Flier','','d20web','Special (Ex)','d20',1),('archer',NULL,'Action Surge (Short or Long Rest)','On its turn, an Elite Archer can take an additional action on top of its regular action and a possible bonus action.','5e SRD','Special','D&D 5e',1),('archer',NULL,'Archer','An Elite Archer gains a +2 bonus to attacks rolls with ranged weapons.','5e SRD','Special','D&D 5e',1),('archer',NULL,'Dagger','Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage.','5e SRD','Action','D&D 5e',1),('archer',NULL,'Feat 1','Deadly Aim','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('archer',NULL,'Feat 2',' Point-Blank Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('archer',NULL,'Feat 3',' Precise Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('archer',NULL,'Feat 4',' Rapid Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('archer',NULL,'Feat 5',' Weapon Focus (composite longbow)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('archer',NULL,'Feat 6',' Weapon Specialization (composite longbow)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('archer',NULL,'Improved Critical','An Elite Archer scores a critical hit on a roll of 19 or 20.','5e SRD','Special','D&D 5e',1),('archer',NULL,'Longbow','Ranged Weapon Attack: +4 to hit, range 150/600 ft., one creature. Hit: 6 (1d8+2) piercing damage.','5e SRD','Action','D&D 5e',1),('archer',NULL,'Melee 1','mwk elven curve blade +8 (1d10+3/18-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('archer',NULL,'Ranged 1','mwk composite longbow +10/+10 (1d8+5/×3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('archer',NULL,'Second Wind (Short or Long Rest)','On its turn, an Elite Archer can use a bonus action to regain 1d10+3 hit points.','5e SRD','Special','D&D 5e',1),('arcticTern',NULL,'bite -2 (1d3-4)','bite -2 (1d3-4)','d20web','Action','d20',1),('aridni','Aridni','1/day','spike growth','5e SRD','Special','D&D 5e',1),('aridni','Aridni','3/day','charm person, faerie fire, mage armor','5e SRD','Special','D&D 5e',1),('aridni','Aridni','At will','dancing lights, detect magic, invisibility','5e SRD','Special','D&D 5e',1),('aridni','Aridni','Confusion','The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds.','5e SRD','Action','D&D 5e',1),('aridni','Aridni','Fear','The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.','5e SRD','Action','D&D 5e',1),('aridni','Aridni','Flyby','The aridni doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('aridni','Aridni','Hideous Laughter','The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.','5e SRD','Action','D&D 5e',1),('aridni','Aridni','Innate Spellcasting','The aridni\'s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:','5e SRD','Special','D&D 5e',1),('aridni','Aridni','Magic Resistance','The aridni has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('aridni','Aridni','Pixie Bow','Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('aridni','Aridni','Short Sword','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('aridni','Aridni','Slaver Arrows','An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:','5e SRD','Action','D&D 5e',1),('aridni','Aridni','Sleep','The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes.','5e SRD','Action','D&D 5e',1),('armadillo','Armadillo','Claw','Melee Weapon Attack: +0 to hit, reach 5 ft., 1 targets. Hit: 1 point of piercing damage.','5e SRD','Action','D&D 5e',1),('armadillo','Armadillo','claw -1 (1d2-3)','claw -1 (1d2-3)','d20web','Action','d20',1),('armadillo','Armadillo','Natural Diver','','d20web','Special (Ex)','d20',1),('armadillo','Armadillo','Protective Ball','','d20web','Special (Ex)','d20',1),('armadillo','Armadillo','|Protective Ball','May roll up into a ball. This gives them a +3 natural armor bonus against any attack, but decreases their Speed to 0. Unrolling is an action.','aquilae','Special','OSR',1),('armyAntSwarm',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),('armyAntSwarm',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),('arrowhawk','Arrowhawk','Beak','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) lightning damage.','5e SRD','Action','D&D 5e',1),('arrowhawk','Arrowhawk','bite','12 (1d8+3)','d20web','Action','d20',1),('arrowhawk','Arrowhawk','Flyby','The elder arrowhawk doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('arrowhawk','Arrowhawk','Keen Sight','The elder arrowhawk has advantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('arrowhawk','Arrowhawk','Lightning Burst','(recharge 5-6)The elder arrowhawk flaps its wings ferociously, lightning sparking out from them. Each creature within 20 feet of the elder arrowhawk must make a DC 18 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('arrowhawk','Arrowhawk','Lightning Ray','Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 27 (6d8) lightning damage.','5e SRD','Action','D&D 5e',1),('arrowhawk','Arrowhawk','Multiattack','The arrowhawk makes one Beak attack and two Wing attacks. Alternatively, it can use its Lightning Ray twice.','5e SRD','Action','D&D 5e',1),('arrowhawk','Arrowhawk','Static','A creature that touches the elder arrowhawk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.','5e SRD','Special','D&D 5e',1),('arrowhawk','Arrowhawk','Wing','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('arskuvaTheGnasher',NULL,'Minion','Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn\'t have reactions, and can\'t act when it\'s not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that\'s a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don\'t act, animals follow their instincts, and sapient minions act how they please. A minion can\'t control other creatures.','fan json','Trait','Pathfinder 2e',1),('arskuvaTheGnasher',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),('asanbosam','Asanbosam','Arboreal','While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns.','5e SRD','Special','D&D 5e',1),('asanbosam','Asanbosam','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.','5e SRD','Action','D&D 5e',1),('asanbosam','Asanbosam','Claws','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can\'t claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.','5e SRD','Action','D&D 5e',1),('asanbosam','Asanbosam','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),('asanbosam','Asanbosam','Multiattack','The asanbosam makes one bite attack and one claws attack.','5e SRD','Action','D&D 5e',1),('asanbosam','Asanbosam','Spider Climb','The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('assassinVine',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),('assassinVine',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),('astradaemon','Astradaemon','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),('astradaemon','Astradaemon','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),('astradaemon','Astradaemon','|Devour Soul','An astradaemon that begins its turn having successfully hit the same target in melee twice in the prior rounds can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a Death saving throw. For every 5 HD of the slain creature, the daemon gets a +1 bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).','aquilae','Special','OSR',1),('astradaemon','Astradaemon','|Devour Soul','Energy Drain You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d4 points of necrotic energy and 1d4 points of Constitution damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice these amounts.','aquilae','Special','OSR',2),('astradaemon','Astradaemon','|Devour Soul','Soul Siphon If a Small or larger creature dies within 10 feet of an astradaemon, the daemon gains 1d8 hit points and a +2 bonus to Strength for 10 minutes. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon\'s aura.','aquilae','Special','OSR',3),('astradaemon','Astradaemon','|Devour Soul','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),('astradaemon','Astradaemon','|Devour Soul','True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',5),('astralDeva',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),('astralDeva',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),('astri','Astri','1/day each','remove curse','5e SRD','Special','D&D 5e',1),('astri','Astri','3/day each','bless, create food and water, lesser restoration','5e SRD','Special','D&D 5e',1),('astri','Astri','At will','create or destroy water, detect poison and disease, produce flame, purify food and drink','5e SRD','Special','D&D 5e',1),('astri','Astri','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.','5e SRD','Action','D&D 5e',1),('astri','Astri','Defensive Counter','When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker.','5e SRD','Reaction','D&D 5e',1),('astri','Astri','Enforce Good Deeds','A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion.','5e SRD','Special','D&D 5e',1),('astri','Astri','Healing Touch (3/Day)','The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness.','5e SRD','Action','D&D 5e',1),('astri','Astri','Helping Hand','The astri can take the Help action as a bonus action on each of its turns.','5e SRD','Special','D&D 5e',1),('astri','Astri','Innate Spellcasting','The astri\'s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('astri','Astri','Magic Resistance','The astri has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('astri','Astri','Magic Weapons','The astri\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('astri','Astri','Multiattack','The astri makes three bite attacks.','5e SRD','Action','D&D 5e',1),('athach',NULL,'Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('athach',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),('athena','Athena','Aegis Bash','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage. On a hit, the target has to make a DC 20 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('athena','Athena','Attack','Athena makes 1 Spear attack or Aegis Bash attack.','5e SRD','Legendary Action','D&D 5e',1),('athena','Athena','Counter Strike','Athena adds 4 to her AC against one melee attack that would hit. To do so, Athena must see the attacker and be wielding a melee weapon. If the attack is blocked, she can make a Spear attack against her attacker','5e SRD','Reaction','D&D 5e',1),('athena','Athena','Dancing Blade (recharges 5-6)','Athena moves up to her movement speed without provoking opportunity attacks. She makes an attack roll against every creature of which she passes within 10 feet, dealing 43 (8d8+7) piercing damage.','5e SRD','Action','D&D 5e',1),('athena','Athena','Godly Weapons','Athena\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('athena','Athena','Legendary Resistance (3/day)','If Athena fails a saving throw, she can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('athena','Athena','Move','Athena moves up to half her movement speed.','5e SRD','Legendary Action','D&D 5e',1),('athena','Athena','Multiattack','Athena makes 3 Spear attacks. or 2 Spear attacks and 1 Aegis Bash attack.','5e SRD','Action','D&D 5e',1),('athena','Athena','Spear','Melee Weapon Attack: +14 to hit, reach 10 ft. or range 60/180 ft., one target. Hit: 24 (5d6 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('athena','Athena','Spell Mirroring Aegis','Any time Athena is targeted by magic missile, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, Athena is affected normally. On a 5 to 6, Athena is unaffected, and the spell is reflected back at the caster as though it originated from Athena, turning the caster into the target.','5e SRD','Special','D&D 5e',1),('athena','Athena','The Art of War','Once per turn, when Athena hits a target with an attack she can use one of the following manoeuvers on top of dealing damage:','5e SRD','Special','D&D 5e',1),('attercroppe','Attercroppe','1/day each','misty step, suggestion','5e SRD','Special','D&D 5e',1),('attercroppe','Attercroppe','3/day each','create or destroy water, fog cloud','5e SRD','Special','D&D 5e',1),('attercroppe','Attercroppe','At will','poison spray','5e SRD','Special','D&D 5e',1),('attercroppe','Attercroppe','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('attercroppe','Attercroppe','Innate Spellcasting','The attercroppe\'s spellcasting ability is Charisma (spell save DC 12). The attercroppe can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('attercroppe','Attercroppe','Poisonous Aura','The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour.','5e SRD','Special','D&D 5e',1),('attercroppe','Attercroppe','Water Invisibility','While fully immersed in water, the attercroppe is invisible. If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action.','5e SRD','Special','D&D 5e',1),('atticWhisperer',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),('augnagar','Augnagar','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),('augnagar','Augnagar','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),('augur',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),('augur',NULL,'Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('augustRooster','August Rooster','1/day each','healing word, hold person','5e SRD','Special','D&D 5e',1),('augustRooster','August Rooster','3/day each','bane, charm person, hideous laughter','5e SRD','Special','D&D 5e',1),('augustRooster','August Rooster','At will','dancing lights, mage hand, message, vicious mockery','5e SRD','Special','D&D 5e',1),('augustRooster','August Rooster','Aura of Subservience','A beast or humanoid that ends its turn within 30 feet of the august rooster and can see or hear it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 day. A charmed creature that moves more than 100 feet away from the august rooster ceases to be charmed. If the august rooster requests that a charmed creature do more than tend to the creature\'s own needs, pay devotion to the august rooster, or bring the rooster food and gifts, the charmed creature can make a new saving throw with advantage. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the august rooster\'s Aura of Subservience for 24 hours.','5e SRD','Special','D&D 5e',1),('augustRooster','August Rooster','Dive Bomb','If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage.','5e SRD','Special','D&D 5e',1),('augustRooster','August Rooster','Innate Spellcasting','The august rooster\'s innate spellcasting ability is Charisma (spell save DC 14). The august rooster can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('augustRooster','August Rooster','Jumper','The august rooster can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage.','5e SRD','Special','D&D 5e',1),('augustRooster','August Rooster','Multiattack','The august rooster makes two talon attacks.','5e SRD','Action','D&D 5e',1),('augustRooster','August Rooster','Talon','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('aukashungiSwarm',NULL,'Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('aukashungiSwarm',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),('aukashungiSwarm',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),('aurochs',NULL,'|Stampede|Trample','A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and victims suffer an additional -2 penalty for each creature beyond 3 involved.','aquilae','Special','OSR',1),('aurochs',NULL,'|Stampede|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',2),('aurumvorax','Aurumvorax','4 claws','18 (1d4+5 plus grab)','d20web','Action','d20',1),('aurumvorax','Aurumvorax','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),('aurumvorax','Aurumvorax','bite','18 (1d6+5 plus','d20web','Action','d20',1),('avarek',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),('avarek',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('avatarOfTheLanternKing',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('avatarOfTheLanternKing',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),('avatarOfWalkena',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),('avatarOfWalkena',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),('aviere',NULL,'Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage.','5e SRD','Action','D&D 5e',1),('aviere',NULL,'Divine Rejuvenation','An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere\'s deity prays over the aviere\'s ashes at dawn. If unholy water is sprinkled on the aviere\'s ashes, the aviere can\'t return to life, except through a wish spell or divine will.','5e SRD','Special','D&D 5e',1),('aviere',NULL,'Illumination','The aviere sheds bright light in a 10-foot radius and dim light for an additional 10 feet.','5e SRD','Special','D&D 5e',1),('aviere',NULL,'Magic Resistance','The aviere has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('aviere',NULL,'Magic Weapons','The aviere\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('aviere',NULL,'Song of Healing (1/Day)','The aviere sings a song of healing. The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere\'s song and isn\'t an undead or a construct, it regains 1d4 hp.','5e SRD','Action','D&D 5e',1),('aviere',NULL,'Song of Life','The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn\'t an undead or a construct. The creature becomes stable.','5e SRD','Action','D&D 5e',1),('awakenedTree',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),('axeBeak','Axe Beak','bite','4 (1d6+3) and 2 claws +4 (1d4+3)','d20web','Action','d20',1),('axeBeak','Axe Beak','Feat 1','Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('axeBeak','Axe Beak','Feat 2',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('axeBeak','Axe Beak','Melee 1','bite +5 (1d8+6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('axeBeak','Axe Beak','Sudden Charge (Ex)','When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('axiomite',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),('axiomite',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),('axolotl',NULL,'Amphibious','The axolotl can breathe air and water.','5e SRD','Special','D&D 5e',1),('axolotl',NULL,'Regeneration','The axolotl\'s severed body parts, if any, are restored after completing a long rest.','5e SRD','Special','D&D 5e',1),('azarketiExplorer',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),('azarketiExplorer',NULL,'Azarketi','Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti.\n\nAzarketis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('azarketiExplorer',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),('azeban','Azeban','1/day each','mirage arcane, programmed illusion','5e SRD','Special','D&D 5e',1),('azeban','Azeban','3/day each','creation, major image, mislead, seeming','5e SRD','Special','D&D 5e',1),('azeban','Azeban','At will','dancing lights, disguise self, faerie fire, minor illusion','5e SRD','Special','D&D 5e',1),('azeban','Azeban','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),('azeban','Azeban','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('azeban','Azeban','Ear-Splitting Yawp (Recharge 5-6)','The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn\'t deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn\'t being worn or carried also takes the damage if it\'s in the area.','5e SRD','Action','D&D 5e',1),('azeban','Azeban','Elusive','The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.','5e SRD','Special','D&D 5e',1),('azeban','Azeban','Innate Spellcasting','The azeban\'s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('azeban','Azeban','Magic Resistance','The azeban has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('azeban','Azeban','Multiattack','The azeban makes two attacks: one with its bite and one with its claws.','5e SRD','Action','D&D 5e',1),('azer',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),('azer',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),('azer',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),('azmakianEffigy',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),('azmakianEffigy',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),('azuretzi',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),('azuretzi',NULL,'Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('azureWorm',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),('azureWorm',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),('azza','Azza','Contagious Lightning','A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Special','D&D 5e',1),('azza','Azza','Lightning Jolt','Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning.','5e SRD','Action','D&D 5e',1),('azza','Azza','Ride the Bolt','The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect.','5e SRD','Reaction','D&D 5e',1),('ba\'aupaMdoudu',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),('baalzebal','Baalzebal','1/day','power word kill','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','At will','animate dead, bane, detect evil and good, detect thoughts, dispel magic, giant insect, hold monster, insect plague, invisibility, magic circle, major image, teleport (self only), true seeing, power word stun','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Confusion','Victims of his words become disoriented and confused as per the spell confusion.','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Fiendish Recovery (costs 2 actions)','Baalzebal recovers 50 hit points and ends one condition effecting it.','5e SRD','Legendary Action','D&D 5e',1),('baalzebal','Baalzebal','Fly Vomit','Baalzebal attempts to recharge and use his spew flies breath weapon.','5e SRD','Legendary Action','D&D 5e',1),('baalzebal','Baalzebal','Gianter Insect','When Baalzebal casts giant insect, the resulting insects are twice the size and have maximum hit points.','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Innate Spellcasting','Baalzebal\'s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Legendary Resistance (3/day)','If Baalzebal fails a saving throw, he can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Magic Resistance','Baalzebal has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Multiattack','Baalzebal makes one Rotting Touch attack and two Vomit attacks.','5e SRD','Action','D&D 5e',1),('baalzebal','Baalzebal','Murmuring Mirage','Baalzebal\'s voice can change people\'s perception and cause them to see terrain and their location as something different from what it actually is as per the spell hallucinatory terrain.','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Projectile Vomit','Baalzebal makes a vomit attack.','5e SRD','Legendary Action','D&D 5e',1),('baalzebal','Baalzebal','Regeneration','Baalzebal regains 15 hit points at the start of his turn. If Baalzebal takes damage from a silvered weapon, this trait doesn\'t function at the start of Baalzebal\'s next turn. Baalzebal is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Rotting Touch','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) necrotic damage and the creature must succeed at a DC 22 Constitution saving throw or be cursed with fly rot. While cursed with fly rot, the creature can\'t regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the creature is reduced to 0 hit points by the fly rot, it dies and its body turns to a swarm of flies. The curse lasts until removed by the remove curse spell or other magic.','5e SRD','Action','D&D 5e',1),('baalzebal','Baalzebal','Spew Flies (recharge 5-6)','Baalzebal spews forth a cloud of biting insects that fill a 60-foot cube. Each creature in the area must make a DC 22 Constitution saving throw, taking 28 (8d6) poison damage on a failure and being blinded for one minute on a failure, or half as much on a success and not being blinded.','5e SRD','Action','D&D 5e',1),('baalzebal','Baalzebal','Swarms of Insects (costs 2 actions)','Baalzebal summons 1d4 insect swarms to appear within 60 feet of it.','5e SRD','Legendary Action','D&D 5e',1),('baalzebal','Baalzebal','The Lord of Lies','The buzzing of Baalzebal sows discontent and confusion to those who hear his voice. Baalzebal may cause any creature within 30 feet who hears his voice to make a DC 19 Wisdom saving throw, suffering one of the following effects on a failure:','5e SRD','Special','D&D 5e',1),('baalzebal','Baalzebal','Vomit','Ranged Weapon Attack: +16 to hit, range 30/100 ft., one target. Hit: 22 (2d12 + 9) acid damage.','5e SRD','Action','D&D 5e',1),('baalzebal','Baalzebal','wish','1/week','5e SRD','Special','D&D 5e',1),('baaphel','Baaphel','1/day each','flesh to stone, symbol','5e SRD','Special','D&D 5e',1),('baaphel','Baaphel','At will','bane, charm monster, detect evil and good, dispel magic, fire shield, invisibility, magic circle, suggestion, teleport (self only), tongues','5e SRD','Special','D&D 5e',1),('baaphel','Baaphel','Devil Touched','Baaphel makes a Fear Touch attack.','5e SRD','Legendary Action','D&D 5e',1),('baaphel','Baaphel','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('baaphel','Baaphel','Fear Touch','Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) psychic damage and the target must succeed on a DC 19 Wisdom saving throw or be frightened of Baaphel for one hour. A creature who saves against this effect is immune to it for 24 hours.','5e SRD','Action','D&D 5e',1),('baaphel','Baaphel','Fiendish Recovery (costs 2 actions)','Baaphel recovers 50 hit points and ends one condition affecting him.','5e SRD','Legendary Action','D&D 5e',1),('baaphel','Baaphel','Hell Reaper','Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) slashing damage. Baaphel scores a critical hit with Hell Reaper when he rolls a 19 or 20.','5e SRD','Action','D&D 5e',1),('baaphel','Baaphel','Innate Spellcasting','Baaphel\'s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('baaphel','Baaphel','Legendary Resistance (3/day)','If Baaphel fails a saving throw, he can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('baaphel','Baaphel','Magic Resistance','Baaphel has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('baaphel','Baaphel','Magic Weapons','Baaphel\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('baaphel','Baaphel','Multiattack','Baaphel makes one Hell Reaper attack and two Fear Touch attacks.','5e SRD','Action','D&D 5e',1),('baaphel','Baaphel','Reap the Souls','Baaphel makes two Hell Reaper attacks, scoring a critical hit on an 18, 19, or 20.','5e SRD','Legendary Action','D&D 5e',1),('baaphel','Baaphel','Regeneration','Baaphel regains 10 hit points at the start of his turn. If Baaphel takes damage from a silvered weapon, this trait doesn\'t function at the start of Baaphel\'s next turn. Baaphel is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('baaphel','Baaphel','Wing Buffet (costs 2 actions)','Baaphel buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Baaphel.','5e SRD','Legendary Action','D&D 5e',1),('baatamidar',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),('babau','Babau','1/day-summon (level 3, 1 babau at 40%)','1/day-summon (level 3, 1 babau at 40%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('babau','Babau','3/day','dispel magic','5e SRD','Special','D&D 5e',1),('babau','Babau','At will','darkness, see invisibility','5e SRD','Special','D&D 5e',1),('babau','Babau','At will','darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('babau','Babau','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('babau','Babau','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 4 (1d8) acid damage.','5e SRD','Action','D&D 5e',1),('babau','Babau','Constant','see invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('babau','Babau','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),('babau','Babau','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('babau','Babau','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('babau','Babau','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('babau','Babau','Feat 4',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('babau','Babau','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),('babau','Babau','Innate Spellcasting','The babau\'s innate spellcasting ability is Charisma (spell save DC 14). It can cast the following spells without requiring material components.','5e SRD','Special','D&D 5e',1),('babau','Babau','Melee 1','2 claws +12 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('babau','Babau','Melee 2',' bite +12 (1d6+5) or longspear +12/+7 (1d8+7/x3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('babau','Babau','Melee 3',' bite +7 (1d6+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('babau','Babau','Multiattack','The babau makes one Bite attack and two Claw attacks.','5e SRD','Action','D&D 5e',1),('babau','Babau','Protective Slime','Any creature that touches the babau, or hits it with a melee attack while within 5 feet takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the babau corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the babau is destroyed after dealing damage.','5e SRD','Special','D&D 5e',1),('babau','Babau','Protective Slime ','A layer of acidic slime coats a babau\'s skin. Any creature that strikes a babau with a See Invisibility Telepathy natural attack or unarmed strike takes 1d6 acid damage from this slime if it fails a Breath save. A creature that strikes a babau with a melee weapon must make a save or the weapon takes this same amount