('Adult Magma 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),('Adult Red 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),('Adult Sea 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),('Adult Silver 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),('Adult Sky 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),('Adult Sovereign 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),('Adult Umbral 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),('Adult Underworld 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),('Adult White 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),('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),('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),('Ancient Brass 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),('Ancient Brine 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),('Ancient Bronze 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),('Ancient Cloud 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),('Ancient Copper 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),('Ancient Crystal 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),('Ancient Forest 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),('Ancient Gold 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),('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),('Ancient Magma 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),('Ancient Red 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),('Ancient Sea 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),('Ancient Silver 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),('Ancient Sky 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),('Ancient Sovereign 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),('Ancient Umbral 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),('Ancient Underworld 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),('Ancient White 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),('Barbtongued Wyvern','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','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),('Bida','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),('Bloom Wyvern','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),('Cairn Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Charau-ka Dragon Priest','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),('Crag Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Desert Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Dracolisk','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Dragon Turtle','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Drake Courser','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),('Elder Wyrmwraith','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),('Enormous Flame Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Faerie Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Fafnheir','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),('Fjord Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Flame Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Frost Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Grauladon','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),('House Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('I\'iko 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),('Ice Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Ilthuliak','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),('Ixamè','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),('Jabberwock','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),('Jungle Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Kongamato','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),('Lesser Jabberwock','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),('Lesser Manifestation Of Dahak','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),('Manifestation Of Dahak','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),('Mengkare','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),('Minognos-Ushad','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),('Mutant Desert Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Najra Lizard','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),('Peluda','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),('Phomandala','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),('Prairie Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Ravener','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),('Ravener Husk','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),('River Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Sea Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Shadow Drake','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Shoal Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Taiga Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Tarn Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Tatzlwyrm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Tor Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Venexus','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Venexus\'s Wyrmlings','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Veshumirix','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),('Whimwyrm','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),('Wyrmwraith','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),('Wyvern','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),('Young 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),('Young 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),('Young Brass 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),('Young Brine 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),('Young Bronze 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),('Young Cloud 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),('Young Copper 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),('Young Crystal 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),('Young Forest 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),('Young Gold 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),('Young 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),('Young Linnorm','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Young Magma 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),('Young Red 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),('Young Sea 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),('Young Silver 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),('Young Sky 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),('Young Sovereign 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),('Young Umbral 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),('Young Underworld 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),('Young White 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),('Zombie 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),('Zomok','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),('Camazotz','Draining Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 17 (5d6) necrotic damage. A creature that takes necrotic damage from the camazotz must make a DC 19 Constitution saving throw or lose one Recovery Die, which the camazotz can use its bonus action to immediately recover 10 (1d10 + 5) hit points.','5e SRD','Action','D&D 5e',1),('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','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),('Mummy','Dreadful Glare','The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy\'s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Animate Dream','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),('Denizenof Leng','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),('Dramofir','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),('Leng Envoy','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),('Leng Ghoul','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),('Leng Spider','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),('Nightgaunt','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),('Scarlet Walker','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),('Somnalu','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),('Somnalu Oculus','Dream','Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm\'s freezing temperatures.','fan json','Trait','Pathfinder 2e',1),('Terrorguard','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),('Baku','Dream Claws','','d20web','Special (Ex)','d20',1),('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','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),('Cthulhu','Dreams of Madness (Su)','When Cthulhu uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity (Pathfinder RPG GameMastery Guide 250). This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Water Elemental Dragon','Drench','The elemental water dragon can extinguish any one nonmagical flame or one magical flame created by a 5th level or lower spell it can see within 15 feet of it.','5e SRD','Bonus Action','D&D 5e',1),('Water Elemental','Drench','','d20web','Special (Ex)','d20',1),('Galluvix','Drift','','d20web','Special (Ex)','d20',1),('Buraq','Drink the Wind (Su)','','d20web','Special (Su)','d20',1),('Piercer','Drop','Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 14 (4d6). Miss: The piercer takes half the normal falling damage for the distance fallen.','5e SRD','Action','D&D 5e',1),('Drow Fighter','Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('Drow Hunter','Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('Drow Priestess','Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('Drow Rogue','Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('Drow Shootist','Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('Drow Warden','Drow','Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.','fan json','Trait','Pathfinder 2e',1),('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),('Rusalka','Drowning Hair (1/Day)','The rusalka\'s long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka\'s grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple.','5e SRD','Action','D&D 5e',1),('Nereid','Drowning Kiss','A nereid can flood the lungs of one target within 5 feet that is willing, incapacitated, or affected by her Beguile. She touches the target, traditionally by kissing the creature on the lips. The target must make a DC 15 Constititution saving throw or immediately begin drowning. Drowning creatures begin choking. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer drowning.','5e SRD','Action','D&D 5e',1),('Alux','druidcraft','3/day each','5e SRD','Special','D&D 5e',1),('Monkey King','Drunken Dodge','When the Monkey King is hit by a weapon attack, he gains resistance to bludgeoning, piercing, and slashing damage until the end of that turn.','5e SRD','Reaction','D&D 5e',1),('Tanuki','Drunken Master','Once per turn the tanuki can use its unpredictable nature to either make an opportunity attack against a creature that makes an attack against it or cause the an attack made against the tanuki to have disadvantage.','5e SRD','Reaction','D&D 5e',1),('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),('Warrior','Duelist','When fighting with a weapon in one hand only or with a weapon and shield combination, the champion adds +2 to the damage of the attack (included in the stats)','5e SRD','Special','D&D 5e',1),('Duergar Bombardier','Duergar','Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.','fan json','Trait','Pathfinder 2e',1),('Duergar Sharpshooter','Duergar','Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.','fan json','Trait','Pathfinder 2e',1),('Duergar Taskmaster','Duergar','Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.','fan json','Trait','Pathfinder 2e',1),('Qormintur','Duergar','Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.','fan json','Trait','Pathfinder 2e',1),('Tangtal','Duplicate (1/day)','A tangtal can create up to 8 illusory duplicates of itself. These duplicates behave exactly like those created by a mirror image spell.','5e SRD','Action','D&D 5e',1),('Duskwalker Ghost Hunter','Duskwalker','A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers.','fan json','Trait','Pathfinder 2e',1),('Kamaitachi','Dust Devil (Su)','','d20web','Special (Su)','d20',1),('Shira Div','Dusty Pelt','','d20web','Special (Ex)','d20',1),('Duergar Bombardier','Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('Duergar Sharpshooter','Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('Duergar Taskmaster','Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('Qormintur','Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('Relictner Eroder','Dwarf','A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.','fan json','Trait','Pathfinder 2e',1),('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),('Adult Copper Dragon','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),('Adult Crystal Dragon','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),('Adult Sovereign Dragon','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),('Ancient Copper Dragon','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),('Ancient Crystal Dragon','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),('Ancient Sovereign Dragon','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),('Animated Statue','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','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),('Bauble Beast','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Calcifda','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),('Carnivorous Crystal','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),('Cavern Troll','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),('Cobblebone Swarm','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Cobbleswarm','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),('Consonite Choir','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Dalos','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Darg','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),('Desert Drake','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Duende','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),('Dust Mephit','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Earth Mephit','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Earth Wisp','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Earthen Destrier','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),('Elemental Avalanche','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Gargoyle','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),('Gedovius','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),('Giant Animated Statue','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),('Granite Glyptodont','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),('Grikkitog','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Guecubu','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),('Hill Giant','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Hill Giant Butcher','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),('Irlgaunt','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),('Jungle Drake','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Kapoacinth','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),('Kasesh','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),('Kob Moleg','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),('Lampad','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),('Lampad Queen','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),('Lerritan','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),('Lintwerth','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),('Living Boulder','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),('Living Landslide','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),('Mechanical Laborer','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),('Mudwretch','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),('Mutant Desert Drake','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Ooze Mephit','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Prairie Drake','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Quarry Construct','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),('Sand Sentry','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),('Shaitan','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),('Sod Hound','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),('Stone Giant','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Stone Mauler','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Sturzstromer','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Stygira','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Temteki','Earth','Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.','fan json','Trait','Pathfinder 2e',1),('Thoqqua','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),('Xorn','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),('Young Copper Dragon','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),('Young Crystal Dragon','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),('Young Sovereign Dragon','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),('Zaramuun','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),('Zetogeki','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),('Buggane','Earth Distortion','Earth Distortion Once every 1d4 rounds, a buggane can empower itself to completely ignore the Rend physicality of stone and metal, enabling it to pass through stone and metal barriers as easily as air. Until the beginning of the buggane\'s next turn, the buggane has earth glide and takes no damage from stone or metal weapons, or from the natural attacks of creatures of the earth subtype or stone or metal constructs. Additionally, a buggane\'s melee attacks ignore any AC bonus (including enhancement bonuses) from metal or stone armor and shields. While using earth distortion, the buggane cannot damage stone or metal constructs or creatures of the earth subtype with its natural attacks.','aquilae','Special','OSR',1),('Buggane','Earth Distortion (Su)','Once per minute as a swift action, a buggane can empower itself to completely ignore the physicality of stone and metal, enabling it to pass through stone and metal barriers as easily as air. Until the beginning of the buggane\'s next turn, the buggane has earth glide and takes no damage from stone or metal weapons, or from the natural attacks of creatures of the earth subtype or stone or metal constructs. Additionally, a buggane\'s melee attacks ignore any AC bonus (including enhancement bonuses) from metal or stone armor and shields. While using earth distortion, the buggane cannot damage stone or metal constructs or creatures of the earth subtype with its natural attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Apaxrusl','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),('Earth Elemental Dragon','Earth Glide','The dragon can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\'t disturb the material it moves through.','5e SRD','Special','D&D 5e',1),('Sathaq Worm','Earth Glide','The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\'t disturb the material it moves through.','5e SRD','Special','D&D 5e',1),('Xorn','Earth Glide','The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn\'t disturb the material it moves through.','5e SRD','Special','D&D 5e',1),('Earth Elemental','Earth Glide','','d20web','Special (Ex)','d20',1),('Xorn','Earth Glide','','d20web','Special (Ex)','d20',1),('Xorn','Earth Glide (Ex)','A xorn can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage nor hint at its presence to creatures that don\'t possess tremorsense. A move earth spell cast on an area containing a xorn moves the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Earth Elemental','Earth Mastery','','d20web','Special (Ex)','d20',1),('Muhuru','Earth Strike (Su)','','d20web','Special (Su)','d20',1),('Mei Jiao Shou','Earth-Shaking Thump (Recharge 5-6)','The mei jiao shou rears up and lands heavily, kicking up a shower of debris and rattling and cracking the ground. Each creature in contact with the ground within 30 feet of the mei jiao shou must make a DC 16 Dexterity saving throw. On a failure, a creature takes 22 (4d10) bludgeoning damage and is forced&nbsp;prone. On a success, a creature takes half the damage and isn\'t forced&nbsp;prone. The area then becomes difficult terrain.','5e SRD','Action','D&D 5e',1),('Water Termite','Eat ships','Cling to bottom of vessel. Each individual inflicts 1d3 hull damage then drops off.','OSE','Special','OSR',3),('Akhlut','Echolocation','The akhlut can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('Bat','Echolocation','The bat can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('Camazotz','Echolocation','The camazotz can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('Darkmantle','Echolocation','The darkmantle can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('Shriekbat','Echolocation','The shriekbat can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('Werebat','Echolocation','The werebat can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('Yathon','Echolocation','The yathon can\'t use its blindsight while deafened.','5e SRD','Special','D&D 5e',1),('Bat','Echolocation','Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.','OSE','Special','OSR',1),('Giant Bat','Echolocation','Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.','OSE','Special','OSR',1),('Giant Vampire Bat','Echolocation','Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.','OSE','Special','OSR',1),('Bat','Echolocation','See main entry.','OSE','Special','OSR',2),('Giant Bat','Echolocation','See main entry.','OSE','Special','OSR',2),('Giant Vampire Bat','Echolocation','See main entry.','OSE','Special','OSR',2),('Giant Shrew','Echolocation','Perceive their surroundings up to 60\'. Unaffected by lack of light. If unable to hear (e.g. silence, 15\' radius): AC reduced to 8 [11], -4 penalty to attacks.','OSE','Special','OSR',5),('Tzitzimitl','Eclipse (Su)','Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 8d6 points of cold damage (DC 31 Fortitude for half). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Merfolk','Eel Strike','When the merfolk takes the Disengage action, it may make a single weapon attack as a bonus action at any time during its turn.','5e SRD','Special','D&D 5e',1),('Roc','Eggs','1d6 eggs or chicks in 50% of nests.','OSE','Special','OSR',3),('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),('Shantak','Eldritch Sight','Magical darkness doesn\'t impede the shantak\'s darkvision.','5e SRD','Special','D&D 5e',1),('Dragon Crab','Eldritch Tides','Surface waters in a 4-mile radius above the dragon crab\'s lairs are prone to strange currents, unpredictable winds, and even some whirlpools. The dragon crab has no control over these and they cannot be used to its direct tactical advantage, but they increase the difficulty of seagoing navigation by 5 for any vessels or swimming creatures that attempt to traverse them. Local sea life has adapted to these strange currents; anything born within the 4-mile radius of the effect suffers no penalties in navigating it.','5e SRD','Regional Effect','D&D 5e',1),('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),('Adult Sky 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),('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),('Ancient Sky 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),('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),('Manifestation Of Dahak','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),('Mpeshi','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),('Sard','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),('Shock Zombie','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),('Storm Hag','Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('Thunderbird','Electricity','Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.','fan json','Trait','Pathfinder 2e',1),('Tzitzimitl','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),('Young 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),('Young Sky 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),('Shocker Lizard','Electricity Sense (Ex)','Shocker lizards automatically detect any electrical discharges within 100 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Adult Brine Dragon','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),('Adult Cloud Dragon','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),('Adult Crystal Dragon','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),('Adult Magma Dragon','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),('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),('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),('Ancient Brine Dragon','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),('Ancient Cloud Dragon','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),('Ancient Crystal Dragon','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),('Ancient Magma Dragon','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','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','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','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Blizzardborn','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),('Brine Shark','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),('Cinder Rat','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),('Consonite Choir','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Djinni','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),('Dust 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),('Earth Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Earth Wisp','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Earthen Destrier','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Efreeti','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),('Elder Elemental Tsunami','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),('Elemental Avalanche','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),('Elemental Hurricane','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),('Elemental Inferno','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),('Elemental Tsunami','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),('Elemental Vessel, Water','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),('Ember Fox','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),('Filth Fire','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),('Fire Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Fire Wisp','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Firewyrm','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),('Granite Glyptodont','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),('Ice Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Icewyrm','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),('Icicle Snake','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),('Invisible Stalker','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),('Ixamè','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),('Janni','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),('Kasesh','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),('Ledalusca','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),('Lerritan','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),('Lintwerth','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),('Living Boulder','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),('Living Landslide','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),('Living Thunderclap','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),('Living Waterfall','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),('Living Whirlwind','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),('Living Wildfire','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),('Magma Scorpion','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),('Marid','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),('Melodic Squalls','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),('Melody On The Wind','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),('Mist Stalker','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),('Mudwretch','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),('Muurfeli','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),('Ooze 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),('Quatoid','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),('Salamander','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),('Sand Sentry','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),('Shaitan','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),('Sod Hound','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),('Spark Bat','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),('Steam Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Stone Mauler','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),('Storm Lord','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),('Striding Fire','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),('Temteki','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Thoqqua','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),('Tidal Master','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),('Uthul','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Water Mephit','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Water Wisp','Elemental','Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don\'t need to breathe.','fan json','Trait','Pathfinder 2e',1),('Xorn','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),('Young Brine Dragon','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),('Young Cloud Dragon','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),('Young Crystal Dragon','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),('Young Magma Dragon','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),('Zaramuun','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),('Zephyr Hawk','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),('Janni','Elemental Blood','When a creature the janni can see hits it with a melee weapon attack, the attacker must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) cold, fire, lightning, or thunder (the janni\'s choice) damage.','5e SRD','Reaction','D&D 5e',1),('Janni','Elemental Bolt','Ranged Spell Attack: +6 to hit, range ft., one target. Hit: 10 (3d6) cold, fire, lightning, or thunder (the janni\'s choice) damage.','5e SRD','Action','D&D 5e',1),('Djinni','Elemental Demise','If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.','5e SRD','Special','D&D 5e',1),('Efreeti','Elemental Demise','If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.','5e SRD','Special','D&D 5e',1),('Janni','Elemental Demise','If the janni dies, its body disintegrates into a mixture of elements, leaving behind only equipment the janni was wearing or carrying.','5e SRD','Special','D&D 5e',1),('Marid','Elemental Demise','If the marid dies, it disintegrates into a spray of bubbles and water, leaving behind only equipment the marid was wearing or carrying.','5e SRD','Special','D&D 5e',1),('Peri','Elemental Demise','If the peri dies, its body disintegrates into a warm breeze, leaving behind only the equipment the peri was wearing or carrying.','5e SRD','Special','D&D 5e',1),('Janni','Elemental Endurance (Ex)','Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Fire Elemental Dragon','Elemental Fire Breath (Recharge 5-6)','The dragon breathes a 60-foot cone of elemental fire. Creatures in the area must make a DC 22 Dexterity saving throw, taking 77 (22d6) fire damage on a failed saving throw, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Janni','Elemental Weapons','The janni\'s weapon attacks are magical. When the janni hits with any weapon, the weapon deals an extra 1d6 cold, fire, lightning, or thunder (the janni\'s choice) damage (included in the attack).','5e SRD','Special','D&D 5e',1),('Ngobou','Elephants\' Bane','The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours.','5e SRD','Special','D&D 5e',1),('Angheuvore Flesh-Gnawer','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),('Drow Fighter','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),('Drow Hunter','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),('Drow Priestess','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),('Drow Rogue','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),('Drow Shootist','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),('Drow Warden','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),('Elk','Elk Charge','If the elk moves at least 10 feet and then hits a target with a gore attack, the target takes an extra 1d8 damage and must make a Str save (DC 15) or be forced prone.','5e SRD','Special','D&D 5e',1),('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),('Sea Serpent','Elusive','When not in combat, a sea serpent cannot be detected by divination magic or seen through scrying.','5e SRD','Special','D&D 5e',1),('Nycar','Elusive (Ex)','A nycar can make an Escape Artist check as a swift action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sea Serpent','Elusive (Su)','Sea serpents have long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. As a full-round action while in water, a sea serpent can move up to its run speed (300 ft.) without leaving any trace of its passing (identical in effect to a pass without trace). An elusive sea serpent gains a +40 circumstance bonus to its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Water Orm','Elusive (Su)','Water orms are rarely discovered except by their own choice. As a full-round action while in water, a water orm can move up to its run speed (200 ft.) without leaving any trace of its passage (identical in effect to pass without trace). An elusive water orm gains a +40 circumstance bonus to its Stealth check. In addition, when not in combat, a water orm is considered to be under the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sea Serpent','Elusive Dive','The sea serpent takes the Dash action, and until the beginning of its next turn, it gains a +10 bonus on Dexterity (Stealth) checks and cannot be tracked by nonmagical means.','5e SRD','Action','D&D 5e',1),('Gelatinous Cube','Embedded items','Indigestible items (e.g. gems, coins) are carried around inside the cube.','OSE','Special','OSR',4),('Smoke Mephit','Ember Storm (Sp)','','d20web','Special (Sp)','d20',1),('Carbuncle','Empath (Su)','Carbuncles possess a crude form of telepathy, allowing them to transmit mild impressions and remembered sensations to other creatures. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a carbuncle can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Unicorn','Empathy with maidens','A pure-hearted maiden can communicate with and ride a unicorn.','OSE','Special','OSR',1),('Boiuna','Enchanting Gaze','A boiúna can attempt to charm a creature within 120 feet of it with its gaze. The creature must succeed a DC 23 Wisdom saving throw or be charmed for 1 minute.','5e SRD','Action','D&D 5e',1),('Encantado','Enchanting Grace (Su)','An encantado adds its Charisma bonus as a racial bonus on all of its saving throws, and as a deflection bonus to its Armor Class.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Korrigan','Enchanting Revels (1/Day at Dusk or Night Only)','The korrigan sings a magical melody and dances. Each humanoid within 60 feet of the korrigan that can hear the revels must succeed on a DC 13 Wisdom saving throw or be charmed until the revels end. For every korrigan that joins in the revels, the save DC increases by 1 (maximum DC 19). Each korrigan participating in the revels must take a bonus action on its subsequent turns to continue singing and must use its move action to move at least 5 feet to continue dancing. It can keep singing and dancing for up to 1 minute as long as it maintains concentration. The song ends if all of the korrigan lose concentration or stop singing and dancing. A charmed target is incapacitated and begins to dance and caper for the duration of the revels. 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 Enchanting Revels of the same band of korrigan for the next 24 hours.','5e SRD','Action','D&D 5e',1),('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),('Mogaru','Energy Bolts','Ranged Weapon Attack: +14 to hit, 120 ft./480 ft. range, four targets. Hit: 31 (7d8) fire damage plus 31 (7d8) force damage.','5e SRD','Action','D&D 5e',1),('Spectre','Energy drain','A successfully hit target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character\'s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a spectre next night, under the control of the spectre that killed them.','OSE','Special','OSR',3),('Vampire','Energy drain','A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character\'s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days.','OSE','Special','OSR',3),('Wight','Energy drain','A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character\'s XP is reduced to halfway between the former and new levels. A person drained of all levels becomes a wight in 1d4 days, under the control of the wight that killed them.','OSE','Special','OSR',3),('Wraith','Energy drain','A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character\'s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a wraith in one day, under the control of the wraith that killed them.','OSE','Special','OSR',4),('Succubus','Energy Drain (Su)','A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus\'s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Gelatinous Cube','Energy immunity','Unharmed by cold or lightning.','OSE','Special','OSR',3),('Grey Ooze','Energy immunity','Unharmed by cold or fire.','OSE','Special','OSR',3),('Black Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('Blue Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('Bone Golem','Energy immunity','Unharmed by fire, cold, and electricity.','OSE','Special','OSR',8),('Gold Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('Green Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('Red Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('Sea Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('White Dragon','Energy immunity','Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)','OSE','Special','OSR',8),('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),('Shoggoth','Engulf','The shoggoth moves up to its speed, and can enter other creatures\' spaces if they are Huge or smaller. Each creature whose space the shoggoth moves into must make a Dex save (DC 18); a creature grappled by the shoggoth automatically fails. On a success, the creature is pushed as far as the shoggoth moves, or out of its path to the side. On a failure, the shoggoth engulfs the creature and can keep moving. An engulfed creature can\'t breathe. It is restrained and moves with the shoggoth. An engulfed creature can escape by using an action to make a Str check (DC 23), moving to a space adjacent to the shoggoth if it succeeds.','5e SRD','Action','D&D 5e',1),('Whale','Engulf','The whale fully opens its gaping maw and all Medium or smaller creatures and objects in a 30 ft. cone from its mouth must succeed on a DC 19 Strength saving throw or be completely engulfed by the whale. While swallowed, creatures are restrained and have total cover against attacks and other effects from outside the whale. Additionally, all creatures and objects in its interior take 24 (7d6) acid damage at the start of each of the whale\'s turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures and objects, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement.','5e SRD','Action','D&D 5e',1),('Cloaker','Engulf','','d20web','Special (Ex)','d20',1),('Gibbering Mouther','Engulf','','d20web','Special (Ex)','d20',1),('Shoggoth','Engulf','','d20web','Special (Ex)','d20',1),('Rat','Engulf','The creature attacked must save versus death or fall prone, unable to attack until able to stand up again.','OSE','Special','OSR',6),('Cloaker','Engulf (Ex)','A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Gibbering Mouther','Engulf (Ex)','This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther\'s body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther\'s damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shoggoth','Engulf (Ex)','To use this ability, the shoggoth must begin its turn grappling a creature or must trample. A shoggoth may attempt to engulf as many creatures as it grapples or tramples in a round. This ability otherwise functions as swallow whole, save that a creature that cut its way out of a shoggoth leaves no hole in the protoplasmic creature\'s body.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Spriggan','Enlarge (1/day)','The spriggan\'s size triples in all dimensions, and its weight is multiplied by 10. This growth increases its size from Small to Large. The spriggan remains changed for one hour, or until it takes a bonus action to end the effect. The spriggan has advantage on Strength checks and Strength saving throws, and the spriggan\'s weapons grow to match its new size. While these weapons are enlarged, the spriggan\'s attacks deal an additional die of damage on a hit.','5e SRD','Action','D&D 5e',1),('Monkey King','Enlightened Ray','Ranged Spell Attack: +12 to hit, range 100 ft., one target. Hit: 18 (4d8) radiant damage. The target must succeed on a DC 18 Charisma saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Dryad','entangle','3/day each','5e SRD','Special','D&D 5e',1),('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),('Black Pudding','Erode wood and metal','Can dissolve wood or metal in one turn.','OSE','Special','OSR',3),('Yellow Mould','Erosion','Wood or leather in contact with the mould will be eaten away.','OSE','Special','OSR',5),('Insect Swarm','Escaping','On exiting the swarm, characters continue to suffer half damage until 3 rounds are spent swatting the attached insects.','OSE','Special','OSR',6),('Fulminar','Essence of Lightning','Bolts of lightning course around the fulminar\'s body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The fulminar can alter the radius as a bonus action.','5e SRD','Special','D&D 5e',1),('Ether Spider','Ethereal','Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.','fan json','Trait','Pathfinder 2e',1),('Phantom Beast','Ethereal','Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.','fan json','Trait','Pathfinder 2e',1),('Phantom Knight','Ethereal','Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.','fan json','Trait','Pathfinder 2e',1),('Xill','Ethereal','Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.','fan json','Trait','Pathfinder 2e',1),('Phase Spider','Ethereal Ambush (Ex)','A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Phase Spider','Ethereal Jaunt','As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.','5e SRD','Special','D&D 5e',1),('Phase Spider','Ethereal Jaunt (Su)','A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Light Dragon','Ethereal Sight','The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.','5e SRD','Special','D&D 5e',1),('Caterwaul','Evasion','If the caterwaul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the caterwaul instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.','5e SRD','Special','D&D 5e',1),('Ichneumon','Evasion','If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.','5e SRD','Special','D&D 5e',1),('Jackalope','Evasion','If the jackalope is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalope instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.','5e SRD','Special','D&D 5e',1),('Leonino','Evasion','If the leonino is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the leonino instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.','5e SRD','Special','D&D 5e',1),('Ychen Bannog','Ever-Sharp Horns','The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack.','5e SRD','Special','D&D 5e',1),('Mastiff Of Tindalos','Evil','Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment.','fan json','Trait','Pathfinder 2e',1),('Rune Giant','Evil','Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment.','fan json','Trait','Pathfinder 2e',1),('Thanadaemon','Evil Staff','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 5 (1d10) necrotic damage.','5e SRD','Action','D&D 5e',1),('Mi-Go','Evisceration','','d20web','Special (Ex)','d20',1),('Mi-Go','Evisceration (1/turn)','A mi-goï¿1/2s claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful Strength (Athletics) check to grapple a target, or hits a grappled, restrained, or incapacitated target, it deals 13 (4d6) slashing damage in addition to any other effects.','5e SRD','Special','D&D 5e',1),('Mi-Go','Evisceration (Ex)','A mi-go\'s claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful grapple check, in addition to any other effects caused by a successful grapple, it deals sneak attack damage to the victim. A creature that takes this damage must succeed at a DC 18 Fortitude save or take 1d4 points of ability damage from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Roiling Incant','Evocation','Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.','fan json','Trait','Pathfinder 2e',1),('Alastor','Execution','The Executioner makes a Grimfang attack.','5e SRD','Legendary Action','D&D 5e',1),('Erina','Expert Wrestler','The erina can grapple creatures two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If the erina grapples a Small or smaller creature, the target has disadvantage on its escape attempts. In addition, the erina has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition.','5e SRD','Special','D&D 5e',1),('Scrofin','Expert Wrestler','The scrofin can grapple creatures that are two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If the scrofin grapples a Medium or smaller creature, the target has disadvantage on its escape attempts. In addition, the scrofin has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition.','5e SRD','Special','D&D 5e',1),('Yrthak','Explosion','','d20web','Special (Ex)','d20',1),('Kalke','Extinguish Flames','Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action.','5e SRD','Special','D&D 5e',1),('Tzitzimitl','Eye Beam (Costs 2 Actions)','The tzitzimitl targets one creature within 120 feet that it can see. It makes a ranged attack (+19 to hit) and on a hit does 21 (6d6) force damage plus 21 (6d6) necrotic damage.','5e SRD','Reaction','D&D 5e',1),('Tzitzimitl','Eye Beam (Su)','As a standard action, a tzitzimitl can fire a glowing beam of force from its eyes at a range of 100 feet as a ranged touch attack dealing 10d6 points of force damage and 10d6 points of electricity damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Blindheim','Eye Beams','When a blindheim\'s eyes are open, it emits a 30- foot cone of light. It can see normally in this light and functions normally in areas of magical darkness. A creature looking at a blindheim when its eye beams are \"on\" must succeed on a DC 12 Constitution saving throw or be blinded for 1 hour. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Special','D&D 5e',1),('Leviathan','Eye Beams (Su)','','d20web','Special (Su)','d20',1),('Graknork','Eye Ray','Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.','5e SRD','Action','D&D 5e',1),('Jabberwock','Eyes of Flame','The jabberwock sends out two rays from its flaming eyes up to 90 feet. It can target one or two creatures. The target must make a successful DC 20 Dexterity saving throw or take 42 (12d6) fire damage. Half damage on a save.','5e SRD','Action','D&D 5e',1),('Succubus','Fair Form','The succubus has two forms. The first is its demonic form. The second is the form of a beautiful maiden. The succubus has limited control over this form, being able to choose hair color and alter the appearance cosmetically. However, the form is always attractive and always female. The succubus has its wings in its Fair Form, but may hide them if it chooses. If the succubus is damaged while in its fair form, it must make a concentration test with advantage, resuming its demonic form if it fails. The succubus can maintain the form while asleep if it wishes.','5e SRD','Special','D&D 5e',1),('Juggernaut','Faith-Bound (Su)','A juggernaut cannot attack any creature that openly wears or displays the holy symbol or unholy symbol of the deity to which the juggernaut is dedicated unless that creature first attacks the juggernaut.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Desert Giant','Falchion','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('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),('Cloaker','False Appearance','While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.','5e SRD','Special','D&D 5e',1),('Darkmantle','False Appearance','While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.','5e SRD','Special','D&D 5e',1),('Earth Elemental Dragon','False Appearance','While the dragon remains motionless, it is indistinguishable from a normal statue of a dragon.','5e SRD','Special','D&D 5e',1),('Gambado','False Appearance','While motionless, the gambado is indistinguishable from a mundane skull.','5e SRD','Special','D&D 5e',1),('Piercer','False Appearance','While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.','5e SRD','Special','D&D 5e',1),('Shrieker','False Appearance','While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.','5e SRD','Special','D&D 5e',1),('Stonehorn','False appearance','While it remains motionless, the stonehorn is indistinguishable from an inanimate statue.','5e SRD','Special','D&D 5e',1),('Stryx','False Appearance','Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl.','5e SRD','Special','D&D 5e',1),('Ratatosk','Familiar','The ratatosk can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the ratatosk senses as long as they are within 1 mile of each other. While the ratatosk is within 10 feet of its master, the master shares the ratatosk\'s Magic Resistance trait. If its master violates the terms of the contract, the ratatosk can end its service as a familiar, ending the telepathic bond.','5e SRD','Special','D&D 5e',1),('Vila','Fascinate (1/Day)','When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila\'s singing for 24 hours.','5e SRD','Action','D&D 5e',1),('Yuki-Onna','Fascinating Gaze (Su)','Fascinated for 1d4 rounds, 30 feet, Will DC 20 negates. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Julunggali','Fascination Aura (Su)','Any creature within 100 feet of the julunggali who can see it must succeed at a Will save (DC 26) or be fascinated as long as it remains within range. A creature that saves against the julunggali\'s aura is immune to it for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Gold Dragon','Fast Flight','','d20web','Special (Ex)','d20',1),('Hydra','Fast Healing','','d20web','Special (Ex)','d20',1),('Lightning Mephit','Fast Healing','','d20web','Special (Ex)','d20',1),('Smoke Mephit','Fast Healing','','d20web','Special (Ex)','d20',1),('Bake Kujira','Fast Healing (Costs 2 Actions)','The bakekujira regains 10 hit points.','5e SRD','Legendary Action','D&D 5e',1),('Hydra','Fast Healing (Ex)','A hydra\'s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra\'s body.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Penguin','Fat and Feathers','Penguins has a layer of fat, as well as a coat of water-repellant feathers, to keep it warm and dry, even when submerged. They can tolerate temperatures as low as ?20 degrees Fahrenheit without any additional protection.','5e SRD','Special','D&D 5e',1),('Carbuncle','Fatal Faker (Su)','As a standard action three times per day, a carbuncle can teleport as per the spell dimension door, but only within a range of 30 feet. Upon teleporting, the carbuncle leaves behind a perfect replica of itself amid a colored flash and the sound of a reptilian choke. This replica duplicates the carbuncle in all ways, though it is obviously dead and the colorless stone in its head is reduced to worthless dust.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lion','Favoured prey','Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.','OSE','Special','OSR',2),('Mountain Lion','Favoured prey','Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.','OSE','Special','OSR',2),('Panther','Favoured prey','Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.','OSE','Special','OSR',2),('Smilodon','Favoured prey','Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.','OSE','Special','OSR',2),('Tiger','Favoured prey','Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.','OSE','Special','OSR',2),('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),('Malignant Mouth','Fear','. Target must succeed on a DC 14 Wisdom saving throw or drop what it is holding and use its action and move to dash away from the mouth. The target can attempt a new saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('Lesser Haunt','Fear','Nil','BECMI','Action','OSR',1),('Poltergeist','Fear (Su)','','d20web','Special (Su)','d20',1),('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),('Red Jester','Fear Cackle (1/day)','The red jester unleashes a fear-inducing cackle. All creatures within 60 feet that hear the cackle must make a successful DC 14 Wisdom saving throw or be frightened for 2d4 rounds. A frightened creature has a 50% chance of immediately dropping everything it holds in its hands.','5e SRD','Action','D&D 5e',1),('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),('Lantern Goat','Fear Light','As a bonus action, the lantern goat can emit an ugly yellow light from the lantern around its neck. Any creature that can see the light within 30 feet of the lantern goat must make a DC 15 Wisdom saving throw, unless the lantern goat is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature\'s saving throw is successful, the creature is immune to the lantern goat\'s Fear Light for the next 24 hours.','5e SRD','Special','D&D 5e',1),('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),('Shriezyx','Fear of Fire','','d20web','Special (Ex)','d20',1),('Troll','Fear of fire','Morale 8 when attacked with fire or acid.','OSE','Special','OSR',4),('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),('Go-zu','fear, gaseous form','Innate, at will','5e SRD','Special','D&D 5e',1),('Moon Dog','Fear: As per the spell fear, except this fear affects all evil creatures within 80 feet.','Fear: As per the spell fear, except this fear affects all evil creatures within 80 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Chupacabra','Fearful Gaze','The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the chupacabra\'s Fearful Gaze for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Chamrosh','Fearsome Bark (Recharge 5-6)','The chamrosh lets out a high-pitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn\'t frightened. The bark has no effect on neutral or good-aligned creatures.','5e SRD','Action','D&D 5e',1),('Shantak','Fearsome Display (Su)','','d20web','Special (Su)','d20',1),('Abaia','Feat 1','Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Aboleth','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Achaierai','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Adlet','Feat 1','Diehard','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Aghasura','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ahuizotl','Feat 1','Blinding CriticalB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Akhlut','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Almiraj','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ankheg','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ankou','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Antelope','Feat 1','Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Archer','Feat 1','Deadly Aim','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Axe Beak','Feat 1','Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Babau','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Baboon','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Badger','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Baku','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Balor','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bandersnatch','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Baregara','Feat 1','Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Barghest','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Basilisk','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Baykok','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bebilith','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Behir','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Berbalang','Feat 1','Defensive Combat Training','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bhole','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bhuta','Feat 1','Animal Affinity','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Blink Dog','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Boar','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Boggard','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bugbear','Feat 1','Intimidating Prowess','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Buggane','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bulette','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bunyip','Feat 1','Improved Critical (bite)B','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Carbuncle','Feat 1','Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Catfolk','Feat 1','Weapon Focus (longbow)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Catrina','Feat 1','Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Centaur','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Chaneque','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Cheetah','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Chimera','Feat 1','Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Chuul','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Cloaker','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Cockatrice','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Compsognathus','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Constrictor Snake','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Couatl','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Criosphinx','Feat 1','Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Crocodile','Feat 1','Skill Focus (Perception','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Cthulhu','Feat 1','Ability Focus (nightmare)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dagon','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Darkmantle','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Derhii','Feat 1','Acrobatic','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Devourer','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dire Corby','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Djinni','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dolphin','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dossenus','Feat 1','Improved CriticalB (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dracolisk','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dragon Horse','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dragon Turtle','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dragonne','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dretch','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Drider','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dryad','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dust Digger','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Eagle','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Efreeti','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Elephant','Feat 1','Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Elohim','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ettercap','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Flail Snail','Feat 1','Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Flumph','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Foo','Feat 1','Iron WillB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Froghemoth','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Frost Worm','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Fungal Crawler','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Gargoyle','Feat 1','Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Garuda','Feat 1','Deadly Aim','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ghoul','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Gibbering Mouther','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Girallon','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Glabrezu','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Gnoll','Feat 1','Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Goblin','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Gorgon','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Gorilla','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Gray Render','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grendel','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Griffon','Feat 1','Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grindylow','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grippli','Feat 1','Self-Sufficient','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grodair','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grootslang','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Guecubu','Feat 1','Combat Expertise','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Harionago','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Harpy','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hawk','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hezrou','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hieracosphinx','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hobgoblin','Feat 1','Toughness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hodag','Feat 1','Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Homunculus','Feat 1','Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Horse','Feat 1','Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hyaenodon','Feat 1','Skill Focus (Perception','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hydra','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hyena','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hypnalis','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ijiraq','Feat 1','Acrobatic Steps','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Janni','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Jorogumo','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Jubjub Bird','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Julunggali','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kangaroo','Feat 1','Skill Focus (Acrobatics)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Karkinoi','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kech','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kirin','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kitsune','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kobold','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kongamato','Feat 1','Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kraken','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kuwa','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kyton','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Lammasu','Feat 1','Blind-Fight','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Leopard','Feat 1','Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Lich','Feat 1','Craft Wondrous Item','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Lion','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Locathah','Feat 1','Weapon Focus (longspear)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Maenad','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Manticore','Feat 1','Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Marid','Feat 1','Combat Casting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Mastodon','Feat 1','Endurance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Medusa','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Megalodon','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Merfolk','Feat 1','Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Mi-Go','Feat 1','Combat Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Minotaur','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Mobogo','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Mummy','Feat 1','Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Myceloid','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nabasu','Feat 1','Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nalfeshnee','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nependis','Feat 1','Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ningyo','Feat 1','Step Up','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nixie','Feat 1','Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nuckelavee','Feat 1','Dodge','Archives Of Nethys 1e','Action','Pathfinder 1e',1);
INSERT INTO `creaturestat_trait_bygame` VALUES ('Nycar','Feat 1','Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nymph','Feat 1','Agile Maneuvers','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Octopus','Feat 1','MultiattackB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ogre','Feat 1','Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Orc','Feat 1','Weapon Focus (falchion)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Otyugh','Feat 1','Alertness','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Owlbear','Feat 1','Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Pazuzu','Feat 1','Bleeding Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Pegasus','Feat 1','Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Peluda','Feat 1','Awesome Blow','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Peri','Feat 1','Combat Expertise','Archives Of Nethys 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Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dagon','Feat 6',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Devourer','Feat 6',' Improved Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dragon Turtle','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Efreeti','Feat 6',' Quicken Spell-Like Ability (scorching ray)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Elephant','Feat 6',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Elohim','Feat 6',' Improved Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Froghemoth','Feat 6',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Frost Worm','Feat 6',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Garuda','Feat 6',' Rapid Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Glabrezu','Feat 6',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grendel','Feat 6',' Improved Critical (claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grootslang','Feat 6',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Guecubu','Feat 6',' Whirlwind Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Harionago','Feat 6',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ijiraq','Feat 6',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Jorogumo','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Jubjub Bird','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Julunggali','Feat 6',' Improved Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kirin','Feat 6',' Weapon Focus (gore)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kongamato','Feat 6',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kraken','Feat 6',' Improved Critical (arm)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Lammasu','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Lich','Feat 6',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Marid','Feat 6',' Improved Natural Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Mastodon','Feat 6',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Megalodon','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Mobogo','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nalfeshnee','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nependis','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nuckelavee','Feat 6',' Wind Stance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Pazuzu','Feat 6',' Craft Rod','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Peluda','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Peri','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Phoenix','Feat 6',' Improved Critical (talon)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Purple Worm','Feat 6',' Staggering Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Roc','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Rusalka','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Sea Serpent','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Seps','Feat 6',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shedu','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shinigami','Feat 6',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shining Child','Feat 6',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shoggoth','Feat 6',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Simurgh','Feat 6',' Improved Disarm','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Smilodon','Feat 6',' Weapon Focus (bite','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tarrasque','Feat 6',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tzitzimitl','Feat 6',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Vampire','Feat 6',' Eschew Materials','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Water Orm','Feat 6',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Yamaraj','Feat 6',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ypotryll','Feat 6',' Improved