of acid damage; if this damage penetrates the weapon\'s AC, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.','aquilae','Special','OSR',1),('babau','Babau','Protective Slime (Su)','A layer of acidic slime coats a babau\'s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon\'s hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('babau','Babau','Summon','(1/day)The babau has a 40% chance to summon 1 babau. The summoned demon appears in an unoccupied space within 60 feet of the babau, but can\'t summon other demons. It remains for 1 minute, until it or the first babau is slain, or until the first babau takes an action to dismiss it.','5e SRD','Action','D&D 5e',1),('babau','Babau','zz','You can See Invisibility, as per the spell, as a constant ability.','aquilae','Special','OSR',2),('babau','Babau','zz','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),('babaYaga','Baba Yaga','1/day each','animate objects, insect plague','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','2/day each','banishment, blight, polymorph','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','3/day each','clairvoyance, counterspell, lightning bolt','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','4/day each','blindness/deafness, darkness, enthrall','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','5/day each','command, disguise self, hideous laughter','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','Armor Class','14Hit Points 67 (15d6+15)Speed 0 ft., fly 30 ft.','5e SRD','Reaction','D&D 5e',1),('babaYaga','Baba Yaga','At will','eldritch blast (2d10), message, minor illusion, spare the dying','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','At Will Spell','Baba Yaga casts one at will spell from her list or from her iron teeth\'s list if it is equipped.','5e SRD','Legendary Action','D&D 5e',1),('babaYaga','Baba Yaga','Bite (if iron teeth are equipped)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 37 (6d10 + 4) piercing damage and the target must succeed on a DC 20 Wisdom saving throw or be frightened of Baba Yaga until the end of its next turn.','5e SRD','Action','D&D 5e',1),('babaYaga','Baba Yaga','Breath of the Bone Mother (Costs 2 Actions)','Baba Yaga uses Breath of the Bone Mother, if it is available.','5e SRD','Legendary Action','D&D 5e',1),('babaYaga','Baba Yaga','Breath of the Bone Mother (Recharge 5-6)','Calling on her elemental powers and her mastery of crone-magic, Baba Yaga exhales a great wind in a 40-foot cone that smells of fetid mires and sausages. Creatures caught in that area must make a DC 18 Constitution saving throw. On a failure, a target takes 45 (10d8) necrotic damage and is affected by the bestow curse spell for 1 minute. On a success, a target takes half the necrotic damage but is not cursed. In addition, a creature damaged by the wind releases a stinking cloud (DC 18 Constitution saving throw against the cloud\'s poison) centered on it at the beginning of its next turn. The cloud dissipates after 1d4 rounds.','5e SRD','Action','D&D 5e',1),('babaYaga','Baba Yaga','Cronesight','Baba Yaga has advantage on Wisdom (Perception) checks that rely on sight. As an action, she can observe a target and magically know its current emotional state. If the target fails a DC 19 Charisma saving throw, she also knows the creature\'s alignment and discovers a hidden secret about the target.','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','Cronespeech','Creatures with Intelligence 3 or lower obey Baba Yaga unquestioningly. Her utterances are often captured as engravings on nearby stone and wood surfaces. These magical reproductions of her words are made in the Common tongue and fade after several days.','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','Dance of the Time Taunter (1/day)','When Baba Yaga\'s turn ends, she can take an additional turn. A creature able to see Baba Yaga dance through time has its understanding of the universe challenged and must succeed on a DC 18 Intelligence saving throw or be stunned until the end of its next turn. A set of iron dentures flap through the air, screeching in a voice like metal scraping on metal.','5e SRD','Reaction','D&D 5e',1),('babaYaga','Baba Yaga','Grandmother\'s Teeth','The iron teeth of Baba Yaga are sentient, magical, and airborne dentures that sometimes work at cross-purposes to the Old Witch. If the teeth and Baba Yaga are getting along, the teeth reside inside her mouth, providing her with a bite attack and access to its spell list. Baba Yaga can cast a spell from the teeth\'s innate spell list as a bonus action, using her spellcasting ability. Spells cast in this way are removed from the teeth\'s spells per day total. If the witch and her teeth are not getting along, the teeth will fly around casting its spells as it wishes (often to the benefit of Baba Yaga\'s enemies).','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','Innate Spellcasting','Baba Yaga\'s innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). She can cast the following spells innately, requiring only verbal components:','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','Legendary Resistance (3/day)','If Baba Yaga fails a saving throw, she can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','Mortar and Pestle','Baba Yaga flies in a large mortar and pestle, which is immune to damage and can\'t be the target of spells or effects. It provides the witch partial cover from ranged attacks. Baba Yaga doesn\'t provoke an opportunity attack when she flies out of an enemy\'s reach. If Baba Yaga is knocked prone, stunned, or incapacitated while flying in the mortar, it will gently set her on the ground and disappear for 1 hour. The pestle remains with the witch.','5e SRD','Special','D&D 5e',1),('babaYaga','Baba Yaga','Multiattack','Baba Yaga makes two pestle slap attacks and one bite attack, or three pestle slap attacks.','5e SRD','Action','D&D 5e',1),('babaYaga','Baba Yaga','Pestle Slap','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (6d8 + 4) bludgeoning damage. The target must succeed on a DC 20 Constitution saving throw or have disadvantage on concentration checks until the end of its next turn.','5e SRD','Action','D&D 5e',1),('babaYaga','Baba Yaga','Pinch','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('babaYaga','Baba Yaga','Scholar','The dentures are scholars of the arcane and are often found exploring ruins, especially ancient sites of magic. They see themselves as intellectually superior to their owner and chastise Baba Yaga for her use of baser forms of magic.','5e SRD','Reaction','D&D 5e',1),('babaYaga','Baba Yaga','Skills','Arcana +6, History +6Damage Resistances lightningSenses darkvision 60 ft., passive Perception 10Languages Common, Dwarvish, Elvish, Infernal, SylvanChallenge 2 (450 XP)','5e SRD','Reaction','D&D 5e',1),('babaYaga','Baba Yaga','Willful','The iron teeth are usually content sitting firmly in Baba Yaga\'s mouth, assisting the witch. However, should she anger the dentures, either by ignoring their request to visit some forgotten tower or scolding them too much for insolence, the dentures may abandon her for a while. They may work against her if the two are particularly at odds.','5e SRD','Reaction','D&D 5e',1),('baboon','Baboon','Bite','Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.','5e SRD','Action','D&D 5e',1),('baboon','Baboon','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baboon','Baboon','Melee 1','bite +3 (1d4+1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baboon','Baboon','Pack Tactics','The baboon has advantage on an attack roll against a creature if at least one of the baboon\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('badger','Badger','2 claws','1 (1d2)','d20web','Action','d20',1),('badger','Badger','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),('badger','Badger','Bite','Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('badger','Badger','bite','1 (1d3)','d20web','Action','d20',1),('badger','Badger','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('badger','Badger','Keen Smell','The badger has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('badger','Badger','Melee 1','bite +1 (1d3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('badger','Badger','Melee 2',' 2 claws +1 (1d2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('badger','Badger','|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),('badger','Badger','|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),('bagiennik','Bagiennik','1/day','cure moderate wounds, remove blindness/deafness','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bagiennik','Bagiennik','2 claws','8 (1d4+3)','d20web','Action','d20',1),('bagiennik','Bagiennik','3/day','cure light wounds, remove disease','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bagiennik','Bagiennik','Acid Spray','Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds.','5e SRD','Action','D&D 5e',1),('bagiennik','Bagiennik','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('bagiennik','Bagiennik','Disease Scent','','d20web','Special (Ex)','d20',1),('bagiennik','Bagiennik','Disease Scent (Ex)','A bagiennik can smell a diseased creature as if using the scent ability. It can discern whether the diseased creature is the source of a disease or merely a carrier; in the latter case, the bagiennik often seeks out the creature and attempts to purge its maladies.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bagiennik','Bagiennik','Healing Oil','A bagiennik can automatically stabilize a dying creature by using an action to smear some of its oily secretion on the dying creature\'s flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik\'s secretion can have the effect of a lesser restoration spell. However, any creature receiving a bagiennik\'s Healing Oil must make a successful DC 13 Constitution saving throw or be slowed for 1 minute.','5e SRD','Special','D&D 5e',1),('bagiennik','Bagiennik','Multiattack','The bagiennik makes two claw attacks.','5e SRD','Action','D&D 5e',1),('bagiennik','Bagiennik','Nasal Burn (Su)','A bagiennik\'s nasal spray deals 1d6 points of fire damage to victims in subsequent rounds after it strikes a target (as per the burn universal monster ability), but it can also cure other maladies. Each round in which a victim takes damage from a bagiennik\'s nasal spray, that victim can attempt a DC 17 Fortitude save. If the victim succeeds at this save, it heals 1 point of ability damage to an ability score of its choice. If the result exceeds the DC by 5 or more, the victim can also attempt to remove a single disease or poison currently affecting her as per remove disease or neutralize poison (caster level 7th). If the damage from the bagiennik\'s nasal burn is reduced or negated in any way, the victim can\'t attempt this special Fortitude save that round. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bakeKujira','Bake Kujira','Bite','Melee Weapon Attack: +17 to hit, 20 ft. reach, one target. Hit: 65 (10d10 + 10) piercing damage. If the target is a creature, it must succeed a DC 20 Constitution saving throw or be affected by the contagion spell.','5e SRD','Action','D&D 5e',1),('bakeKujira','Bake Kujira','Fast Healing (Costs 2 Actions)','The bakekujira regains 10 hit points.','5e SRD','Legendary Action','D&D 5e',1),('bakeKujira','Bake Kujira','Legendary Resistance (3/Day)','If the bakekujira fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('bakeKujira','Bake Kujira','Leviathan\'s Call','The bakekujira\'s eerie song varies from that of a wistful memory to a burning hatred. As a standard action, a bakekujira can sing. Living creatures within a 120- foot radius of a singing bakekujira must succeed at a DC 20 Wisdom saving throw or become charmed or frightened (bakekujira\'s choice) for 1 round.','5e SRD','Legendary Action','D&D 5e',1),('bakeKujira','Bake Kujira','Multiattack','The bakekujira makes one bite attack and one tail attack.','5e SRD','Action','D&D 5e',1),('bakeKujira','Bake Kujira','Oceanic Revenge','The bakekujira deals an extra 7 (2d6) necrotic damage to any target that has killed a creature with a swim speed in the last 24 hours.','5e SRD','Special','D&D 5e',1),('bakeKujira','Bake Kujira','Resonant Song (Recharge 5-6)','The bakekujira can release a damaging resonance, dealing 38 (7d8) points of thunder damage to creatures in a 60-foot cone.','5e SRD','Action','D&D 5e',1),('bakeKujira','Bake Kujira','Tail','Melee Weapon Attack: +17 to hit, 20 ft. reach, one target. Hit: 55 (8d8 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('bakeKujira','Bake Kujira','Tail Attack','The bakekujira makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('bakeKujira','Bake Kujira','Undead Parasites','A swarm of undead fish and birds surrounds the bakekujira in a 30-foot radius. All creatures starting their turn within this radius must succeed a DC 20 Constitution saving throw or be poisoned for 1 round.','5e SRD','Special','D&D 5e',1),('bakeneko','Bakeneko','Change Shape','The bakeneko can magically polymorph into a Small humanoid or back into its true form. Its statistics are the same in each form. If the bakeneko dies, it reverts to its true form.','5e SRD','Action','D&D 5e',1),('bakeneko','Bakeneko','Claws (Bakeneko Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('bakeneko','Bakeneko','color spray, silent image','Innate, at will','5e SRD','Special','D&D 5e',1),('bakeneko','Bakeneko','hypnotic pattern, invisibility','Innate, at will','5e SRD','Special','D&D 5e',1),('bakeneko','Bakeneko','Innate Spellcasting','The bakeneko\'s innate spellcasting ability is Charisma (spell save DC 13). The bakeneko can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('bakeneko','Bakeneko','Mark Of Envy (1/day)','The bakeneko magically marks a creature it can see within 90 feet. The bakeneko gains a bonus on attack and damage rolls against the target equal to its charisma bonus (typically +3). The mark lasts until the target is slain or 24 hours has passed.','5e SRD','Action','D&D 5e',1),('bakeneko','Bakeneko','Multiattack','The bakeneko uses Mark of Envy if it is able and makes two attacks with its claws.','5e SRD','Action','D&D 5e',1),('baku','Baku','1/day','ethereal jaunt, modify memory (DC 21)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baku','Baku','2 claws','15 (1d4+2)','d20web','Action','d20',1),('baku','Baku','3/day','deep slumber (DC 20), dream','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baku','Baku','At will','invisibility, lullaby, sleep (DC 18)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baku','Baku','Dream Claws','','d20web','Special (Ex)','d20',1),('baku','Baku','Dream Claws (Ex)','A baku\'s claws are treated as cold iron and magic for purposes of overcoming damage reduction.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baku','Baku','Dream Eating (Su)','A baku can feed upon the dreams of any single sleeping creature within 100 feet. Alternatively, the baku can feed upon the dreams of a creature that it manages to contact with its dream spell-like ability. A creature can resist this effect with a DC 22 Will save. When a baku feeds in this way, it can elect to consume only nightmares or all dreams. If it only consumes nightmares, the target creature is immune to the effects of the nightmare spell, the dream haunting ability of the night hag, and other similar attacks for that period of sleep. If the baku instead feeds on all of the creature\'s dreams, that creature is fatigued upon waking and does not gain any benefits it would have received from sleep, such as natural healing or the ability to regain spells after resting. This is a mind-affecting sleep effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baku','Baku','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baku','Baku','Feat 2',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baku','Baku','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baku','Baku','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baku','Baku','Feat 5',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baku','Baku','gore','15 (1d6+2)','d20web','Action','d20',1),('baku','Baku','Melee 1','2 claws +15 (1d4+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baku','Baku','Melee 2',' gore +15 (1d6+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baku','Baku','Mental Drain (Su)','When a baku attacks with a claw, it can choose, as a swift action, to deal 1d4 points of Intelligence damage on that attack. A DC 22 Will save negates this ability damage. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baku','Baku','|Dream Claws','A baku\'s claws are treated as cold iron and magic for purposes of overcoming resistance.','aquilae','Special','OSR',1),('baku','Baku','|Dream Claws','Dream Eating A baku can feed upon the dreams of any single sleeping creature within 100 feet.','aquilae','Special','OSR',2),('baku','Baku','|Dream Claws','Alternatively, the baku can feed upon the dreams of a creature that it manages to contact with its dream spell-like ability. A creature can resist this effect with a Spell save. When a baku feeds in this way, it can elect to consume only nightmares or all dreams. If it only consumes nightmares, the target creature is immune to the effects of the nightmare spell, the dream haunting ability of the night hag, and other similar attacks for that period of sleep. If the baku instead feeds on all of the creature\'s dreams, that creature is fatigued upon waking and does not gain any benefits it would have received from sleep, such as natural healing or the ability to regain spells after resting. This is a mind-affecting sleep effect.','aquilae','Special','OSR',3),('baku','Baku','|Dream Claws','Mental Drain When a baku attacks with a claw, it can choose, as a swift action, to deal 1d4 points of Intelligence damage on that attack. A Paralysis save negates this ability damage.','aquilae','Special','OSR',4),('balbal','Balbal','Aswang Scent','Aswangs have advantage on scent-based Wisdom (Perception) checks, and their sense for blood is so keen that they can perceive any creature at 0 hit points and any creature that has taken piercing, slashing, or necrotic damage within the previous round as if they had blindsight 60 ft. They can detect diseased creatures in the same way.','5e SRD','Special','D&D 5e',1),('balbal','Balbal','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('balbal','Balbal','Corpse Dummy (Recharges After a Short Rest)','The balbal can spend 1 minute using its razor-sharp tongue to carve a Small or Medium piece of wood into a humanoid shape. This dummy appears to casual inspection indistinguishable from the corpse of a humanoid of the same size (which may resemble a specific individual). Creatures carefully inspecting the corpse dummy can attempt a DC 15 Intelligence (Investigation) check to reveal the ruse. This is a magical illusion effect, and creatures using detect magic to examine the corpse dummy have advantage on this check.','5e SRD','Action','D&D 5e',1),('balbal','Balbal','Crocodile Command','The balbal can communicate with crocodiles and similar creatures as if using speak with animals and has advantage on Wisdom (Animal Training) checks made against them, and crocodiles treat them as if they had a permanent sanctuary (DC 12) spell. The balbal\'s presence causes crocodilians to become aggressive toward other creatures and hard to control, with advantage on saving throws against becoming charmed or frightened. A typical balbal lurking in the water has 1d6 friendly crocodiles lurking nearby. These crocodiles have advantage on attack rolls against any creature they have seen attack the balbal within the previous minute.','5e SRD','Special','D&D 5e',1),('balbal','Balbal','Hard to Fool','The balbal has advantage on saving throws against illusions, and creatures have disadvantage on Charisma (Deception) checks made against them.','5e SRD','Special','D&D 5e',1),('balbal','Balbal','Multiattack','The balbal makes one tongue attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('balbal','Balbal','Sensory Sensitivity','Aswangs are sensitive to bright light and loud noise. When an aswang takes radiant or thunder damage, they must succeed on a DC 11 Wisdom saving throw or become frightened for 1 round. In addition, they have disadvantage on saving throws against effects that cause deafness due to loud noise or blindness due to bright light, and Charisma (Intimidation) checks against them have advantage if the aswang is in an area of bright light or in a noisy area (GM\'s discretion).','5e SRD','Special','D&D 5e',1),('balbal','Balbal','Siege Monster','The balbal deals double damage to objects and structures made of wood or softer material.','5e SRD','Special','D&D 5e',1),('balbal','Balbal','Snake Terror','When the balbal sees a snake, it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 round. It must make this saving throw when it sees statues, paintings, or other artistic representations of snakes, but it has advantage on such saving throws. If the balbal succeeds on its saving throw, it overcomes its snake terror for 1d4 rounds and need not save during this time.','5e SRD','Special','D&D 5e',1),('balbal','Balbal','Tongue','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus the target takes an additional 7 (2d6) necrotic damage, or half as much on a successful DC 12 Constitution saving throw. If the save is failed, the target takes this damage again at the beginning of its next turn, with a saving throw allowed each round to halve damage and end the effect.','5e SRD','Action','D&D 5e',1),('balban','Balban','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('balban','Balban','Charge','If the demon 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 17 Strength saving throw or be knocked prone. If the target is prone, the demon can make one slam attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('balban','Balban','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 at will, requiring no material components:','5e SRD','Special','D&D 5e',1),('balban','Balban','Magic Resistance','The demon has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('balban','Balban','Magic Weapons','The demon\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('balban','Balban','Multiattack','The demon can use its smash, make one bite attack and two claw attacks.','5e SRD','Action','D&D 5e',1),('balban','Balban','Slam','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the demon cannot use this attack against another target.','5e SRD','Action','D&D 5e',1),('balban','Balban','Smash','One Medium or smaller creature grappled by the demon is smashed into nearby solid objects or a solid surface. The target takes 25 (4d8 + 7) bludgeoning damage and must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('balisse',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),('balisse',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),('ballPython',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),('balor','Balor','1/day','blasphemy (DC 25), fire storm (DC 26), implosion (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('balor','Balor','3/day-quickened','telekinesis (DC 23)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('balor','Balor','At will','dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 23)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('balor','Balor','Constant','true seeing, unholy aura (DC 26)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('balor','Balor','Death Throes','When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren\'t being worn or carried, and it destroys the balor\'s weapons.','5e SRD','Special','D&D 5e',1),('balor','Balor','Death Throes (Su',') When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('balor','Balor','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),('balor','Balor','Entangle (Ex)','If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('balor','Balor','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Feat 10',' Weapon Focus (longsword)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Feat 3',' Greater Two-Weapon Fighting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Feat 4',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Feat 5',' Improved Two-Weapon Fighting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Feat 8',' Quicken Spell-Like Ability (telekinesis)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Feat 9',' Two-Weapon Fighting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','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),('balor','Balor','Fire Aura','At the start of each of the balor\'s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren\'t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.','5e SRD','Special','D&D 5e',1),('balor','Balor','Flaming Body (Su)','A balor\'s body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('balor','Balor','Longsword','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.','5e SRD','Action','D&D 5e',1),('balor','Balor','Magic Resistance','The balor has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('balor','Balor','Magic Weapons','The balor\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('balor','Balor','Melee 1','+1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Melee 2',' +1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle) or 2 slams +31 (1d10+12)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('balor','Balor','Multiattack','The balor makes two attacks: one with its longsword and one with its whip.','5e SRD','Action','D&D 5e',1),('balor','Balor','Teleport','The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Action','D&D 5e',1),('balor','Balor','Vorpal Strike (Su)','Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('balor','Balor','Whip','Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.','5e SRD','Action','D&D 5e',1),('balor','Balor','Whip Mastery (Ex)','A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe\'s armor.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('balor','Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','When killed, a balor explodes in a blinding flash of fire that 2d10 deals damage (half fire, half necrotic damage) to anything within 100 feet (Breath save halves).','aquilae','Special','OSR',1),('balor','Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','A balor\'s body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d8 fire damage. A creature that grapples a balor or is grappled by one takes 3x this amount of fire damage each round the grapple persists.','aquilae','Special','OSR',2),('balor','Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',3),('balor','Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','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),('balor','Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',5),('bandersnatch','Bandersnatch','bite','32 (2d8+13 plus','d20web','Action','d20',1),('bandersnatch','Bandersnatch','Bounding Charge','','d20web','Special (Ex)','d20',1),('bandersnatch','Bandersnatch','Bounding Charge (Ex)','A bandersnatch can move through difficult terrain when it charges.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Brutal Tail','','d20web','Special (Ex)','d20',1),('bandersnatch','Bandersnatch','Brutal Tail (Ex)','The quills and barbs on a bandersnatch\'s tail cause triple damage on a critical hit from its tail slap. A bandersnatch adds 1-1/2 times its strength bonus on attack rolls when using its tail slap.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 10',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 11',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 12',' Tiring Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 2',' Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 3',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 4',' Critical Mastery','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 5',' Exhausting Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 6',' Improved Critical (claws)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 7',' Improved Critical (quills)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 8',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Feat 9',' Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Gaze (Su)','Confused for 1 round, range 30 feet, Fortitude DC 29 negates. A bandersnatch can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Gaze (Su)','','d20web','Special (Su)','d20',1),('bandersnatch','Bandersnatch','Lash Out','','d20web','Special (Ex)','d20',1),('bandersnatch','Bandersnatch','Lash Out (Ex)','As a swift action, a bandersnatch can make a single attack with a bite, claw, or tail slap. A bandersnatch cannot lash out on the same round it charges.