Overrun','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Zomok','Feat 6',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Abaia','Feat 7',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Adlet','Feat 7',' Self-Sufficient','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Aghasura','Feat 7',' Weapon Focus (scimitar)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Akhlut','Feat 7',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ankou','Feat 7',' Wind Stance','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Balor','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bandersnatch','Feat 7',' Improved Critical (quills)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Baregara','Feat 7',' Step Up','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Baykok','Feat 7',' Rapid Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bhole','Feat 7',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bhuta','Feat 7',' Stealthy','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Couatl','Feat 7',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Cthulhu','Feat 7',' Greater Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dagon','Feat 7',' Greater Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Devourer','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Elohim','Feat 7',' Improved InitiativeM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Froghemoth','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Frost Worm','Feat 7',' Stand Still','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Garuda','Feat 7',' Weapon FinesseB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grendel','Feat 7',' Iron WillM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grootslang','Feat 7',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Harionago','Feat 7',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ijiraq','Feat 7',' Nimble Moves','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Jorogumo','Feat 7',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Jubjub Bird','Feat 7',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Julunggali','Feat 7',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kongamato','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kraken','Feat 7',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Lich','Feat 7',' Maximize Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Marid','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Mastodon','Feat 7',' Weapon Focus (gore)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Megalodon','Feat 7',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Mobogo','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nalfeshnee','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nependis','Feat 7',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Pazuzu','Feat 7',' Craft Wondrous Item','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Peri','Feat 7',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Phoenix','Feat 7',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Purple Worm','Feat 7',' Weapon Focus (bite','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Roc','Feat 7',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Rusalka','Feat 7',' Quicken Spell-Like Ability (charm monster)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Sea Serpent','Feat 7',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Seps','Feat 7',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shinigami','Feat 7',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shining Child','Feat 7',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shoggoth','Feat 7',' Improved Critical (slam)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Simurgh','Feat 7',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Smilodon','Feat 7',' claw)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tarrasque','Feat 7',' Great Cleave','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tzitzimitl','Feat 7',' Point-Blank Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Vampire','Feat 7',' Extend Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Water Orm','Feat 7',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Yamaraj','Feat 7',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ypotryll','Feat 7',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Zomok','Feat 7',' Lightning Reflexes','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Adlet','Feat 8',' Weapon Focus (spear)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Akhlut','Feat 8',' Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Balor','Feat 8',' Quicken Spell-Like Ability (telekinesis)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bandersnatch','Feat 8',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Baregara','Feat 8',' Throw Anything','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Baykok','Feat 8',' Weapon Focus (composite longbow)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bhole','Feat 8',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Cthulhu','Feat 8',' Greater Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dagon','Feat 8',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Elohim','Feat 8',' Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Froghemoth','Feat 8',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Frost Worm','Feat 8',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grendel','Feat 8',' Power AttackM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grootslang','Feat 8',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Jubjub Bird','Feat 8',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Julunggali','Feat 8',' Lightning ReflexesM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kongamato','Feat 8',' Snatch','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kraken','Feat 8',' Improved Trip','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Lich','Feat 8',' Quicken Spell','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Megalodon','Feat 8',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Pazuzu','Feat 8',' Critical Focus','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Peri','Feat 8',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Phoenix','Feat 8',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Purple Worm','Feat 8',' sting)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Roc','Feat 8',' Weapon Focus (talons)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Rusalka','Feat 8',' Skill Focus (Perception)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Sea Serpent','Feat 8',' Stealthy','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shinigami','Feat 8',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shining Child','Feat 8',' Weapon Finesse','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shoggoth','Feat 8',' Improved Initiative','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Simurgh','Feat 8',' Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tarrasque','Feat 8',' Great Fortitude','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tzitzimitl','Feat 8',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Vampire','Feat 8',' Improved InitiativeB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Yamaraj','Feat 8',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ypotryll','Feat 8',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Zomok','Feat 8',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Akhlut','Feat 9',' Weapon Focus (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Balor','Feat 9',' Two-Weapon Fighting','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bandersnatch','Feat 9',' Improved Iron Will','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bhole','Feat 9',' Staggering Critical','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Cthulhu','Feat 9',' Hover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dagon','Feat 9',' Improved Critical (bite)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Elohim','Feat 9',' Improved Vital Strike','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grendel','Feat 9',' Skill FocusM (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grootslang','Feat 9',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Jubjub Bird','Feat 9',' Run','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Julunggali','Feat 9',' Power AttackM','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kongamato','Feat 9',' Wingover','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kraken','Feat 9',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Lich','Feat 9',' Scribe Scroll','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Pazuzu','Feat 9',' Flyby Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Peri','Feat 9',' Spring Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Phoenix','Feat 9',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Rusalka','Feat 9',' Skill Focus (Stealth)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shinigami','Feat 9',' Stand Still','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shoggoth','Feat 9',' Improved Sunder','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Simurgh','Feat 9',' Mobility','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tarrasque','Feat 9',' Improved Bull Rush','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tzitzimitl','Feat 9',' Precise Shot','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Vampire','Feat 9',' Lightning ReflexesB','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Yamaraj','Feat 9',' Multiattack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ypotryll','Feat 9',' Power Attack','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Zomok','Feat 9',' Snatch','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Harionago','feather fall, levitate, ray of enfeeblement','Innate, at will','5e SRD','Special','D&D 5e',1),('Quetzal','Feathered Freedom','Any nonevil creature adjacent to a quetzal has advantage on saving throws to resist becoming charmed, frightened, or paralyzed.','5e SRD','Special','D&D 5e',1),('Deep One','Fecund Nature','','d20web','Special (Ex)','d20',1),('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),('Ghaddar','Feed','The ghaddar feeds on the corpse of a slain foe and regains 23 (2d12 + 10) hit points.','5e SRD','Action','D&D 5e',1),('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),('Boggart','Feed (Su)','','d20web','Special (Su)','d20',1),('Vrykolakas','Feed (Su)','','d20web','Special (Su)','d20',1),('Shantak','Feed on Fear (Su)','','d20web','Special (Su)','d20',1),('Pumpkinhead','Feed the Tree (Cost 2 Actions)','Pumpkinhead draws life from his lair, regaining 20 hit points.','5e SRD','Legendary Action','D&D 5e',1),('Mooncalf','Feeder Arms','','d20web','Special (Ex)','d20',1),('Shalkeshka','Feeding','','d20web','Special (Ex)','d20',1),('Crocodile','Feeding frenzy','Attracted to the scent of blood or violent movement in the water.','OSE','Special','OSR',1),('Bull Shark','Feeding frenzy','Triggered by the scent of blood: always attack; no morale checks.','OSE','Special','OSR',2),('Great White Shark','Feeding frenzy','Triggered by the scent of blood: always attack; no morale checks.','OSE','Special','OSR',2),('Mako Shark','Feeding frenzy','Triggered by the scent of blood: always attack; no morale checks.','OSE','Special','OSR',2),('Rust Monster','feeler','1 * feeler (rusting)','OSE','Action','OSR',1),('Giant Catfish','feeler','4 * feeler (1d4)','OSE','Action','OSR',2),('Toad King','Feint','As a bonus action before taking an action to attack, the Toad King can attempt to feint an opponent within 5 feet of him. The target must succeed on a DC 17 Wisdom saving throw, or the Toad King has advantage on his next attack.','5e SRD','Special','D&D 5e',1),('Antelope','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('Caribou','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('Centaur','Females and young','Normally remain in the lair. Flee if attacked. Young have 2HD and make 2 hoof attacks (1d2) and 1 weapon attack (1d4 or by weapon).','OSE','Special','OSR',3),('Deer','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('Elk','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('Goat','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('Moose','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('Ox','Females and young','Flee from danger. Females do not have a butt attack. Young have half normal hit points.','OSE','Special','OSR',3),('Chaceklain','Feral Instinct','The adult chaceklain has advantage on initiative rolls.','5e SRD','Special','D&D 5e',1),('Vrykolakas','Feral Possession','','d20web','Special (Ex)','d20',1),('Giant Shrew','Ferocity','Attack targets\' heads. Targets with 3 HD or less must save versus death or flee.','OSE','Special','OSR',2),('Ferrous Giant','Ferrous Mind','','d20web','Special (Ex)','d20',1),('Fetchling Scout','Fetchling','A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them.','fan json','Trait','Pathfinder 2e',1),('The Looksee Man','Fetchling','A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them.','fan json','Trait','Pathfinder 2e',1),('Dretch','Fetid Cloud (1/Day)','A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can\'t take reactions.','5e SRD','Action','D&D 5e',1),('Adrivallo','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Alapolo','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Ankou','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Ankou Assassin','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Avarek','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Avatar Of The Lantern King','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Baobhan Sith','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Bargott','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Biloko Reaver','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Biloko Veteran','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Biloko Warrior','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Blodeuwedd','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Bogey','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Bogeyman','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Brownie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Brughadatch','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Bugaboo','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Bugul Noz','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Calcifda','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Cat Sith','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Crossroads Guardian','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Cu Sith','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Culdewen','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Dalos','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Defaced Naiad Queen','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Dingetooth','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Doblagub','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Domovoi','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Draxie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Drusilla','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Dryad','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Dryad Queen','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Duende','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Dvorovoi','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Elananx','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Eloko','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Evindra','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Fetch Behemoth','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Fetch Stalker','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Fuath','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Gahlepod','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Gambulami','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Gathlain Wanderer','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Gimmerling','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Gnagrif','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Grabbles','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Great Grodair','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Grig','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Grimple','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Grimstalker','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Grodair','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Gumiho','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Haniver','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Harmona','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Hesperid','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Hesperid Queen','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Huldra','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Irovetti\'s Fetch','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Jinkin','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Kaneepo The Slim','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Kelpie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Kishi','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Korred','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Kreeth-Ni','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Kurshkin','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Lampad','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Lampad Queen','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Leprechaun','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Loblobi','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Lurker In Light','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Mari Lwyd','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Marrmora','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Melianse','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Melixie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Millindemalion','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Minchgorm','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Mitflit','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Mosquito Witch','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Naiad','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Naiad Queen','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Nereid','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Nixie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Norn','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Nuckelavee','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Nuglub','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Nyktera','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Nyrissa','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Ocluai','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Ovinnik','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Pixie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Pugwampi','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Pukwudgie','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Queen Sluagh','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Quickling','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Redcap','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Riekanoy','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Rigg Gargadilly','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Risen Fetch','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Rusalka','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Satyr','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Scrit','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Shatterling','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Sluagh Reaper','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Spirit Turtle','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Spring-Heeled Jack','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Sprite','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Ssumzili','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Stygira','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Summer Hora','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Summer Hora Queen','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Svartalfar Killer','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Ta\'apundo','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Taljjae','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Tatterthread','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Temagyr','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('The Dancing Lady','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('The Horned Hunter','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Tooth Fairy','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Tooth Fairy Swarm','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Twigjack','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Unicorn','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Urbel','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Vexgit','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Vilderavn','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Vilderavn Herald','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Werendegar','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Wild Hunt Archer','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Wild Hunt Horse','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Wild Hunt Hound','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Wild Hunt Monarch','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Wild Hunt Scout','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Yaganty','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Zrukbat','Fey','Creatures of the First World are called the fey.','fan json','Trait','Pathfinder 2e',1),('Brownie','Fey Ancestry','The brownie has advantage on saving throws against being charmed, and magic can\'t put it to sleep.','5e SRD','Special','D&D 5e',1),('Drider','Fey Ancestry','The drider has advantage on saving throws against being charmed, and magic can\'t put the drider to sleep.','5e SRD','Special','D&D 5e',1),('Drow','Fey Ancestry','The drow has advantage on saving throws against being charmed, and magic can\'t put the drow to sleep.','5e SRD','Special','D&D 5e',1),('Elf','Fey Ancestry','The enchanter has advantage on saving throws against being charmed, and magic can\'t put the enchanter to sleep.','5e SRD','Special','D&D 5e',1),('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),('Chuhaister','Feybane','Creatures of the fey type don\'t recover spells during a long rest while within 60 feet of the chuhaister. In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher.','5e SRD','Special','D&D 5e',1),('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),('Adhukait','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),('Aghash','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','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),('Ahvothian','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),('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),('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),('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),('Augur','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),('Azmakian