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Melee 1','bite +32 (2d8+13 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Melee 2',' 2 claws +32 (2d6+13/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Melee 3',' tail slap +27 (2d8+19/&times;3 plus pain)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Pain','','d20web','Special (Ex)','d20',1),('bandersnatch','Bandersnatch','Pain (Ex)','Whenever a creature takes damage from a bandersnatch\'s tail slap attack, quills, or quill defense, that creature must make a DC 28 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim. The save DC is Dexterity-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Planar Acclimation','','d20web','Special (Ex)','d20',1),('bandersnatch','Bandersnatch','Planar Acclimation (Ex)','A bandersnatch is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Quick Recovery (Su)','A debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Quill Defense','','d20web','Special (Ex)','d20',1),('bandersnatch','Bandersnatch','Quill Defense (Ex)','Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 points of piercing damage from the bandersnatch\'s quills and suffers from the bandersnatch\'s pain attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Quills','','d20web','Special (Ex)','d20',1),('bandersnatch','Bandersnatch','Quills (Ex)','With a snap of its tail, a bandersnatch can loose a volley of four quills as a standard action (make an attack roll for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the bandersnatch\'s defensive abilities are unaffected.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Ranged 1','4 quills +26 (1d10+13/19-20) plus pain','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bandersnatch','Bandersnatch','Relentless Tracker','','d20web','Special (Ex)','d20',1),('bandersnatch','Bandersnatch','Relentless Tracker (Ex)','A bandersnatch can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bandersnatch','Bandersnatch','|Brutal Tail|Gaze','The quills and barbs on a bandersnatch\'s tail cause triple damage on a critical hit from its tail slap.','aquilae','Special','OSR',1),('bandersnatch','Bandersnatch','|Brutal Tail|Gaze','Pain Whenever a creature takes damage from a bandersnatch\'s tail slap attack, quills, or quill defense, that creature must make a Breath save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires magical healing or a full-round action of medical care.','aquilae','Special','OSR',2),('bandersnatch','Bandersnatch','|Brutal Tail|Gaze','Quick Recovery A debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the end of its turn in order to shake off the effect.','aquilae','Special','OSR',3),('bandersnatch','Bandersnatch','|Brutal Tail|Gaze','Quill Defense Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 points of piercing damage from the bandersnatch\'s quills and suffers from the bandersnatch\'s pain attack.','aquilae','Special','OSR',4),('bandersnatch','Bandersnatch','|Brutal Tail|Gaze','Quills With a snap of its tail, a bandersnatch can loose a volley of four quills as a standard action (make an attack roll for each spike).','aquilae','Special','OSR',5),('bandersnatch','Bandersnatch','|Brutal Tail|Gaze','This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the bandersnatch\'s defensive abilities are unaffected.','aquilae','Special','OSR',6),('bandersnatch','Bandersnatch','|Brutal Tail|Gaze','Inflicts Confused, range 30 feet, Paralysis save negates. A bandersnatch can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect.','aquilae','Special','OSR',7),('bandit','Bandit',' Hoard','Only have treasure type A when encountered in their wilderness lair.','OSE','Special','OSR',3),('bandit','Bandit',' Leader','May have a leader of 2nd level or higher (any human class).','OSE','Special','OSR',2),('bandit','Bandit',' Trickery','Use disguise or trickery to surprise victims.','OSE','Special','OSR',1),('bandit','Bandit','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('banelight','Banelight','2 light vortices','19','d20web','Action','d20',1),('banelight','Banelight','Banelight Aura (Su)','','d20web','Special (Su)','d20',1),('banelight','Banelight','Create Will-o\'-Wisp (Su)','','d20web','Special (Su)','d20',1),('banelight','Banelight','Immune to Magic','','d20web','Special (Ex)','d20',1),('banelight','Banelight','Light Vortex (Su)','','d20web','Special (Su)','d20',1),('banelight','Banelight','Susceptible to Darkness','','d20web','Special (Ex)','d20',1),('banshee',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),('banshee',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('banshee',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),('baobhanSith',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('baomal','Baomal','Aberration','Aberrations are creatures from beyond the planes or corruptions of the natural order.','fan json','Trait','Pathfinder 2e',1),('baomal','Baomal','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),('barbazu','Barbazu','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),('barbazu','Barbazu','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),('barbegazi','Barbegazi','1/day','hold person','5e SRD','Special','D&D 5e',1),('barbegazi','Barbegazi','3/day','ray of frost','5e SRD','Special','D&D 5e',1),('barbegazi','Barbegazi','Dagger','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) cold damage.','5e SRD','Action','D&D 5e',1),('barbegazi','Barbegazi','Dagger, Ranged','Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('barbegazi','Barbegazi','Innate Spellcasting','The barbegazi\'s innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). The barbegazi can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('barbegazi','Barbegazi','Shortsword','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) cold damage.','5e SRD','Action','D&D 5e',1),('barbegazi','Barbegazi','Snow Walk','The barbegazi can move across and climb icy or snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\'t cost extra movement.','5e SRD','Special','D&D 5e',1),('barbtonguedWyvern',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),('bard',NULL,'Bear Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('bard',NULL,'Dismount','As a bonus action the bear rider can dismount their bear. While dismounted, the bear acts as a normal combatant, sharing initiative with the bear rider, and using the stats for a brown bear. The bear rider may mount up again as an action.','5e SRD','Action','D&D 5e',1),('bard',NULL,'Pike','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing. If the bear rider is mounted and moves at least 10 feet in a straight line immediately before attacking they gain a +5 bonus to the attack\'s damage roll.','5e SRD','Action','D&D 5e',1),('bard',NULL,'Rapier','Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 4 (1d8) piercing damage.','5e SRD','Action','D&D 5e',1),('bard',NULL,'Vicious Mockery','Range 60 ft., Spell DC 12, 2 (1d4) psychic damage.','5e SRD','Action','D&D 5e',1),('baregara','Baregara','1/day','conjure fiend, entangle, phantasmal force','5e SRD','Special','D&D 5e',1),('baregara','Baregara','1/day-summon (level 4, 1d4 dire apes 50% or 1d2 girallons 35%),','unholy blight (DC 17)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baregara','Baregara','2 claws','23 (1d10+8 plus','d20web','Action','d20',1),('baregara','Baregara','3/day','disguise self, hold person, invisibility (self only)','5e SRD','Special','D&D 5e',1),('baregara','Baregara','3/day-quickened','hold person (DC 16)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baregara','Baregara','At will','dispel magic','5e SRD','Special','D&D 5e',1),('baregara','Baregara','At will','dispel magic, teleport (self plus 50 lbs. of objects only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baregara','Baregara','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('baregara','Baregara','Claws','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). The baregara can grapple one target at a time.','5e SRD','Action','D&D 5e',1),('baregara','Baregara','Constant','see invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baregara','Baregara','Devouring grapple','','d20web','Special (Ex)','d20',1),('baregara','Baregara','Devouring grapple (Ex)','The mouth at the center of a baregara\'s chest automatically deals 2d8+4 points of damage per round to any creature the baregara successfully grapples.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baregara','Baregara','Feat 1','Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Feat 3',' Intimidating Prowess','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Feat 5',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Feat 6',' Quicken Spell-Like Ability (hold person)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Feat 7',' Step Up','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Feat 8',' Throw Anything','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Gore','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('baregara','Baregara','Innate Spellcasting','The baregara\'s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The baregara can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('baregara','Baregara','Magic Resistance','The baregara has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('baregara','Baregara','Melee 1','bite +23 (1d8+8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Melee 2',' 2 claws +23 (1d10+8 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Melee 3',' gore +23 (1d8+8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baregara','Baregara','Melee bite','23 (1d8+8)','d20web','Action','d20',1),('baregara','Baregara','Monstrous Challenge (Su)','As a standard action, a baregara can make an Intimidate check to demoralize an opponent. If this check is successful, the baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. This ability is usable three times per day.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baregara','Baregara','Multiattack','The baregara makes up to four attacks: one with its bite, two with its claws, and one gore attack.','5e SRD','Action','D&D 5e',1),('baregara','Baregara','One-Armed Hold','','d20web','Special (Ex)','d20',1),('baregara','Baregara','One-Armed Hold (Ex)','A baregara\'s huge arms allow it to initiate and maintain a grapple without the standard -4 penalty for not having both hands free.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baregara','Baregara','Reckless','At the start of its turn, the baregara can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.','5e SRD','Special','D&D 5e',1),('baregara','Baregara','Running Leap','The baregara\'s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.','5e SRD','Special','D&D 5e',1),('baregara','Baregara','Teleport','The baregara magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Action','D&D 5e',1),('baregara','Baregara','unknown','unknown','d20web','Action','d20',1),('baregara','Baregara','|Devouring|Grapple|Monstrous|Challenge','The mouth at the center of a baregara\'s chest automatically deals 2d6 points of damage per round to any creature the baregara successfully grapples.','aquilae','Special','OSR',1),('baregara','Baregara','|Devouring|Grapple|Monstrous|Challenge','As a standard action, a baregara can make an Intimidation check to demoralize an Chaotic opponent. If this check is successful, the baregara surges with power and gains a ability is usable three times per day.','aquilae','Special','OSR',2),('barghest','Barghest','.','Spell-like Abilities (Save DC 15)','5e SRD','Special','D&D 5e',1),('barghest','Barghest','1/day','-charm monster, dimension door, fear','5e SRD','Special','D&D 5e',1),('barghest','Barghest','1/day','charm monster (DC 16), crushing despair (DC 16), dimension door','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('barghest','Barghest','2 claws','10 (1d4+4)','d20web','Action','d20',1),('barghest','Barghest','At will','-disguise self, levitate, minor illusion, misdirection','5e SRD','Special','D&D 5e',1),('barghest','Barghest','At will','blink, levitate, misdirection','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('barghest','Barghest','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.','5e SRD','Action','D&D 5e',1),('barghest','Barghest','bite','10 (1d6+4)','d20web','Action','d20',1),('barghest','Barghest','Change Shape','The barghest can assume the shape of a goblin or a normal wolf. It can keep this form indefinitely, reverting to its natural form upon death. It retains its natural weapons while in alternate shape.','5e SRD','Special','D&D 5e',1),('barghest','Barghest','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+3) slashing damage.','5e SRD','Action','D&D 5e',1),('barghest','Barghest','Consume the Soul','When a barghest slays an opponent, it feeds upon the victim\'s soul as well as its corpse, using a bonus action to do so. Victims whose soul is consumed by a barghest in this manner cannot be raised or resurrected through anything short of wish or true resurrection, which have only a 50% chance of success. Reincarnate may also be attempted, with only a 25% chance of success.','5e SRD','Special','D&D 5e',1),('barghest','Barghest','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('barghest','Barghest','Feat 2',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('barghest','Barghest','Feat 3',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('barghest','Barghest','Feed','A barghest who slays an opponent and consumes their soul gains hit dice. For every three opponents slain, the barghest gains one hit die, to a maximum of 12 HD. For each HD it gains, it also increases its Strength, Dexterity and Constitution by 1, and its AC increases by 1. For every 3 HD thus gained, the damage for its natural attacks increase by one die type (d8, d10, d12), and its effective Challenge Level increases by 1, with commensurate increase in Proficiency bonus. At 10 HD, its size increases to Large, and its shapechange allows for shifting to hobgoblin or worg forms instead of goblin and wolf.','5e SRD','Special','D&D 5e',1),('barghest','Barghest','Feed (Su)','Once per month, a barghest can devour a nonevil humanoid\'s corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, a barghest\'s caster level for its spell-like abilities and its CR increase by +1. When a barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing all of its growth points (and bonuses) but gaining the stats presented on this page for a greater barghest.