Effigy','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','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','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),('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),('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),('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),('Blood Wolf','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),('Bloom Of Lamashtu','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),('Brimorak','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Cacodaemon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Ceustodaemon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Chakanaj','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Chernobue','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),('Cornugon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Corrosive Lizard','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),('Crucidaemon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Cythnigot','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Dandasuka','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),('Deimavigga','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),('Derghodaemon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Doru','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),('Dreadsong Dancer','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Dretch','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Eremite','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),('Erinys','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Esipil','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Evangelist','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),('Fire Yai','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Gelugon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Glabrezu','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Gluttondark 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),('Granite Vulture','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),('Grave Karina','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),('Greater 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),('Greater Nightmare','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),('Gylou','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),('Hamatula','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Hellbound Attorney','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),('Hellcat','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Hellhound','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),('Hellwasp Swarm','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Hezrou','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),('Ice Yai','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Imp','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Interlocutor','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),('Invidiak','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),('Japalisura','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),('Kalavakus','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),('Karina','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),('Kimenhul','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),('Kimilekki','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),('Kreekoss','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),('Lemure','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),('Leukodaemon','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),('Levaloch','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),('Lorthact','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),('Maharaja','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),('Marilith','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),('Meladaemon','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),('Moon Hag','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),('Munagola','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),('Nabasu','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),('Nalfeshnee','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),('Nenchuuj','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),('Nessian Warhound','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),('Night Hag','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),('Nightmare','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),('Nikaramsa','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),('Nucol','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),('Nyogoth','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),('Olethrodaemon','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),('Omox','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),('Onidoshi','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),('Ostiarius','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),('Ostovite','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),('Osyluth','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),('Pairaka','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),('Pakalchi','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),('Penqual','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),('Phistophilus','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),('Piscodaemon','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),('Pit Fiend','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),('Precentor','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),('Purrodaemon','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),('Quasit','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),('Qurashith','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),('Raja Rakshasa','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),('Raktavarna','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),('Rhevanna','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),('Roru','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),('Sacristan','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),('Sandpoint Devil','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),('Sarglagon','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),('Sarvel Ever-Hunger','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),('Sepid','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),('Shadow Yai','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Shaukeen','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),('Shemhazian','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),('Shoggti','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),('Skarja','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),('Smoldering Leopard','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),('Sordesdaemon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Soul Eater','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),('Soul Skelm','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),('Spectral Devil','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Succubus','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),('Taiga Yai','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Thanadaemon','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('The Stabbing Beast','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Thulgant','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),('Treerazer','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Tumblak','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),('Urglid( Grave Demon)','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Vaklish','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Vargouille','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Vavakia','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),('Vermlek','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Vrock','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),('Vrolikai','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),('War Champion Kharostan','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),('Water Yai','Fiend','Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Wihsaak','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),('Xilvirek','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),('Ximtal','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),('Yeth Hound','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),('Yshula','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),('Zebub','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),('Kuunganisha','Fiend Sight','Magical darkness doesn\'t impede the fiend\'s darkvision.','5e SRD','Special','D&D 5e',1),('Apaxrusl','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),('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),('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),('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),('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),('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),('Lilith','Fiendish Recovery (costs 2 actions)','Lilith recovers 50 hit points and ends one condition affecting her.','5e SRD','Reaction','D&D 5e',1),('Mammon','Fiendish Recovery (costs 2 actions)','Mammon recovers 50 hit points and ends one condition affecting him.','5e SRD','Legendary Action','D&D 5e',1),('Musk Ox','Fierce','If the musk ox takes damage that would reduce it to 0 hit points or less, it can attempt a Con save (DC 8 + damage dealt)On a successful save, it is instead reduced to 1 hit point.','5e SRD','Special','D&D 5e',1),('Daeodon','Fierce Call (Recharges after a Short or Long Rest)','The daeodon lets out a loud, fearsome call. Each hostile creature within 60 feet of the daeodon must succeed on a DC 13 Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened, a creature must take the Dash action and move away from the daeodon by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Fire Elemental Dragon','Fiery Aura','At the start of each of the dragon\'s turns, each creature within 15 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren\'t being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.','5e SRD','Special','D&D 5e',1),('Apaxrusl','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),('Delgeth','Fight with Fire (Su)','A delgeth can strike at the ground with its flaming hooves as a swift action, causing blazing sparks to appear in any square within 30 feet. A creature in that square must succeed at a DC 16 Reflex save or catch fire. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cave Fisher','Filament','Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: the target is restrained by the filament and must succeed on a DC 13 Strength saving throw or be pulled up to 25 feet toward the cave fisher. As an action, the restrained target can make a DC 13 Strength check, breaking free of the filament on a success. The filament can also be attacked and destroyed (Armor Class 12; 5 hit points; immunity to bludgeoning, piercing, and psychic damage).','5e SRD','Action','D&D 5e',1),('Cave Fisher','Filament','A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher\'s filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a Strength check. A caught creature can also attempt to escape a filament by making a Breath check. A filament has the same AC as this creature, has 5 hit points, and resists all damage except slashing.','aquilae','Special','OSR',1),('Cave Fisher','Filament','','d20web','Special (Ex)','d20',1),('Cave Fisher','Filament (Ex)','A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher\'s filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('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),('Yamaraj','Final Judgment (Su)','A yamaraj can only use its miracle spell-like ability to restore a slain outsider to life or to reproduce the following spell effects: banishment, dimensional anchor, greater restoration, plane shift, true resurrection.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Iron Cobra','Find Target','The iron cobra knows the location of a specific target creature as long as that creature is within 1 mile of it. If the creature is moving, it knows the direction if that creature\'s movement. If the target is beyond this distance, the iron cobra can\'t locate the target creature.','5e SRD','Special','D&D 5e',1),('Iron Cobra','Find Target (Su)','Once per day, an iron cobra\'s creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Accursed Forge-Spurned','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),('Adult Brass Dragon','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),('Adult Gold Dragon','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),('Adult Magma Dragon','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),('Adult Red Dragon','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),('Adult Underworld Dragon','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),('Agradaemon','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),('Ancient Brass Dragon','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),('Ancient Gold Dragon','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),('Ancient Magma Dragon','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),('Ancient Red Dragon','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),('Ancient Underworld Dragon','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),('Avatar Of The Lantern King','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','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),('Bul-Gae','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Charau-ka Dragon Priest','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),('Cinder Rat','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Cloudsplitter','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Combusted','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),('Crag Linnorm','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Crimson Worm','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),('Cuetzmonquali','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),('Dalos','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),('Dragonscarred Dead','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),('Eberark','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Efreeti','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),('Elananx','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),('Elemental Inferno','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),('Ember Fox','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),('Enormous Flame Drake','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Filth Fire','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),('Fire Giant','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Fire Mephit','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Fire Wisp','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Fire Yai','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Firewyrm','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),('Flame Drake','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Forge-Spurned','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Hellhound','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),('Jyoti','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),('Kirin','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),('Lerritan','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),('Lesser Manifestation Of Dahak','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),('Living Wildfire','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),('Magma Scorpion','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),('Manifestation Of Dahak','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),('Marrmora','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),('Mengkare','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),('Nessian Warhound','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),('Peluda','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),('Peri','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),('Phoenix','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),('Ravener','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),('Reborn Sun Hunter','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),('Reborn Sun Mage','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),('Reborn Sun Warrior','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),('Salamander','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),('Sanzuwu','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),('Shadern Immolator','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),('Steam Mephit','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Striding Fire','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),('Sulfur Zombie','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Thoqqua','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Thrasfyr','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),('Tor Linnorm','Fire','Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.','fan json','Trait','Pathfinder 2e',1),('Veshumirix','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),('Xotani','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),('Xotanispawn','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),('Young Brass Dragon','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),('Young Gold Dragon','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),('Young Magma Dragon','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),('Young Red Dragon','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),('Young Underworld Dragon','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),('Black Troll','Fire Absorption','When the black troll is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. In addition, until the end of its next turn, the black troll deals an additional 3 (1d6) fire damage with each of its attacks.','5e SRD','Special','D&D 5e',1),('Iron Golem','Fire Absorption','Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.','5e SRD','Special','D&D 5e',1),('Juggernaut','Fire Absorption','Whenever the juggernaut is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.','5e SRD','Special','D&D 5e',1),('Troll','Fire and acid','Cannot regenerate damage from these sources. The only way to permanently kill a troll.','OSE','Special','OSR',3),('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),('Red Dragon','Fire Aura (Su)','','d20web','Special (Su)','d20',1),('Mogrl','Fire Bolt','The mogrl hurls a bolt of flame at one target within 60 ft. The target must make a Dexterity save (DC 20) or take 11 (2d10) fire damage.','5e SRD','Legendary Action','D&D 5e',1),('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),('Brass Dragon','Fire Breath','The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Gold Dragon','Fire Breath','The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Hellhound','Fire breath','2-in-6 chance per round of breathing fire. One target. Save versus breath for half damage.','OSE','Special','OSR',1),('Chimera','Fire Breath (Recharge 5-6)','The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Eala','Fire Breath (recharge 5-6)','The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala\'s fire breath ignites flammable objects and melts soft metals in the area that aren\'t being worn or carried.','5e SRD','Action','D&D 5e',1),('Fire Lizard','Fire Breath (Recharge 5-6)','The fire lizard exhales a blast of fire in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity savings throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.','5e SRD','Action','D&D 5e',1),('Kobold War Machine','Fire Breath (Recharge 5-6)','The kobold war machine exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. A fire burns in the maw of the massive, draconic machine. The frenetic cackling of kobolds yelling orders to one another echoes from the interior, rising above the sounds of the machine\'s engines.','5e SRD','Action','D&D 5e',1),('Pyrausta','Fire Breath (Recharge 5-6)','The pyrausta exhales fire in a 10-foot cone. Each creature in that area must make a DC 9 Dexterity saving throw, taking 2 (1d4) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Red Dragon','Fire Breath (Recharge 5-6)','The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('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),('Mogrl','Fire Breath (Recharge 6)','The mogrl breaths fire in a 30 ft. cone. All creatures within this area must make a Dexterity save (DC 20), taking 55 (10d10) fire damage and suffering the blinded condition until the end of their next turn on a failed save, or half damage and no blindness on a successful one.','5e SRD','Action','D&D 5e',1),('Cherufe','Fire Healing','','d20web','Special (Ex)','d20',1),('Cherufe','Fire Healing (Ex)','Any source that normally deals fire damage to a cherufe instead heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the cherufe to exceed its full normal hit points, it gains any excess as temporary hit points. These temporary hit points don\'t stack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Fire Giant','Fire immunity','Unharmed by fire.','OSE','Special','OSR',2),('Hellhound','Fire immunity','Unharmed by non-magical fire.','OSE','Special','OSR',2),('Flame Salamander','Fire immunity','Unharmed by fire.','OSE','Special','OSR',3),('Frost Salamander','Fire immunity','Unharmed by fire.','OSE','Special','OSR',3),('Bronze Golem','Fire immunity','Unharmed by fire.','OSE','Special','OSR',7),('Fire Elemental Dragon','fire storm','3/day each','5e SRD','Special','D&D 5e',1),('Lilin','fire storm','7th level (1 slot)','5e SRD','Special','D&D 5e',1),('Pumpkin King','Fire-Fallow (Costs 2 Actions)','Magical fire ignites from within the Pumpkin King\'s pumpkin head, flickering out from their eyes and twisted mouth. Each creature within 10 feet of the Pumpkin King that can see them must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. The fire remains until the start of the Pumpkin King\'s next turn. While this fire lasts, a creature that touches or hits the Pumpkin King with a melee weapon while within 5 feet of the Pumpkin King takes 5 (1d10) fire damage.','5e SRD','Legendary Action','D&D 5e',1),('Mogrl','fireball','3/day each','5e SRD','Special','D&D 5e',1),('Cherufe','Firewalker','When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn.','5e SRD','Special','D&D 5e',1),('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),('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),('Cherufe','Fissure','The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure\'s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface.','5e SRD','Action','D&D 5e',1),('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),('Colossal Ape','Fist','Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and a target of Large or smaller size is grappled (escape DC 25). The ape has two fists, each of which can grapple one target.','5e SRD','Action','D&D 5e',1),('Dire Ape','Fist','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Glabrezu','Fist','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Myconid','Fist','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.','5e SRD','Action','D&D 5e',1),('Red Jester','Fist','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d12 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Scrofin','Fist','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The scrofin can grapple only one target at a time. If the scrofin scores a critical hit, the target must succeed on a DC 13 Constitution saving throw or become stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Bronze Golem','fist','1 * fist (3d10 + 1d10 heat)','OSE','Action','OSR',1),('Treant','fist','2 * fist (2d6)','OSE','Action','OSR',1),('Wood Golem','fist','1 * fist (1d8)','OSE','Action','OSR',1),('Dryad','Fists','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Lesser Djinni','fists','1 * fists (2d8)','OSE','Action','OSR',1),('Lesser Efreeti','fists','1 * fists (2d8)','OSE','Action','OSR',1),('Juggernaut','Flail','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Pumpkinhead','Flailing Vines','Thick, flailing vines sprout in a 15-foot radius centered on a point within 60 feet that Pumpkinhead can see. These vines wither away after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature in that area when the vines appear must succeed on a DC 14 Dexterity saving throw or fall prone.','5e SRD','Lair Action','D&D 5e',1),('Peri','Flame Jump (Sp)','A peri can enter any fire equal to the peri\'s size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lich','flame strike','5th level (1 slot)','5e SRD','Special','D&D 5e',1),('Jorogumo','Flaming Allies','Any spider within 60 feet of the jorogumo can spit fire, functioning as burning hands, with a spell save DC of 21. Each individual spider or insect swarm (made of spiders) can do this once per day.','5e SRD','Action','D&D 5e',1),('Bronze Golem','Flaming blood','If damaged by an edged weapon, emits a spurt of liquid fire: attacker suffers 2d6 damage (save versus death to avoid).','OSE','Special','OSR',6),('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),('Wood Golem','Flammable','-2 to saves against fire attacks; suffers one extra point of damage per die.','OSE','Special','OSR',7),('Light Dragon','Flaring Breath','The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed.','5e SRD','Action','D&D 5e',1),('Buccaneer','Fleet commander','9th level fighter. 30% chance of a magic-user (level 1d2 + 9); 25% chance of a cleric (8th level).','OSE','Special','OSR',4),('Pirate','Fleet commander','Fleets of 300 or more pirates are led by a pirate lord (11th level fighter). 75% chance of a magic-user (level 1d2+8).','OSE','Special','OSR',4),('Leviathan','Flight (Su)','','d20web','Special (Su)','d20',1),('Delgeth','Flight of Flames (Su)','A delgeth can use its smoldering hooves to ignite the ground and brush when it runs or withdraws, creating a blazing trail of fire behind it. The fire fills every square the delgeth moves through during its Run or withdraw action. When the fire appears and on each of the delgeth\'s turns, the flames deal 2d6 points of fire damage to each creature in one of the fire-filled squares and 2d4 points of fire damage to each creature within 5 feet of such a square but not inside one. The flames burn out after 3 rounds, but can be extinguished before then by any means that would extinguish normal nonmagical fires of their size. The flames can ignite flammable debris in the squares the delgeth moved through, but in normal forest conditions they rarely spread far beyond there.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bat','Flighty','Unless magically summoned or controlled, normal bats check morale every round.','OSE','Special','OSR',5),('Colossal Ape','Fling','One Large or smaller object held or creature grappled by the ape is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 23 Dexterity saving throw or take the same damage and be knocked prone.','5e SRD','Action','D&D 5e',1),('Gargoctopus','Fling','One Medium or smaller creature grappled by the gargoctopus is thrown up to 20 feet in a random direction and is knocked prone. If the target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.','5e SRD','Action','D&D 5e',1),('Kraken','Fling','One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.','5e SRD','Action','D&D 5e',1),('Mulyong','Fling','If the mulyong moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or else be pushed 15 ft. upward. If the target falls into the water as a result, there is a 50% chance of 1d4-1 additional mulyong joining the encounter.','5e SRD','Special','D&D 5e',1),('Timingila','Flipper','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Subek','Flood Fever','During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation.','5e SRD','Special','D&D 5e',1),('Calathgar','flower','7 (1d6+2 plus 1d6 cold)','d20web','Action','d20',1),('Baalzebal','Fly Vomit','Baalzebal attempts to recharge and use his spew flies breath weapon.','5e SRD','Legendary Action','D&D 5e',1),('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),('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),('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),('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),('Camazotz','Flyby','The camazotz doesn\'t provoke opportunity attacks when it flies out of an enemies reach.','5e SRD','Special','D&D 5e',1),('Chamrosh','Flyby','The chamrosh doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Felid Dragon','Flyby','The felid dragon doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Fulminar','Flyby','The fulminar doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Gugalanna','Flyby','A gugalanna doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Karina','Flyby','When in owl form, the karina does not provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Leonino','Flyby','The leonino doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Peryton','Flyby','The peryton doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Pyrausta','Flyby','The pyrausta doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Sepia Snake','Flyby','The sepia snake doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Shantak','Flyby','The shantak doesn\'t provoke an opportunity attack when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Stryx','Flyby','The stryx doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Uraeus','Flyby','The uraeus doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Vrail','Flyby','The vrail doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Wereowl','Flyby','The wereowl doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Wereraven','Flyby','The wereraven doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Kamaitachi','Flyby (Wintry Swirl Form Only)','The kamaitachi doesn\'t provoke opportunity attacks when it flies out of an enemy\'s reach.','5e SRD','Special','D&D 5e',1),('Dragon Horse','Flying Charge','','d20web','Special (Ex)','d20',1),('Dragon Horse','Flying Charge (Ex)','A dragon horse gains a +4 bonus on damage rolls if it charges while flying.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Werewolf','Flying Pounce (Hybrid Form Only)','If the werewolf leaps at least 15 feet directly towards a creature, and then hits it with a claw attack, the target takes an additional 9 (2d8) damage and must succeed on a DC 13 Strength saving throw, or be knocked prone.','5e SRD','Special','D&D 5e',1),('Mngwa','Focus of Hate (Su)','A mngwa comes into being to punish a hated creature or group of creatures, and survives only as long as its focus of hate exists. The mngwa fades away permanently if its focus of hate dies (or if all members of the group die). A mngwa knows the direction and general distance to its focus of hate (or the nearest member in the case of a group). This sense can be blocked by any effect that blocks scrying. While its focus of hate exists, a mngwa destroyed through violence fades away and reappears fully restored in 1d4+1 days. The only way to permanently destroy a mngwa is to appease the spirits responsible for its creation-typically by killing its focus of hate or redressing the wrong that angered the spirits.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Malignant Mouth','Focused Shout','Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 7 (2d6) force damage.','5e SRD','Action','D&D 5e',1),('Buraq','Fold the Earth (Su)','','d20web','Special (Su)','d20',1),('Kot Bayun','Folk Cure','A kot bayun\'s tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat\'s tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon.','5e SRD','Special','D&D 5e',1),('Haleshi','Food-Lovers','While haleshi have little to do with humanoids in their role as fey diplomats and judges, they have a predilection for human and elven cuisine, particularly desserts such as apple pies and strawberry tartlets. Some fey try to bribe haleshi with human or elven sweets, only to find that the fey are all but incorruptible.','5e SRD','Reaction','D&D 5e',1),('Brigand','Footmen','Half the group has: leather armour, shield, sword, shortbow.','OSE','Special','OSR',1),('Vampire','Forbiddance','The vampire can\'t enter a residence without an invitation from one of the occupants.','5e SRD','Special','D&D 5e',1),('Vila','Forest Meld','A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell.','5e SRD','Special','D&D 5e',1),('Vila','Forest Quickness','While in forest surroundings, a vila receives a +4 bonus on initiative checks.','5e SRD','Special','D&D 5e',1),('White Stag','Forest Runner','Difficult terrain doesn\'t slow the white stag\'s travel while in a forest.','5e SRD','Special','D&D 5e',1),('Vila','Forest Song (1/day)','The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action.','5e SRD','Action','D&D 5e',1),('Zomok','Forest Step (Su)','A zomok in a forest area may teleport up to 120 feet by moving the essence of its being to another forested area. The zomok is cured of 60 points of damage when it does this. It may use this ability once every 1d6+1 rounds but no more than three times per day. If the zomok has swallowed a foe, the foe is left behind when the zomok teleports.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dryad','Forest-goer','The hamadryad has advantage on all Dexterity (Stealth) checks made within a forest.','5e SRD','Special','D&D 5e',1),('Megatherium','Forester','The sloth has advantage on Dexterity (Stealth) checks in forest terrain and its movement is not slowed by trees or undergrowth in forest terrain. Magically manipulated terrain can impede its movement.','5e SRD','Special','D&D 5e',1),('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),('Formian Mageslayer','Formian','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Formian Queen','Formian','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Formian Worker','Formian','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Brigand','Fortified camps','Bands commonly combine and live in a camp of 5d6 * 10 brigands.','OSE','Special','OSR',4),('Catoblepas','Foul Stench','','d20web','Special (Ex)','d20',1),('Orcus','Fountain of Blood','Orcus chooses a point on the ground that it can see within 100 feet of it. A geyser of caustic blood erupts from the ground at that point and rains down in a 40-foot high, 10-foot cylinder. Each creature in that area must make a DC 24 Dexterity saving throw, taking 24 (7d6) acid damage on a failure, or half as much damage on a successful one.','5e SRD','Lair Action','D&D 5e',1),('Vexxeh','Four-Legged Lope','When the vexxeh uses its action to Dash, it moves at three times its speed.','5e SRD','Special','D&D 5e',1),('Cerynitis','Freedom (Sp)','Whenever a cerynitis is affected by a spell or effect that would be removed by freedom, she is instantly affected by freedom.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kraken','Freedom of Movement','The kraken ignores difficult terrain, and magical effects can\'t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.','5e SRD','Special','D&D 5e',1),('Nichny','Freedom of Movement','A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack.','5e SRD','Special','D&D 5e',1),('Linnorm','Freedom of Movement','','d20web','Special (Ex)','d20',1),('Tonberry','Freedom of Movement (Su)','','d20web','Special (Su)','d20',1),('Water Elemental Dragon','Freeze','If the elemental water dragon takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.','5e SRD','Special','D&D 5e',1),('Gargoyle','Freeze','','d20web','Special (Ex)','d20',1),('Gargoyle','Freeze (Ex)','A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Devil Shark','Freezing Breath (Recharge 5-6)','The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn\'t pushed. With a fang-filled maw and the glimmer of malevolent intelligence in its ruby red eyes, this shark-like creature glides through the depths in complete silence.','5e SRD','Action','D&D 5e',1),('Graknork','Freezing Eye (Recharge 5-6)','The graknork\'s blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn\'t restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage.','5e SRD','Action','D&D 5e',1),('Ursikka','Freezing Saliva','','d20web','Special (Ex)','d20',1),('Ursikka','Freezing Saliva (Ex)','The saliva that drips from an ursikka\'s mouth is sticky as well as cold, causing creatures to become entangled for 1d4 rounds (Reflex DC 22 negates). While entangled, creatures take 2d6 points of cold damage each round. An entangled creature can break free before the end of this duration by succeeding at a DC 19 Strength check or by dealing 15 points of damage to the encasing saliva with either a slashing weapon or fire damage. Using fire to remove the saliva damages the entangled creature as well. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('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),('Mogaru','Frightening Aura','All creatures within 60 feet of Mogaru must succeed a DC 26 Wisdom saving throw or become frightened of Mogaru. A frightened creature can attempt a saving throw at the end of each of its turns to end the condition. Creatures successfully saving are immune to this ability for 1 hour.','5e SRD','Action','D&D 5e',1),('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),('Boggart','Frightening Form','The boggart can use an action to transform into a form that would scare a target within 10 ft. The target must make a successful DC 13 Wisdom saving throw or become frightened for 1 minute. It needs to use a bonus action to transform back into its true form.','5e SRD','Special','D&D 5e',1),('Yeti','Frightful Gaze (Su)','Creatures within 30 feet that meet a yeti\'s gaze must succeed on a DC 13 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yeti','Frightful Gaze (Su)','','d20web','Special (Su)','d20',1),('Black Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Blue Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Boreal Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Brass Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Bronze Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Copper Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Galazon','Frightful Presence','Each creature of Galazon\'s choosing within 120 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Galazon is within line of sight, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to Galazon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Gold Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Green Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Light Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Mogrl','Frightful Presence','Any creature hostile to the mogrl in a 50 ft. radius must make a Charisma save (DC 20) or immediately become frightened. The target can repeat the save at the end of their turn, removing the condition on a success. Anyone who makes a save against this power is immune to the frightful presence for 24 hours.','5e SRD','Special','D&D 5e',1),('Piasa','Frightful Presence','Each creature of the piasa\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the piasa\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Red Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Sailback Behemoth','Frightful Presence','Each creature of the spinosaurus\' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 spinosaurus\' Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Scylla','Frightful Presence','Each creature of the scylla\'s choice that is within 100 feet of the Scylla and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the scylla\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Silver Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Tarrasque','Frightful Presence','Each creature of the tarrasque\'s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('White Dragon','Frightful Presence','Each creature of the dragon\'s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Fluttercat','Frightful Roar (recharge 6)','When a fluttercat roars, the sound is magically projected and amplified, causing all creatures that can hear it and that are within 60 feet of it to make a successful DC 12 Constitution saving throw or be stunned for 1d3 rounds.','5e SRD','Action','D&D 5e',1),('Marid','Frigid Aura','At the start of each of the marid\'s turns, each creature within 10 feet of it takes 7 (2d6) cold damage. A creature that touches the marid or hits it with a melee attack while within 10 feet of it takes 7 (2d6) cold damage. A creature must succeed on a DC 17 Constitution saving throw each minute it spends in the aura or gain one level of exhaustion.','5e SRD','Special','D&D 5e',1),('Shasalqu','Frigid Flesh','','d20web','Special (Ex)','d20',1),('Shasalqu','Frigid Flesh (Ex)','A creature that hits a shasalqu with a natural attack or an unarmed strike takes 1d6 points of cold damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ice Bogie','Frosty Aid (1/Day)','Whenever an allied ice bogie within 30 feet is reduced to 0 hp, this ice bogie can choose to reduce its hp by 3 (1d6), and the ally regains hp equal to the amount of hp this ice bogie lost.','5e SRD','Reaction','D&D 5e',1),('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),('Basidirond','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Dragon\'s Blood Puffball','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Drakauthix','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Follower Of Shumfallow','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Fungus Leshy','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Melfesh Monster','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Mi-Go','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Mu Spore','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Myceloid','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Reaper Skull Puffball','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Slime Mold','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Tendriculos','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Terotricus','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Umbo','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Violet Fungus','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Wizard Sponge','Fungus','Fungal creatures have the fungus trait. They are distinct from normal fungi.','fan json','Trait','Pathfinder 2e',1),('Marsh Giant','gaff','16/+11 (2d6+12) or 2 slams +16 (1d6+8)','d20web','Action','d20',1),('Human','Gaining XP','Must select a character class after gaining XP on an adventure.','OSE','Special','OSR',1),('Ganzi Martial Artist','Ganzi','A planar scion descended from a chaotic being of the Maelstrom, such as a protean','fan json','Trait','Pathfinder 2e',1),('Cave Giant','Gargantuan','Gargantuan','d20web','Action','d20',1),('Giant Squid','Gargantuan specimens','Two or three times larger can be encountered.','OSE','Special','OSR',6),('Vampire','Garlic','Odour repels: save vs poison or unable to attack this round.','OSE','Special','OSR',15),('Vampire','Gaseous cloud','MV 180\' (60\') flying. Immune to all weapons. Cannot attack.','OSE','Special','OSR',11),('Lesser Djinni','Gaseous form','Gaseous form','OSE','Special','OSR',4),('Sepia Snake','Gaze','When a creature that can see the sepia snake\'s eyes starts its turn within 30 feet of the sepia snake, the snake can force it to make a DC 16 Constitution saving throw if the sepia snake isn\'t incapacitated and can see the creature. On failure, the creature is frightened for 1 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 the sepia snake until the start of its next turn, when it can avert its eyes again. If the creature looks at the sepia snake in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the sepia snake are done at disadvantage.','5e SRD','Special','D&D 5e',1),('Basilisk','Gaze','','d20web','Special (Ex)','d20',1),('Vampire','gaze','1 * touch (1d10 + energy drain) or 1 * gaze (charm)','OSE','Action','OSR',1),('Basilisk','gaze','1 * gaze (petrification)','OSE','Action','OSR',2),('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),('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','Gaze (Su)','','d20web','Special (Su)','d20',1),('Leshy','Gaze of Confusion','The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect.','5e SRD','Action','D&D 5e',1),('Tsathogga','geas, harm','3/day each','5e SRD','Special','D&D 5e',1),('Huecambra','Gem Explosion (Recharge 6)','The huecambra causes some of the gem-like nodules on its body to detonate. Each creature within 20 feet of the huecambra must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\'t stunned. A creature cursed by the huecambra\'s bite has disadvantage on this saving throw.','5e SRD','Action','D&D 5e',1),('Horned Serpent','Gem Gaze (Recharge 5-6)','The horned serpent\'s gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn\'t infected with the disease. Gem Gaze has no effect on constructs and undead.','5e SRD','Action','D&D 5e',1),('Carbuncle','Gem Illumination','As a bonus action, the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for an additional 10 feet.','5e SRD','Special','D&D 5e',1),('Ophinix','Generate Static','The ophinix rubs along a dry surface and charges its fur with static electricity. Its fur remains charged with electricity for 1 minute or until it uses Lightning Strike.','5e SRD','Action','D&D 5e',1),('Ararda','Genie','The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.','fan json','Trait','Pathfinder 2e',1),('Djinni','Genie','The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.','fan json','Trait','Pathfinder 2e',1),('Efreeti','Genie','The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.','fan json','Trait','Pathfinder 2e',1),('Ghul','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),('Janni','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),('Marid','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),('Muurfeli','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),('Shaitan','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),('Ghoran Manipulator','Ghoran','Ghorans are sapient plants grown in the shape of humanoids with floral faces.','fan json','Trait','Pathfinder 2e',1),('Candlaron\'s Echo','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Ghost Commoner','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Ghost Mage','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Ghost Monk','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Ghost Pirate Captain','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Ghostly Guard','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Ghostly Mob','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Grimbal','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Hungry Ghost','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Jin Durwhimmer','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Kannitri','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Soul Swarm','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Syarstik Painted-Tiger','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Talamira','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('The Gardener Creature','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Tollvych','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Xae','Ghost','Lost souls that haunt the world as incorporeal undead are called ghosts.','fan json','Trait','Pathfinder 2e',1),('Hypnalis','Ghost Touch Fangs (Su)','A hypnalis\'s bite attack is treated as if it has the ghost touch special weapon quality.