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('barghest','Barghest','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),('barghest','Barghest','Melee 1','bite +10 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('barghest','Barghest','Melee 2',' 2 claws +10 (1d4+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('barghest','Barghest','Multiattack','The barghest attacks 3 times; twice with its claws and once with its bite.','5e SRD','Action','D&D 5e',1),('barghest','Barghest','Pass without Trace','A barghest in wolf form can use pass without trace, at will, as a spell-like ability. This ability does not require an action, nor does it require components.','5e SRD','Special','D&D 5e',1),('barghest','Barghest','|Change Shape|Feed','A Barghest has the ability to assume the appearance of a goblin or wolf, but retains most of its own physical qualities. This ability functions as a polymorph spell, but the Barghest does not adjust its ability scores (although it gains any other abilities of the creature it mimics).','aquilae','Special','OSR',1),('barghest','Barghest','|Change Shape|Feed','Once per month, a barghest can devour a nonevil humanoid\'s corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. When a barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing all of its growth points (and bonuses) but gaining the stats presented on this page for a greater barghest.','aquilae','Special','OSR',2),('bargott',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('bargott',NULL,'Nymph','This family of beautiful fey creatures has strong ties to natural locations.','fan json','Trait','Pathfinder 2e',1),('bargott',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),('barkingStag',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),('barnacleGhoul',NULL,'Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('barnacleGhoul',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),('basidirond','Basidirond','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('basidirond','Basidirond','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),('basilisk','Basilisk',' Averting eyes','-4 penalty to-hit; the basilisk gains a +2 bonus to attack.','OSE','Special','OSR',4),('basilisk','Basilisk',' Mirrors','The reflection of a basilisk is harmless. Fighting by looking in a mirror incurs a -1 penalty to attack. If a basilisk sees its own reflection (2-in-6 chance), it must save or be petrified.','OSE','Special','OSR',5),('basilisk','Basilisk',' Petrifying gaze','Anyone meeting a basilisk\'s gaze is turned to stone (save versus petrify). Unless averting eyes or using a mirror, characters in melee are affected each round.','OSE','Special','OSR',3),('basilisk','Basilisk',' Petrifying touch','Anyone touched by a basilisk is turned to stone (save vs petrify).','OSE','Special','OSR',2),('basilisk','Basilisk',' Surprise','Characters surprised by a basilisk meet its gaze.','OSE','Special','OSR',1),('basilisk','Basilisk','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),('basilisk','Basilisk','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) poison damage.','5e SRD','Action','D&D 5e',1),('basilisk','Basilisk','bite','10 (1d8+4)','d20web','Action','d20',1),('basilisk','Basilisk','bite','1 * bite (1d10 + petrification)','OSE','Action','OSR',1),('basilisk','Basilisk','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('basilisk','Basilisk','Feat 2',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('basilisk','Basilisk','Feat 3',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('basilisk','Basilisk','Feat 4',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('basilisk','Basilisk','Gaze','','d20web','Special (Ex)','d20',1),('basilisk','Basilisk','gaze','1 * gaze (petrification)','OSE','Action','OSR',2),('basilisk','Basilisk','Gaze (Ex)','Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC 15 negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('basilisk','Basilisk','Melee 1','bite +10 (1d8+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('basilisk','Basilisk','Petrifying Glare (Recharge 4-6)','The basilisk whelp glares at a target within 60 feet that it can see. The target must succeed on a DC 12 Constitution saving throw or turn to stone, becoming petrified until the start of the basilisk\'s next turn.','5e SRD','Action','D&D 5e',1),('basilisk','Basilisk','|Gaze','Turn to stone permanently, range 30 feet, Paralysis save negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood single basilisk contains enough blood to coat 1d3 Medium creatures in this manner.','aquilae','Special','OSR',1),('basiri,WellspringKeeper',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),('basiri,WellspringKeeper',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('basiri,WellspringKeeper',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),('bastionArchon',NULL,'Archon','Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.','fan json','Trait','Pathfinder 2e',1),('bastionArchon',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),('bat','Bat','Attacks','As normal human.','OSE','Special','OSR',4),('bat','Bat','Bite','Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('bat','Bat','Echolocation','The bat can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('bat','Bat','Echolocation','Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.','OSE','Special','OSR',1),('bat','Bat','Echolocation','See main entry.','OSE','Special','OSR',2),('bat','Bat','Flighty','Unless magically summoned or controlled, normal bats check morale every round.','OSE','Special','OSR',5),('bat','Bat','Keen Hearing','The bat has advantage on Wisdom (Perception) checks that rely on hearing.','5e SRD','Special','D&D 5e',1),('bat','Bat','swarm','1 * swarm (confusion)','OSE','Action','OSR',1),('bat','Bat','Swarm','10 bats can swarm around a target\'s head, causing confusion: -2 to attack rolls and saves; unable to cast spells.','OSE','Special','OSR',3),('baubleBeast',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),('baubleBeast',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),('baykok','Baykok','2 claws','14 (1d6+3)','d20web','Action','d20',1),('baykok','Baykok','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),('baykok','Baykok','Devour Soul (Su)','A baykok can take a standard action to devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a DC 19 Fortitude save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. A creature subjected to this attack cannot be brought back to life via raise dead (resurrection and more powerful effects work normally). When a baykok devours a soul in this way, it heals 5d6+10 points of damage and becomes hasted for 4 rounds (as if affected by haste). This is a death effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baykok','Baykok','Dread Howl (Recharge 6)','Non-baykoks within 30 feet who can hear it must make a DC 13 Wisdom saving throw. On a failed saving throw, a creature is frightened for 1 minute, and incapacitated as long as it is frightened. 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 that baykok\'s Dread Howl for the next 24 hours.','5e SRD','Action','D&D 5e',1),('baykok','Baykok','Dread Howl (Su)','Once per day, a baykok can unleash a blood-curdling howl. Any living creature within a 30-foot-radius burst becomes paralyzed with fear for 1 round unless it resists with a DC 19 Will save. Any creature that makes this saving throw is instead shaken for 1 round. This is a fear effect. The DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baykok','Baykok','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','Feat 2',' Improved Critical (composite longbow)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','Feat 4',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','Feat 5',' Point-Blank Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','Feat 6',' Precise Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','Feat 7',' Rapid Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','Feat 8',' Weapon Focus (composite longbow)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','Hunter\'s Reward','When a baykok reduces a hostile creature to 0 hit points, the baykok gains 12 temporary hit points.','5e SRD','Special','D&D 5e',1),('baykok','Baykok','Infused Arrows (Su)','A baykok creates arrows of bone as it fires its bow-it need not carry arrows as ammunition. These bone arrows do normal damage for arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls. In addition, each arrow deals an additional 1d6 points of negative energy on a hit. Further, the first creature struck in a round by a baykok\'s arrow must make a DC 19 Fortitude save to avoid being paralyzed for 1d3 rounds. A baykok can fire normal arrows from its bow if it wishes-such arrows, however, do not gain the special negative energy damage or paralysis effects. The DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('baykok','Baykok','Melee 1','2 claws +14 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','Multiattack','The baykok makes three bow attacks.','5e SRD','Action','D&D 5e',1),('baykok','Baykok','Ranged 1','+1 composite longbow +19/+14/+9 (1d8+4/19-20/&times;3 plus 1d6 negative energy and paralysis)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('baykok','Baykok','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),('baykok','Baykok','|Devour Soul','A baykok can devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a Death save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. A creature subjected to this attack cannot be brought back to life via raise dead (resurrection and more powerful effects work normally). When a baykok devours a soul in this way, it heals 5d6+10 points of damage and becomes hasted for 4 rounds (as if affected by haste). This is a death effect.','aquilae','Special','OSR',1),('baykok','Baykok','|Devour Soul','Dread Howl Once per day, a baykok can unleash a bloodcurdling howl. Any living creature within a 30-foot-radius burst becomes paralyzed with fear for 1 round unless it resists with a Paralysis save. Any creature that makes this saving throw is instead shaken for 1 round. This is a fear effect.','aquilae','Special','OSR',2),('baykok','Baykok','|Devour Soul','Infused Arrows A baykok creates arrows of bone as it fires its bow-it need not carry arrows as ammunition. These bone arrows do normal damage for arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls.','aquilae','Special','OSR',3),('baykok','Baykok','|Devour Soul','In addition, each arrow deals an additional 1d6 points of necrotic damage on a hit. Further, the first creature struck in a round by a baykok\'s arrow must make a Paralysis save to avoid being paralyzed for 1d3 rounds. A baykok can fire normal arrows from its bow if it wishes-such arrows, however, do not gain the special negative energy damage or paralysis effects.','aquilae','Special','OSR',4),('bearfolk','Bearfolk','Battleaxe','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.','5e SRD','Action','D&D 5e',1),('bearfolk','Bearfolk','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('bearfolk','Bearfolk','Frenzy (1/rest)','As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.','5e SRD','Special','D&D 5e',1),('bearfolk','Bearfolk','Keen Smell','The bearfolk has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('bearfolk','Bearfolk','Multiattack','The bearfolk makes attacks once with its battleaxe, once with its warhammer, and once with its bite.','5e SRD','Action','D&D 5e',1),('bearfolk','Bearfolk','Warhammer','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.','5e SRD','Action','D&D 5e',1),('bearmitCrab','Bearmit Crab','Bearmit Crab Viscid Shell','When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab\'s shell. While the weapon is stuck, it can\'t be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.','5e SRD','Special','D&D 5e',1),('bearmitCrab','Bearmit Crab','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('bearmitCrab','Bearmit Crab','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('bearmitCrab','Bearmit Crab','False Appearance','While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.','5e SRD','Special','D&D 5e',1),('bearmitCrab','Bearmit Crab','Keen Smell','The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('bearmitCrab','Bearmit Crab','Multiattack','The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks.','5e SRD','Action','D&D 5e',1),('beaver',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),('bebilith','Bebilith','At will','plane shift (bebilith only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bebilith','Bebilith','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),('bebilith','Bebilith','Bite','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease. If the saving throw fails, the target takes 22 (4d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.','5e SRD','Action','D&D 5e',1),('bebilith','Bebilith','bite','19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19-20)','d20web','Action','d20',1),('bebilith','Bebilith','Claws','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage.','5e SRD','Action','D&D 5e',1),('bebilith','Bebilith','Dismantle Armor (Ex)','If a bebilith hits a foe with both claw attacks, it can attempt to peel away the target\'s armor and shield as a free action by making a CMB check. If the bebilith is successful, the target\'s armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a DC 25 Reflex save. The save DC is Strength-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bebilith','Bebilith','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bebilith','Bebilith','Feat 2',' Improved Critical (claws)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bebilith','Bebilith','Feat 3',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bebilith','Bebilith','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bebilith','Bebilith','Feat 5',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bebilith','Bebilith','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bebilith','Bebilith','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),('bebilith','Bebilith','Keen Smell','A bebilith has advantage on Wisdom (Perception) checks that rely on smell.','5e SRD','Special','D&D 5e',1),('bebilith','Bebilith','Magic Resistance','The bebilith has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('bebilith','Bebilith','Magic Weapons','A bebilith\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('bebilith','Bebilith','Melee 1','bite +19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bebilith','Bebilith','Multiattack','A bebilith makes three attacks: one with its bite and two with its claws','5e SRD','Action','D&D 5e',1),('bebilith','Bebilith','Penetrating Strike (Su)','A bebilith\'s natural weapons are treated as chaotic and magical for the purposes of penetrating damage reduction. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bebilith','Bebilith','Rend Armor','When a bebilith hits a creature wearing nonmagical armor or carrying a shield with both claw attacks in the same round, the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A damaged shield or suit of armor can be repaired by a blacksmith.','5e SRD','Special','D&D 5e',1),('bebilith','Bebilith','Rot (Su)','A bebilith\'s bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect. This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a DC 23 Fortitude save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Heal can also halt the rot effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bebilith','Bebilith','|Dismantle Armor','If a bebilith hits a foe with two claw attacks, it can attempt to peel away the target\'s armor and shield as a free action by making an additional attack roll. If the bebilith is successful, the target\'s armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a Breath save.','aquilae','Special','OSR',1),('bebilith','Bebilith','|Dismantle Armor','Penetrating Strike A bebilith\'s natural weapons are treated as chaotic and magical for the purposes of penetrating resistance. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.','aquilae','Special','OSR',2),('bebilith','Bebilith','|Dismantle Armor','Rot A bebilith\'s bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect.','aquilae','Special','OSR',3),('bebilith','Bebilith','|Dismantle Armor','This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a Death save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Healing magic can also halt the rot effect.','aquilae','Special','OSR',4),('bebilith','Bebilith','|Dismantle Armor','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('bebilith','Bebilith','|Dismantle Armor','Web You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful skill check or burst the web with a Strength check.','aquilae','Special','OSR',6),('bebilith','Bebilith','|Dismantle Armor','Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size.','aquilae','Special','OSR',7),('bebilith','Bebilith','|Dismantle Armor','They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.','aquilae','Special','OSR',8),('bee','Bee','Sting','Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm\'s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 12 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),('bee','Bee','Swarm','The swarm can occupy another creature\'s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\'t regain hit points or gain temporary hit points.','5e SRD','Special','D&D 5e',1),('beetle','Beetle','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('beetle','Beetle','Death Throes','When a giant cave beetle reaches 0 hit points, it releases a strong acidic cloud in a 5-foot radius. Creatures within this area must make a DC 11 Constitution saving throw, taking 7 (2d6) acid damage on a failed saving throw, or half as much damage on a successful saving throw. Every giant cave beetle in 500 feet is capable of detecting the smell of this acid.','5e SRD','Special','D&D 5e',1),('beetleCarapace',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),('beetleCarapace',NULL,'Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('beetleCarapace',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),('behemothHippopotamus',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),('behir','Behir','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),('behir','Behir','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('behir','Behir','bite','15 (2d6+9 plus grab)','d20web','Action','d20',1),('behir','Behir','Constrict','Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn\'t already constricting a creature, and the target is restrained until this grapple ends.','5e SRD','Action','D&D 5e',1),('behir','Behir','Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('behir','Behir','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('behir','Behir','Feat 2',' Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('behir','Behir','Feat 3',' Great Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('behir','Behir','Feat 4',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('behir','Behir','Feat 5',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('behir','Behir','Grab','','d20web','Special (Ex)','d20',1),('behir','Behir','Grab (Ex)','A behir\'s grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can choose to rake the grappled target or swallow it whole.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('behir','Behir','Lightning Breath (Recharge 5-6)','The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 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),('behir','Behir','Melee 1','bite +15 (2d6+9 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('behir','Behir','Multiattack','The behir makes two attacks: one with its bite and one to constrict.','5e SRD','Action','D&D 5e',1),('behir','Behir','Swallow','The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir\'s turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir 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),('behir','Behir','|Breath Weapon|Constrict|Rake|Swallow Whole','for half damage. You are immune to your own breath weapon.','aquilae','Special','OSR',1),('behir','Behir','|Breath Weapon|Constrict|Rake|Swallow Whole','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',2),('behir','Behir','|Breath Weapon|Constrict|Rake|Swallow Whole','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',3),('behir','Behir','|Breath Weapon|Constrict|Rake|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',4),('behtu','Behtu','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),('behtu','Behtu','Fire Breath (Recharge 6)','The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw.','5e SRD','Action','D&D 5e',1),('behtu','Behtu','Ichorous Infusions','Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition.','5e SRD','Action','D&D 5e',1),('behtu','Behtu','Shortspear','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('beli','Beli','3/day','chill touch','5e SRD','Special','D&D 5e',1),('beli','Beli','Arctic Hunter','Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings.','5e SRD','Special','D&D 5e',1),('beli','Beli','At will','invisibility','5e SRD','Special','D&D 5e',1),('beli','Beli','Cold Regeneration','As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn\'t function at the start of the beli\'s next turn. The beli dies only if it starts its turn with 0 hit points and it doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('beli','Beli','Flyby','The beli doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('beli','Beli','Ice Dagger','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.','5e SRD','Action','D&D 5e',1),('beli','Beli','Icy Shortbow','Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow\'s icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn\'t die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.','5e SRD','Action','D&D 5e',1),('beli','Beli','Innate Spellcasting','The beli\'s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('belial','Belial','1/day','antipathy/sympathy, mass suggestion','5e SRD','Special','D&D 5e',1),('belial','Belial','At will','bane, dispel magic, detect evil and good, detect magic, detect thoughts, dominate beast, dominate monster, enthrall, hold monster, hold person, magic circle, modify memory, suggestion, teleport (self only)','5e SRD','Special','D&D 5e',1),('belial','Belial','Charming Devil','Belial has a way with words, which he infuses with his own Hellish pheromones. At the start of his turn, Belial chooses one of the following effects: Indecent Proposal. All who can hear Belial and are within 30 feet must succeed on a DC 25 Wisdom saving throw or suffer the effects of the spell suggestion.','5e SRD','Special','D&D 5e',1),('belial','Belial','Corrupting Touch','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) psychic damage and the target must succeed on a DC 24 Wisdom saving throw or become charmed by Belial for one minute.','5e SRD','Action','D&D 5e',1),('belial','Belial','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('belial','Belial','Fiendish Recovery (costs 2 actions)','Belial recovers 50 hit points and ends one condition affecting him.','5e SRD','Legendary Action','D&D 5e',1),('belial','Belial','Fork of Suffering','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage and the target must succeed on a DC 21 Constitution saving throw or suffer an additional 7 (2d6) necrotic damage at the start of each of its turns. The target creature may attempt the save after suffering the additional damage, ending the effect with a successful save. The effect ends if the target creature is the recipient of healing magic.','5e SRD','Action','D&D 5e',1),('belial','Belial','Hordes of Admirers','Belial summons 2d6 commoners he has corrupted on the mortal planes and brings them to his palace for his own amusement, causing them to appear within 30 feet of Belial. They are useless in battle but provide a convenient distraction and slow attackers.','5e SRD','Legendary Action','D&D 5e',1),('belial','Belial','Innate Spellcasting','Belial\'s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can cast the following spells, requiring no material components:','5e SRD','Special','D&D 5e',1),('belial','Belial','Legendary Resistance (3/day)','If Belial fails a saving throw, he can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('belial','Belial','Magic Resistance','Belial has advantage on saving throws against spells and other magical effects.','5e SRD','Special','D&D 5e',1),('belial','Belial','Magic Weapons','Belial\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('belial','Belial','Maleficent Mesmerism','Belial suggestive charms and animal magnetism leave his listeners enrapt in his words so that they are unable to move save to gape at his animal magnetism. All who can see Belial and are within 30 feet must succeed on a DC 25 Wisdom saving throw or become incapacitated until the end of their next turn.','5e SRD','Special','D&D 5e',1),('belial','Belial','Multiattack','Belial makes one Fork of Suffering attack and two Corrupting Touch attacks.','5e SRD','Action','D&D 5e',1),('belial','Belial','Regeneration','Belial regains 10 hit points at the start of his turn. If Belial takes damage from a silvered weapon, this trait doesn\'t function at the start of Belial\'s next turn. Belial is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('belial','Belial','Spear Thrust','Belial makes a Fork of Suffering attack.','5e SRD','Legendary Action','D&D 5e',1),('belial','Belial','Wing Buffet (costs 2 actions)','Belial buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Belial.','5e SRD','Legendary Action','D&D 5e',1),('belial','Belial','wish','1/week','5e SRD','Special','D&D 5e',1),('belker','Belker','2 claws','12 (1d6+2)','d20web','Action','d20',1),('belker','Belker','2 wings','10 (1d6+1)','d20web','Action','d20',1),('belker','Belker','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),('belker','Belker','Air Form','The belker can enter a hostile creature\'s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.','5e SRD','Special','D&D 5e',1),('belker','Belker','Bite','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage, and the target is grappled (escape DC 15). While grappled in this way, the belker moves into and occupies the grappled creature\'s space, even if it has used its movement for the turn.','5e SRD','Action','D&D 5e',1),('belker','Belker','bite','12 (1d6+2)','d20web','Action','d20',1),('belker','Belker','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage. If the target is grappled, it takes an additional 13 (3d8) necrotic damage.','5e SRD','Action','D&D 5e',1),('belker','Belker','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),('belker','Belker','Multiattack','The belker makes two attacks: one with its bite, and one with its claws.','5e SRD','Action','D&D 5e',1),('belker','Belker','Smoke Form','The belker can use its bonus action to assume a smoke form, much the same as the effects of the gaseous form spell. The belker must concentrate on this effect. A creature that enters the belker\'s space for the first time in a turn or ends their turn there must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, and half as much damage on a success. The belker can also move to another creature\'s space, triggering the Constitution saving throw.','5e SRD','Special','D&D 5e',1),('belker','Belker','|Smoke Claws|Smoke Form','A belker using its smoke form ability can enter a target\'s square as a standard action that does not provoke attacks of opportunity. The target must make a Death save or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks the target from within, dealing 2d6 necrotic damage per round. If the target moves, the belker may automatically move with the target (this movement does not count toward the belker\'s movement and does not provoke attacks of opportunity against the belker). Each round, the target can attempt another save to cough out the belker\'s smoke, which ends the smoke claws attack and forces the belker into an adjacent square. Creatures that do not need to breathe are immune to this attack.','aquilae','Special','OSR',1),('belmazog',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),('belmazog',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),('belmazog',NULL,'Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('belmazog',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),('belmazog',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),('benthicReaver',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),('benthicReaver',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),('berbalang','Berbalang','3/day','alter self, charm person (DC 15)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('berbalang','Berbalang','At will','bleed, ghost sound (DC 14)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('berbalang','Berbalang','bite','9 (1d6+3 plus','d20web','Action','d20',1),('berbalang','Berbalang','Feat 1','Defensive Combat Training','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('berbalang','Berbalang','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('berbalang','Berbalang','Feat 3',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('berbalang','Berbalang','Feat 4',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('berbalang','Berbalang','Melee 1','1 bite +9 (1d6+3 plus paralysis)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('berbalang','Berbalang','Melee 2',' 2 claws +9 (1d6+3 