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ravenfolk','Ghost Wings','The ravenfolk warrior furiously \"beats\" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk\'s next turn.','5e SRD','Action','D&D 5e',1),('Barnacle Ghoul','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Falrok','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ghast','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ghast Outlaw','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ghastly Bear','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ghoul','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ghoul Antipaladin','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ghoul Crocodile','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ghoul Gnawer','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ghoul Razorclaw','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Hymmir Urath','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ibrique','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Lacedon','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Leng Ghoul','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Pesgahithe Poisoner','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Priestof Kabriri','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Profane Ghoul','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Smiler','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Straugh','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Yulthruk','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Yurgak','Ghoul','Ghouls are vile undead creatures that feast on flesh.','fan json','Trait','Pathfinder 2e',1),('Ghul','Ghul','Greedy and gluttonous undead originally formed from genie.','fan json','Trait','Pathfinder 2e',1),('Aigamuxa','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Athach','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Berberoka','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Bloomborn Athach','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Cave Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Cavern Troll','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Cloud Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Cyclops','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Cyclops Bully','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Darg','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Desert Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Dragonstorm Fire Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Ettin','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Fire Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Fire Yai','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Frost Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Frost Troll','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('General Avinash Jurrg','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Graylok Ambusher','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Graylok Artillerist','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Graylok Gatebreaker','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Great Cyclops','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Gromog','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Gurija','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Halbrux Far-Sight','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Hargulka','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Hegremon','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Hill Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Hill Giant Butcher','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Ice Yai','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Jotund Troll','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Jurgrindor','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Kargstaad','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Kargstaad\'s Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Kob Moleg','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Marsh Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Ogre Boss','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Ogre Glutton','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Ogre Hurler','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Ogre Warrior','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Onidoshi','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Plague Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Rune Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Shadow Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Shadow Yai','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Smog Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Stone Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Storm Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Taiga Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Taiga Yai','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('The Misbegotten Troll','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Tomb Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Tombstone Troll','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Troll','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Troll Guard','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Troll King','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Two-Headed Troll','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Viewslog','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Water Yai','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Wood Giant','Giant','Giants are massive humanoid creatures.','fan json','Trait','Pathfinder 2e',1),('Vampire','Giant bat','Att 1 * bite (1d4), MV 30\' (10\') / 180\' (60\') flying. AC, HD, morale, saves as vampire.','OSE','Special','OSR',10),('Orc','Giant companions','For every 20 orcs, there is a 1-in-6 chance of an ogre accompanying them. There is a 1-in-10 chance of a troll living in the lair.','OSE','Special','OSR',6),('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),('Gibbering Mouther','Gibbering (Su)','As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther\'s gibbering for 24 hours. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tengu','Gifted Linguist','','d20web','Special (Ex)','d20',1),('Tengu','Gifted Linguist (Ex)','Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Serpentfolk','Gifted Spellcaster','','d20web','Special (Ex)','d20',1),('Simurgh','Glaring Ray (Su)','A simurgh can blast a fiery ray of brilliant light from its eyes as a standard action to a range of 100 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dragon Crab','Gleam','The dragon crab reflects light into the eyes of one target it can see within 60 feet. The target must succeed on a DC 18 Dexterity saving throw or be blinded until the end of the dragon crab\'s next turn.','5e SRD','Legendary Action','D&D 5e',1),('Kyeryong','Glide','When the mountain kyeryong falls, it can move horizontally 5 feet for every 5 feet it falls vertically, up to a maximum of 30 feet, taking no fall damage if it lands during that movement.','5e SRD','Special','D&D 5e',1),('Sea Dragon','Gliding','Leap out of the water and glide for up to 6 rounds.','OSE','Special','OSR',17),('Nuckelavee','Glimpse Destiny','The nuckelavee can innately cast divination at will while it has stolen a creature\'s luck.','5e SRD','Special','D&D 5e',1),('Giant Beetle','Glowing nodules','Three glowing glands (two above the eyes, one on the abdomen) cast light in a 10\' radius. If removed, keep glowing for 1d6 days.','OSE','Special','OSR',1),('Gnoll Cultist','Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('Gnoll Hunter','Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('Gnoll Sergeant','Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('Mutant Gnoll Hulk','Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('Sludgespine Killers','Gnoll','Gnolls are humanoids that resemble hyenas.','fan json','Trait','Pathfinder 2e',1),('Agai','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),('Deep Gnome Rockwarden','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),('Deep Gnome Scout','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),('Deep Gnome Warrior','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),('Etioling Blightmage','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),('Spriggan Bully','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),('Spriggan Warlord','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),('Bugbear Thug','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Bugbear Tormentor','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Goblin Commando','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Goblin Pyro','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Goblin War Chanter','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Goblin Warrior','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Hobgoblin Archer','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Hobgoblin General','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Hobgoblin Soldier','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Lickweed','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Shadern Immolator','Goblin','A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.','fan json','Trait','Pathfinder 2e',1),('Goblin','Goblin king and bodyguards','A 3HD (15hp) king and 2d6 2HD (2d6hp) bodyguards live in the goblin lair. They do not suffer attack penalties in daylight. The king gains a +1 bonus to damage.','OSE','Special','OSR',5),('Athena','Godly Weapons','Athena\'s weapon attacks are magical.','5e SRD','Special','D&D 5e',1),('Monkey King','Golden Burst (Costs 3 Actions)','Each creature of the Monkey King\'s choice within 10 feet of him must make a DC 18 Charisma saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.','5e SRD','Legendary Action','D&D 5e',1),('Monkey King','Golden Staff','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage.','5e SRD','Action','D&D 5e',1),('Adamantine Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Alchemical Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Carrion Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Clay Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Flesh Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Fossil Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Glass Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Gold Defender','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),('Ice Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Iron Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Lazurite-Infused Stone Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Lignified Adamantine Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Meat Guardian','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),('Mithral Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Obsidian Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Quantium Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Solar Glass Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Stone Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('Wood Golem','Golem','Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.','fan json','Trait','Pathfinder 2e',1),('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),('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),('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),('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),('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),('Bukavac','Gore','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Catoblepas','Gore','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Collais','Gore','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Cryoceros','Gore','Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage.','5e SRD','Action','D&D 5e',1),('Elephant','Gore','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Elk','Gore','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d8+4 bludgeoning damage (3d8+4 damage if the elk charged).','5e SRD','Action','D&D 5e',1),('Go-zu','Gore','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Gorgon','Gore','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Gronk','Gore','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Horned Serpent','Gore','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Jackalope','Gore','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.','5e SRD','Action','D&D 5e',1),('Kirin','Gore','Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Kting Voar','Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Kting-Voar','Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Mammoth','Gore','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Mastodon','Gore','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.','5e SRD','Action','D&D 5e',1),('Mazacoatl','Gore','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Minotaur','Gore','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Musk Ox','Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Ngobou','Gore','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Nian','Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Sandwyrm','Gore','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Sarsaok','Gore','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 3 (1d6) fire damage.','5e SRD','Action','D&D 5e',1),('Scrofa','Gore','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. If the target is Medium or smaller creature, it must succeed a DC 11 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Scrofin','Gore','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Singa','Gore','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:13 (2d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Tricenatorus','Gore','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Tusk Lord','Gore','Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 37 (6d8 + 10) piercing damage.','5e SRD','Action','D&D 5e',1),('Ungern','Gore','Melee Weapon Attack: +6 to hit, 5 ft. range, one target. Hit: 9 (1d8 +4) piercing damage.','5e SRD','Action','D&D 5e',1),('Wakandagi','Gore','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('White Stag','Gore','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Yakirian','Gore','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Ychen Bannog','Gore','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.','5e SRD','Action','D&D 5e',1),('Yedae','Gore','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage.','5e SRD','Action','D&D 5e',1),('Baku','gore','15 (1d6+2)','d20web','Action','d20',1),('Boggle','gore','15 (1d6+5)','d20web','Action','d20',1),('Buggane','gore','11 (1d8+6)','d20web','Action','d20',1),('Bukavac','gore','20 (1d8+9)','d20web','Action','d20',1),('Catoblepas','gore','18 (2d8+5/19-20)','d20web','Action','d20',1),('Ceru','gore','7 (1d3-1 plus','d20web','Action','d20',1),('Cerynitis','gore','12 (1d8+6)','d20web','Action','d20',1),('Chang Nam','gore','4 (1d3-2 plus','d20web','Action','d20',1),('Chimera','gore','12 (1d8+4)','d20web','Action','d20',1),('Delgeth','gore','12 (1d8+4 plus 1d6 fire)','d20web','Action','d20',1),('Gargoyle','gore','7 (1d4+2)','d20web','Action','d20',1),('Gorgon','gore','14 (2d8+7)','d20web','Action','d20',1),('Gronk','gore','7 (1d6+4)','d20web','Action','d20',1),('Ijiraq','gore','10 (2d6+3)','d20web','Action','d20',1),('Karkadann','gore','8 (1d8+4)','d20web','Action','d20',1),('Kirin','gore','14 (1d8+5)','d20web','Action','d20',1),('Kting Voar','gore','7 (1d8+6/x3)','d20web','Action','d20',1),('Mulyong','gore','3 (1d6+3 plus','d20web','Action','d20',1),('Ophiotaurus','gore','27 (2d8+15)','d20web','Action','d20',1),('Peryton','gore','9 (1d6+3/18-20)','d20web','Action','d20',1),('Rhinoceros','gore','8 (2d6+9)','d20web','Action','d20',1),('Thrasfyr','gore','26 (2d6+10)','d20web','Action','d20',1),('Unicorn','gore','8 (1d8+4)','d20web','Action','d20',1),('Vahana','gore','18 (2d8+12)','d20web','Action','d20',1),('Walrus','gore','13 (1d10+7)','d20web','Action','d20',1),('Wolliped','gore','1 (1d8+2)','d20web','Action','d20',1),('Ypotryll','gore','31 (4d8+16 plus','d20web','Action','d20',1),('Minotaur','gore','1 * gore (1d6), 1 * bite','OSE','Action','OSR',1),('Chimera','gore','goat: 1 * gore (2d4)','OSE','Action','OSR',2),('Aatxe','Gore (Costs 2 Actions)','The aatxe makes one gore attack.','5e SRD','Legendary Action','D&D 5e',1),('Ijiraq','Gore (Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and 9 (2d8) poison damage.','5e SRD','Action','D&D 5e',1),('Brother Ox','Gore (Ox or True Form Only)','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('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),('Irid','Gossip','The irid spouts gossip and exaggerated truths about a target it can see within 30 feet. If the target is hostile, it must succeed on a DC 13 Charisma saving throw or have disadvantage on its next attack roll. If the target is friendly, it has advantage on its next attack roll.','5e SRD','Action','D&D 5e',1),('Behir','Grab','','d20web','Special (Ex)','d20',1),('Reefclaw','Grab','','d20web','Special (Ex)','d20',1),('Rhagodessa','Grab','When hit with a sucker, the victim is stuck and will be bitten automatically next round.','OSE','Special','OSR',2),('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),('Giant Scorpion','Grab and sting','+2 bonus to sting attack, if a claw hits.','OSE','Special','OSR',3),('Giant Squid','Grab crew','75% likely to grab crew from the deck and drag them underwater to be eaten.','OSE','Special','OSR',2),('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),('Giant Rockfish','Grasping','If mistaken for a rock and grasped, all 4 spines automatically hit.','OSE','Special','OSR',2),('Pumpkinhead','Grasping Arm','Melee Weapon Attack: +5 to hit, reach 25 ft., one target. Hit: The target is grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. Pumpkinhead can only have one creature grappled at a time.','5e SRD','Action','D&D 5e',1),('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),('Compsognathus','Grasslands Camouflage','The compsognathus has advantage on Dexterity (Stealth) checks made to hide in tall grass.','5e SRD','Special','D&D 5e',1),('Monkey King','Great Leap','The Monkey King moves up to his speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('Draug','Greataxe','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Frost Giant','Greataxe','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Go-zu','Greataxe','Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 28 (7d6 + 4) slashing damage, or 18 (4d6 + 4) slashing damage in Small or Medium form.','5e SRD','Action','D&D 5e',1),('Orc','Greataxe','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Werebear','Greataxe (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Chuhaister','Greatclub','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (5d6+6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Flind','Greatclub','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Gronk','Greatclub','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Hill Giant','Greatclub','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Ogre','Greatclub','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Stone Giant','Greatclub','Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Forest Giant','greatclub','24/+19/+14 (3d8+21/19-20) or 2 slams +24 (1d8+14)','d20web','Action','d20',1),('Stone Giant','greatclub','16/+11 (2d8+12) or 2 slams +16 (1d8+8)','d20web','Action','d20',1),('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),('Earth Elemental','Greater','AC -2 [21], HD 16*, Att 1 * blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)','OSE','Special','OSR',5),('Fire Elemental','Greater','AC -2 [21], HD 16*, Att 1 * blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)','OSE','Special','OSR',5),('Water Elemental','Greater','AC -2 [21], HD 16*, Att 1 * blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)','OSE','Special','OSR',5),('Cthulhu','Greater Starflight (Su)','Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM\'s discretion).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cinder Knight','Greatsword','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('Fire Giant','Greatsword','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Medusa','Greatsword','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Mogrl','Greatsword','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (6d6+8) slashing damage.','5e SRD','Action','D&D 5e',1),('Storm Giant','Greatsword','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.','5e SRD','Action','D&D 5e',1),('Wight','Greatsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Yathon','Greatsword','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Black Shuck','Green-Eyed Gaze (Sp)','','d20web','Special (Sp)','d20',1),('Dingetooth','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Fuath','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Gnagrif','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Grabbles','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Grimple','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Haniver','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Jinkin','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Kurshkin','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Mitflit','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Nuglub','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Pugwampi','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Scrit','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Urbel','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Vexgit','Gremlin','Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('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),('Grioth Cultist','Grioth','A grioth is a batlike alien that wields occult powers and can exist in the dark vacuum of space. They have darkvision and echolocation.','fan json','Trait','Pathfinder 2e',1),('Grioth Scout','Grioth','A grioth is a batlike alien that wields occult powers and can exist in the dark vacuum of space. They have darkvision and echolocation.','fan json','Trait','Pathfinder 2e',1),('Grippli Archer','Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('Grippli Greenspeaker','Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('Grippli Jinxer','Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('Grippli Scout','Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('Grippli Skirmisher','Grippli','Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.','fan json','Trait','Pathfinder 2e',1),('Falajitax','Grisly Puppeteer','A falajitax can insert its tail tip into a helpless, grappled or willing creature. An unwilling creature can resist this with a DC 14 Wisdom saving throw. On a failed save, the creature is dominated by the falajitax, as per the dominate monster spell (9th level), In order to maintain the effect, the falajitax must keep the creature within 20 feet of itself - this is the maximum reach of its puppeteering tendrils. The falajitax can puppeteer 1 creature up to 10 creatures at a time, though it usually prefers willing servants, not puppets.','5e SRD','Action','D&D 5e',1),('Dragonet','Gritty Breath (Recharge 5-6)','The dragonette exhales a cloud of stinging dust in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Glacier Behemoth','Ground Disruptor','When the glacier behemoth moves, it can choose to make the area it moves through difficult terrain. When it uses Inexorable Charge, it automatically makes the ground difficult terrain.','5e SRD','Special','D&D 5e',1),('Gibbering Mouther','Ground Manipulation (Su)','At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('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),('Ningyo','Group Grappler (Ex)','A ningyo has a +2 racial bonus on combat maneuver checks. When two or more ningyos are grappling the same creature, each gains a +1 bonus on grapple combat maneuver checks and a +1 bonus on grapple damage rolls.