plus paralysis) or incorporeal touch +10 (1d4 Con damage)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('berbalang','Berbalang','Projection','Once per day, a berbalang can enter a trance that separates the creature\'s spirit from its body. This splits the berbalang\'s current hit points in half between its body and its spirit. The berbalang\'s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang\'s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang\'s body is unconscious and helpless. If the berbalang\'s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action.','aquilae','Special','OSR',1),('berbalang','Berbalang','Projection (Su)','Once per day as a full-round action, a berbalang can enter a trance that separates the creature\'s spirit from its body. This splits the berbalang\'s current hit points in half between its body and its spirit. The berbalang\'s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 14 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang\'s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang\'s body is unconscious and helpless. If the berbalang\'s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('berberoka','Berberoka','Amphibious','Berberoka can breathe air and water.','5e SRD','Special','D&D 5e',1),('berberoka','Berberoka','Aquatic Stealth','Berberoka have advantage on stealth checks made while in water.','5e SRD','Special','D&D 5e',1),('berberoka','Berberoka','Drown','The berberoka can submerge along with any grappled or restrained targets. It then engages in a Strength ability contest with its grappled or restrained targets to force the air from their lungs. If the berberoka succeeds, the target begins drowning (see rules for suffocation). Contests against grappled opponents are normal, but the berberoka has advantage on contests against targets that are grappled and restrained.','5e SRD','Action','D&D 5e',1),('berberoka','Berberoka','Fisherman\'s Friend','Berberoka secrete a substance that attracts fish and when in water draw all fish of Intelligence 1 within a 100-yard radius to their location. A slain berberoka yields 3d6 doses of fisherman\'s friend (as it is commonly called), and each dose sells for 100 gp.','5e SRD','Special','D&D 5e',1),('berberoka','Berberoka','Fist','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage. Target is grappled (Escape DC 14). If both fist attacks hit, target is also restrained.','5e SRD','Action','D&D 5e',1),('berberoka','Berberoka','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('berberoka','Berberoka','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),('berberoka','Berberoka','Multiattack','Berberoka make two Fist attacks.','5e SRD','Action','D&D 5e',1),('berserker','Berserker','Battle rage','+2 to hit humans and similar humanoids (e.g. orcs, goblins). Rage sometimes makes them attack their allies.','OSE','Special','OSR',1),('berserker','Berserker','Hoard','Only have treasure type B when encountered in the wilderness.','OSE','Special','OSR',2),('berserker','Berserker','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('betobeto-San','Betobeto-san','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),('betobeto-San','Betobeto-san','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),('betobeto-San','Betobeto-san','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('bharlenSajor',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),('bhole','Bhole','Awesome Blow (Costs 2 Actions)','The bhole makes one bite attack.','5e SRD','Legendary Action','D&D 5e',1),('bhole','Bhole','Bite','Melee Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 40 (5d10 + 13) piercing damage. On a critical hit this attack does 95 piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the bhole swallows it. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the bhole, and it takes 21 (6d6) acid damage at the start of each of the bhole\'s turns. If the bhole takes 40 damage or more on a single turn from a creature inside it, the bhole must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the bhole. If the bhole dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone - assuming it is no longer incapacitated.','5e SRD','Action','D&D 5e',1),('bhole','Bhole','bite','29 (6d6+25/19-20 plus','d20web','Action','d20',1),('bhole','Bhole','Body Slam','Melee Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 23 (3d6 + 13) bludgeoning damage and the target is knocked prone. On a critical hit this attack does 44 bludgeoning damage.','5e SRD','Action','D&D 5e',1),('bhole','Bhole','Breath Weapon (Su)','Once every minute, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a DC 29 Fortitude save or be stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a DC 29 Reflex save or be entangled by the slime. Bhole slime persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bhole','Bhole','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Feat 10',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Feat 2',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Feat 3',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Feat 4',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Feat 5',' Improved Critical (slam)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Feat 6',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Feat 7',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Feat 8',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Feat 9',' Staggering Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Ground Smash (Costs 3 Actions)','The bhole can rear up and smash headfirst into the ground, causing an intense, localized tremor equivalent to an earthquake centered on the point of impact (DC 20 Constitution saving throw for this spell-effect). The bhole is subject to the effect but cannot be pinned beneath rubble and can easily burrow out of any damage zone created by the spell.','5e SRD','Legendary Action','D&D 5e',1),('bhole','Bhole','Immune to Magical Control','','d20web','Special (Ex)','d20',1),('bhole','Bhole','Immune to Magical Control (Ex)','A bhole is immune to nearly all forms of mind control, including all charm, suggestion, and dominate spells. It is similarly immune to magic jar and possession attempts. Confusion and other mind-affecting effects that don\'t allow another creature to directly control a bhole work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a bhole. Other methods, particularly those tied to strange and powerful artifacts, may work as well.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bhole','Bhole','Legendary Resistance (3/Day)','If the bhole fails a saving throw, it can choose to succeed instead.','5e SRD','Special','D&D 5e',1),('bhole','Bhole','Magic Weapons','A bhole\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('bhole','Bhole','Melee 1','bite +29 (6d6+25/19-20 plus grab)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Melee 2',' slam +29 (3d8+25/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhole','Bhole','Multiattack','The bhole makes three attacks: one with its bite and two with its body slam.','5e SRD','Action','D&D 5e',1),('bhole','Bhole','Overwhelming Strength','A bhole always applies 1-1/2 times its Strength modifier on all weapon attacks and the critical multiplier of each of its weapon attacks is increased by one step (included in its attack options).','5e SRD','Special','D&D 5e',1),('bhole','Bhole','Overwhelming Strength','','d20web','Special (Ex)','d20',1),('bhole','Bhole','Overwhelming Strength (Ex)','A bhole always applies 1-1/2 times its Strength modifier on all natural weapon attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bhole','Bhole','Slime Coat','A bhole is covered in sticky bhole slime. Any manufactured weapon striking the bhole automatically adheres to its and cannot be used to make attacks until freed (Escape DC 20).','5e SRD','Special','D&D 5e',1),('bhole','Bhole','Spew Slime (Recharge 5-6)','A bhole can expel a prodigious amount of thick slime from its gullet. This attack has a range of 900 feet and creates a 40-foot-diameter sphere of slime in its targeted area. Creatures within this area are stunned for 1 minute on a failed DC 20 Constitution saving throw which they may repeat at the end of their turn to end the condition. The slime transforms the area it coats into difficult terrain, and any creature entering or beginning its turn within the area is restrained by stickiness of the goop. As an action, the restrained target can make a DC 20 Strength check, bursting out of the slimy restraint on a success. The hardened slime can also be attacked and destroyed (AC 10; hp 50; boiling water instantly melts the slime; immunity to slashing, poison, and psychic damage). Destroying the slime frees the creature. Bhole slime persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty.','5e SRD','Action','D&D 5e',1),('bhole','Bhole','|Breath Weapon','Once every minute, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a Paralysis save or be stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a Breath save or be entangled by the slime. Bhole slime persists for 2d6 hours and bhole lairs are typically precaked with the stuff. A bhole can move through bhole slime without penalty.','aquilae','Special','OSR',1),('bhole','Bhole','|Breath Weapon','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.','aquilae','Special','OSR',2),('bhole','Bhole','|Breath Weapon','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),('bhole','Bhole','|Breath Weapon','Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',4),('bhuta','Bhuta','1/day','magic jar (animals only, DC 21)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bhuta','Bhuta','3/day','charm animal (DC 17)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bhuta','Bhuta','At will','animal trance (DC 18), speak with animals, veil (self only, as animal with backward feet; DC 22)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bhuta','Bhuta','Blood Drain (Su)','As a standard action, a bhuta can suck blood from an adjacent opponent that is taking bleed damage. The target takes 1d6 points of Constitution damage (Fort DC 23 for half). The bhuta heals 5 hit points when it drains blood.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bhuta','Bhuta','Cold Iron Weakness (Su)','A cold iron weapon is considered to be magical when used against a bhuta. A magic cold iron weapon always functions as a ghost touch weapon when used against a bhuta.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('bhuta','Bhuta','Feat 1','Animal Affinity','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhuta','Bhuta','Feat 2',' Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhuta','Bhuta','Feat 3',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhuta','Bhuta','Feat 4',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhuta','Bhuta','Feat 5',' Lunge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhuta','Bhuta','Feat 6',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhuta','Bhuta','Feat 7',' Stealthy','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhuta',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),('bhuta','Bhuta','Melee 1','2 incorporeal claws +17 (5d8 plus bleed)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('bhuta',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),('bida',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),('bilokoReaver',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('bilokoVeteran',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('bilokoWarrior',NULL,'Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('binumir',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),('binumir',NULL,'Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('binumir',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),('bishopKeppiraD\'bear',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),('bishopKeppiraD\'bear',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),('bishopKeppiraD\'bear',NULL,'Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('bison','Bison','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),('bison','Bison','Gore','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('bison','Bison','Kick','Melee Weapon Attack: +8 to hit, reach 5 ft., one target directly behind it. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('bison','Bison','Multiattack','The bighorn bison can make one gore attack and one kick attack.','5e SRD','Action','D&D 5e',1),('bison','Bison','Stomp','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('bison','Bison','Trample','If the bison moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the bison can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('bison','Bison','|Stampede|Trample','A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and victims suffer an additional -2 penalty for each creature beyond 3 involved.','aquilae','Special','OSR',1),('bison','Bison','|Stampede|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',2),('blackBear','Black Bear','2 claws','6 (1d4+3 plus','d20web','Action','d20',1),('blackBear','Black 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),('blackBear','Black Bear','Bear hug','See main entry.','OSE','Special','OSR',1),('blackBear','Black Bear','bite','1 * bite (1d6)','OSE','Action','OSR',2),('blackBear','Black Bear','Camp raids','Sometimes raid camps, for food (especially fish and sweet treats).','OSE','Special','OSR',3),('blackBear','Black Bear','claw','1 * bite (1d6)','OSE','Action','OSR',1),('blackBear','Black Bear','Defensive','Adults will protect their young with their lives, but otherwise only attack if cornered.','OSE','Special','OSR',2),('blackDragon','Black Dragon','Acid Breath (Recharge 5-6)','The dragon exhales acid in a 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),('blackDragon','Black 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),('blackDragon','Black Dragon','Amphibious','The dragon can breathe air and water.','5e SRD','Special','D&D 5e',1),('blackDragon','Black 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),('blackDragon','Black 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),('blackDragon','Black Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.','5e SRD','Action','D&D 5e',1),('blackDragon','Black Dragon','bite or breath','[2 * claw (1d4 + 1), 1 * bite (2d10)] or breath','OSE','Action','OSR',2),('blackDragon','Black 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),('blackDragon','Black Dragon','Breath weapon','60\' long line of acid.','OSE','Special','OSR',14),