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nixie','group spell','1 * weapon (1d4) or 1 * group spell (charm)','OSE','Action','OSR',1),('Fenrir','Growth','The fenrir permanently increases in size. While enlarged, the fenrir progresses in size to Huge and from Huge to Gargantuan, doubling its damage dice on Strength-based weapon attacks (included in the attacks) each time it increases in size, and makes Strength checks and Strength saving throws with advantage. If the fenrir lacks the room to increase its size, it attains the maximum size possible in the space available.','5e SRD','Action','D&D 5e',1),('Grendel','Gruesome Dismemberment (Ex)','When Grendel successfully holds a creature he has grappled, he may expend one use of mythic power to attempt to dismember that creature. He attempts a grapple check; if successful, his target takes double his normal claw damage and the attack pulls off one of the target\'s legs or arms. The target is sickened until it receives magical healing (or until it recovers to full hit points by natural means), and takes 2d6 points of bleed damage each round. A creature with only one an arm cannot perform actions requiring two arms or two hands. A bipedal creature with one leg missing cannot walk or run; it can crawl or hop, but is denied its Dexterity bonus against all opponents. A quadrupedal creature with one leg missing is reduced to half normal speed. At the GM\'s discretion, creatures with more than four legs affected by this attack may be able to move at normal speed.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Merchant','Guard captain','Guards are led by a 5th level fighter. AC 4 [15]. Equipped as guards.','OSE','Special','OSR',6),('Merchant','Guard lieutenants','For every 5 merchants, 2 lieutenants are present (2nd-3rd level fighters). AC 4 [15]. Equipped as guards.','OSE','Special','OSR',5),('Ratfolk','Guard the Big Cheese','When a creature makes an attack against the ratfolk mercenary\'s current employer, the mercenary grants a +2 bonus to the employer\'s AC if the mercenary is within 5 feet of the employer.','5e SRD','Reaction','D&D 5e',1),('Singa','Guardian Spirit','A singa serves a single household. If threatened in any one of their dwellings, a member of that household can call upon the house singa, which arrives from its home plane within 1d4 rounds. It acts to defend its household, then returns to its home plane after the threat has been eliminated.','5e SRD','Special','D&D 5e',1),('Zombie','Guardians','Always attack on sight.','OSE','Special','OSR',1),('Gargoyle','Guardians','Almost always attack when approached.','OSE','Special','OSR',2),('Stone Giant','Guardians','50% chance of 1d4 cave bears.','OSE','Special','OSR',3),('Cloud Giant','Guardians','3d6 giant hawks or (only in mountains) 6d6 dire wolves.','OSE','Special','OSR',4),('Fire Giant','Guardians','20% chance of 1d3 hydras, 3d6 hellhounds otherwise.','OSE','Special','OSR',4),('Frost Giant','Guardians','20% chance of 3d6 polar bears, 6d6 wolves otherwise.','OSE','Special','OSR',4),('Merman','Guardians','Use trained sea creatures or monsters to guard their homes.','OSE','Special','OSR',4),('Storm Giant','Guardians','2d4 griffons. Underwater: 3d6 giant crabs.','OSE','Special','OSR',5),('Killer Bee','Guards','At least 10 bees (4 or more of which have 1HD) remain in or near the hive to protect the queen.','OSE','Special','OSR',6),('Jyoti','g|Positive Energy|Positive Energy','Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',1),('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),('Annis Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Blood Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Grave Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Green Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Iron Taviah','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Jaggedbriar Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Kallas Devil','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Moon Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Night Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Rust Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Rusty Mae','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Sahni Bride-Of-The-Sea','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Sea Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Skarja','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Storm Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('The Knurly Witch','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Tulvak','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Winter Hag','Hag','These creatures are malevolent spellcasters who form covens.','fan json','Trait','Pathfinder 2e',1),('Ccoa','Hailstorm (Cloud-form only)','Ranged Spell Attack: +10 to hit, 120 ft., one target. Hit: 14 (3d6) bludgeoning plus 14 (3d6) cold damage.','5e SRD','Action','D&D 5e',1),('Harionago','Hair Barb','Melee Weapon Attack: +11 to hit, 1reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. The harionago can choose to grapple one creature it hits instead of dealing damage (escape DC 18).','5e SRD','Action','D&D 5e',1),('Korred','Hair Whip','Melee Weapon Attack: +9 to hit, reach 40 ft., one target. Hit: 11 (2d4 + 6) slashing damage. If the korred chooses, on a hit it can force a creature to make a DC 13 Dexterity saving throw or become grappled by the whip (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. The korred can only have one creature grappled in this way at a time but does not lose any hair whip attacks by doing so.','5e SRD','Action','D&D 5e',1),('Jitterbone Contortionist','Halfling','A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.','fan json','Trait','Pathfinder 2e',1),('Myconid','Hallucination Spores (3/day)','The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats 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),('Drow','Hand Crossbow','Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses its action to shake the target awake.','5e SRD','Action','D&D 5e',1),('Wererat','Hand Crossbow (Humanoid or Hybrid Form Only)','Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Wight','Handaxe','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Hantu Belian','Hantu','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Hantu Denai','Hantu','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('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),('Erina','Hardy','The erina has advantage on saving throws against poison.','5e SRD','Special','D&D 5e',1),('Mogwai','Harm (recharge 5-6)','On a successful deadly dagger hit, the target must make a DC 15 Constitution saving throw. On a failure, the target is affected as if by a harm spell. On a success the target takes half damage as described under harm. In either case, the silent assassin cannot cause the harm effect again until the ability recharges.','5e SRD','Action','D&D 5e',1),('Fire Elemental','Harm cold-based creatures','Inflict extra 1d8 damage.','OSE','Special','OSR',8),('Water Elemental','Harm creatures in water','Inflict extra 1d8 damage.','OSE','Special','OSR',8),('Earth Elemental','Harm creatures on the ground','Inflict extra 1d8 damage.','OSE','Special','OSR',8),('Air Elemental','Harm flying creatures','Inflict extra 1d8 damage.','OSE','Special','OSR',8),('Vampire','Harmed by Running Water','The vampire takes 20 acid damage if it ends its turn in running water.','5e SRD','Special','D&D 5e',1),('Merrow','Harpoon','Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4 piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.','5e SRD','Action','D&D 5e',1),('Pumpkin King','Harvest Dance (1/Day)','A 15-foot-radius swirling vortex of gourds and vegetables extends out from the Pumpkin King, moves with they, and spreads around corners. The vortex lasts for 1 minute. Until the vortex ends, the area is difficult terrain for creatures other than the Pumpkin King, and when a creature enters the area for the first time on a turn or starts its turn in the area, it must make a DC 16 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Clay Golem','Haste (Recharge 5-6)','Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.','5e SRD','Action','D&D 5e',1),('Clay Golem','Haste (Su)','','d20web','Special (Su)','d20',1),('Upasunda','haste, hold monster','Innate, at will','5e SRD','Special','D&D 5e',1),('Displacer Beast','Hate blink dogs','Always attack them and their companions.','OSE','Special','OSR',3),('Lesser Efreeti','Hate djinn','Attack on sight.','OSE','Special','OSR',11),('Goblin','Hate dwarves','Attack on sight.','OSE','Special','OSR',4),('Frost Salamander','Hate flame salamanders','Will attack on sight.','OSE','Special','OSR',8),('Flame Salamander','Hate frost salamanders','Will attack on sight.','OSE','Special','OSR',4),('Frost Salamander','Hate frost salamanders','Will attack on sight.','OSE','Special','OSR',4),('Kobold','Hate gnomes','Attack on sight.','OSE','Special','OSR',3),('Dwarf','Hate goblins','Normally attack on sight.','OSE','Special','OSR',2),('Pegasus','Hate hippogriffs','Natural enemies.','OSE','Special','OSR',1),('Cloud Giant','Hate intruders','May block mountain passes to ensure isolation.','OSE','Special','OSR',5),('Gnome','Hate kobolds','Normally attack on sight.','OSE','Special','OSR',5),('Ogre','Hate neanderthals','Attack on sight.','OSE','Special','OSR',2),('Hippogriff','Hate pegasi','Will usually attack.','OSE','Special','OSR',1),('Orc','Hate the sun','-1 to-hit in full daylight.','OSE','Special','OSR',1),('Goblin','Hate the sun','-1 to-hit in full daylight.','OSE','Special','OSR',2),('Blink Dog','Hate warp beasts','Always attack.','OSE','Special','OSR',3),('Troglodyte','Hateful','Attempt to kill any creatures they encounter.','OSE','Special','OSR',1),('Garuda','Hatred (Ex)','Garudas receive a +1 racial bonus on attack and damage rolls against nagas and other serpentine monsters of the aberration type.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('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),('Buccaneer','Havens','Lawless, fortified, coastal towns may act as a haven for buccaneers and pirates.','OSE','Special','OSR',6),('Pirate','Havens','Lawless, fortified, coastal towns may act as a haven for pirates.','OSE','Special','OSR',8),('Mei Jiao Shou','Head Bash','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Lantern Goat','Head Butt','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Seahorse','Head Butt','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Lantern Goat','head butt','10 (1d6+1)','d20web','Action','d20',1),('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),('Mountain Strider','Headbutt','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Hydra','Heads','1d8+4 heads; 1HD per head.','OSE','Special','OSR',1),('Unicorn','Heal Self (Costs 3 Actions)','The unicorn magically regains 11 (2d8 + 2) hit points.','5e SRD','Legendary Action','D&D 5e',1),('Chamrosh','Healing Lick (2/Day)','The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions.','5e SRD','Action','D&D 5e',1),('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),('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),('Karkadann','Healing Touch (3/Day)','The karkadann touches another creature with its horn. The target magically regains 22 (4d8 + 2) hp and is cured of all diseases and poisons afflicting it.','5e SRD','Action','D&D 5e',1),('Unicorn','Healing Touch (3/Day)','The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.','5e SRD','Action','D&D 5e',1),('Pazuzu','Hear Name (Su)','Pazuzu hears his name whenever it is spoken, regardless of distance-this ability functions even across planar boundaries. If a creature speaks Pazuzu\'s name aloud three times in the same breath, Pazuzu automatically knows that creature\'s precise location and name. If Pazuzu is on the same plane as someone who speaks his name three times in a single breath, he can immediately attempt to possess that creature.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cuauhxicalli','Heart Devourer','If the stone jaguar slays a creature which possesses a heart, it may use a bonus action to rend the creature\'s heart from its chest and consume it. The stone jaguar gains 10 temporary hit points and has advantage on attack rolls for the next round.','5e SRD','Special','D&D 5e',1),('Peryton','Heart Devourer','If the peryton slays a creature which possesses a heart, it may use a bonus action to rend the creature\'s heart from its chest and eat it. The peryton gains 10 temporary hit points and has advantage on attack rolls for the next round. Any creatures within 30 feet who witness this devouring must succeed on a DC 13 Wisdom (fear) saving throw or become frightened until the end of their next turn.','5e SRD','Special','D&D 5e',1),('Pyrausta','Heart of Flame','A tiny spark of flame that acts as a pyrausta\'s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. Its regeneration does not function until the end of its next turn and it must make a DC 11 Constitution saving throw. On a failed save, it must use its next action to re-ignite its heart, or it will take 1 point of cold damage at the end of each of its turns until it does.','5e SRD','Special','D&D 5e',1),('Pyrausta','Heart of Flame (Ex)','A tiny spark of flame that acts as a pyrausta\'s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. It loses its fast healing and breath weapon, gains the staggered condition, and takes 1 point of damage each round. This continues until it is exposed to a source of flame that would normally deal fire damage or until it successfully uses its spark spell-like ability to reignite its heart (doing so requires a successful DC 11 concentration check because of the ongoing damage).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sprite','Heart Sight','The sprite touches a creature and magically knows the creature\'s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature\'s alignment. Celestials, fiends, and undead automatically fail the saving throw.','5e SRD','Action','D&D 5e',1),('Efreeti','Heat (Ex)','An efreeti\'s body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Salamander','Heat (Ex)','A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander\'s metallic weapons also conduct this heat.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cherufe','Heat (Su)','Cherufes transfer their heat to any weapons, including their rock throwing, causing burn.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Remorhaz','Heat (Su)','An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a DC 19 Fortitude save to avoid taking damage. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cherufe','Heat (Su)','','d20web','Special (Su)','d20',1),('Shasalqu','Heat Absorption','','d20web','Special (Ex)','d20',1),('Shasalqu','Heat Absorption (Ex)','Shasalqus are immune to fire damage. Instead, the shasalqu gains 1 temporary hit point for every 3 points of fire damage it would have taken, which disappear after 1 hour.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cinder Knight','Heat Aura','At the start of each of the cinder knight\'s turns, each creature within 5 feet of it takes 7 (2d6) fire damage. A creature that touches the cinder knight or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.','5e SRD','Special','D&D 5e',1),('Flame Salamander','Heat aura','All creatures within 20\' suffer 1d8 damage per round.','OSE','Special','OSR',1),('Frost Salamander','Heat aura','All creatures within 20\' suffer 1d8 damage per round.','OSE','Special','OSR',1),('Flame Salamander','heat aura','2 * claw (1d4), 1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',3),('Frost Salamander','heat aura','2 * claw (1d4), 1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',3),('Remorhaz','Heated Body','A creature that touches the remorhaz 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),('Salamander','Heated Body','A creature that touches the noble salamander or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.','5e SRD','Special','D&D 5e',1),('Sarsaok','Heated Body','Any creature that touches the sarsaok or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.','5e SRD','Special','D&D 5e',1),('Salamander','Heated Weapons','Any metal melee weapon the noble salamander wields deals an extra 10 (3d6) fire damage on a hit (included in the attack).','5e SRD','Special','D&D 5e',1),('Lizardfolk Defender','Heavy Club','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('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),('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),('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),('The Stabbing Beast','Herald','Nearly all deities have a specific representative known as a herald; heralds are as diverse in their appearances and abilities as the gods themselves. A creature with the herald type is always unique.','fan json','Trait','Pathfinder 2e',1),('Androsphinx','heroes\' feast','6th level (1 slot):','5e SRD','Special','D&D 5e',1),('Neak Ta','heroes\' feast','Innate, at will','5e SRD','Special','D&D 5e',1),('Silvanshee Agathion','Heroic Strength (Su)','','d20web','Special (Su)','d20',1),('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),('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','Hibernation','','d20web','Special (Ex)','d20',1),('Ursikka','Hibernation','','d20web','Special (Ex)','d20',1),('Ursikka','Hibernation (Ex)','An ursikka can enter a prolonged state of hibernation by surrounding itself with its spittle, which hardens into a cocoon. While hibernating, an ursikka doesn\'t need to drink or eat. The cocoon has hardness 10 and 60 hit points, and is immune to fire damage. As long as the cocoon remains intact, the ursikka remains unharmed in its hibernation. An ursikka must use its attacks to break free from its cocoon.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ijiraq','Hide in Plain Sight (Su)','An ijiraq can use the Stealth skill even while being observed. As long as it\'s standing in terrain covered in ice or snow, an ijiraq can hide itself from view in the open without actually hiding behind anything. An ijiraq can\'t use this ability while flying, and the ability has no effect when the ijiraq isn\'t in icy terrain.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('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),('Harionago','hideous laughter','Innate, at will','5e SRD','Special','D&D 5e',1),('Kikimora','Hidey-Hole (Su)','When a kikimora chooses a house to inhabit, she can create an extradimensional space by scrawling a sigil on a wall, baseboard, cupboard, or other permanent object (such as a stove). This sigil serves as the entrance to the kikimora\'s tiny domain, where she can live within the house without being detected. Only the kikimora can enter this hidey-hole. Anytime after designating a hidey-hole, the kikimora can transport herself and up to 50 pounds of objects to the hidey-hole as a standard action, as long as she is in the same room as the sigil. The kikimora can exit the hidey-hole in the same way, appearing in the nearest empty square to the sigil. Any objects left within the hidey-hole remain there when the kikimora exits the space, even if she removes the sigil and places it in another location. While inside the hidey-hole, the kikimora can see what is going on outside of the space through a special sensor, as if the kikimora were standing where her sigil is placed. As a result, mundane objects placed in front of the sigil can block the kikimora\'s sight from the hidey-hole.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Jaguar','High Jumper','With a 10-foot running start, the jaguar can long jump up to 25 feet. The jaguar can jump 10 feet vertically and can safely land twice that distance.','5e SRD','Special','D&D 5e',1),('Werejaguar','High Jumper (Jaguar form only)','With a 10-foot running start, the jaguar can long jump up to 25 feet. The werejaguar can jump 10 feet vertically and can safely land after a fall of twice that distance.','5e SRD','Special','D&D 5e',1),('Berserker','Hoard','Only have treasure type B when encountered in the wilderness.','OSE','Special','OSR',2),('Kender','Hoard','Only have treasure type B when encountered in the wilderness.','OSE','Special','OSR',2),('Kobold','Hoard','Only have treasure type J when encountered in the wilderness or in their lair.','OSE','Special','OSR',5),('Goblin','Hoard','Only have treasure type C when encountered in the wilderness or in their lair.','OSE','Special','OSR',6),('Nomad','Hoard','Only have treasure type A in the camp.','OSE','Special','OSR',7),('Tiyanak','Hobbling Gait','','d20web','Special (Ex)','d20',1),('Tiyanak','Hobbling Gait (Ex)','A tiyanak never takes penalties from being prone. It can move at full speed while prone, and can fly without standing.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Hobgoblin','Hobgoblin king and bodyguards','A 5HD (22hp) king and 1d4 4HD (3d6hp) bodyguards live in the hobgoblin lair. The king gains a +2 bonus to damage rolls. A thoul may sometimes be found among the king\'s bodyguards.','OSE','Special','OSR',1),('A-Mi-Kuk','Hold Breath','The a-mi-kuk can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('Addanc','Hold Breath','The addanc can hold its breath for 16 minutes.','5e SRD','Special','D&D 5e',1),('Akhlut','Hold Breath','The akhlut can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('Bukavac','Hold Breath','The bukavac can hold its breath for up to 20 minutes.','5e SRD','Special','D&D 5e',1),('Caiman','Hold Breath','The black caiman can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('Crocodile','Hold Breath','The crocodile can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('Eel','Hold Breath','The electric eel can hold its breath for 10 minutes.','5e SRD','Special','D&D 5e',1),('Hippocampus','Hold Breath','A hippocampus can hold its breath up to 15 minutes before it begins suffocation.','5e SRD','Special','D&D 5e',1),('Hydra','Hold Breath','The hydra can hold its breath for 1 hour.','5e SRD','Special','D&D 5e',1),('Kryt','Hold Breath','The kryt can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('Lizardfolk Defender','Hold Breath','The lizardfolk can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('Nian','Hold Breath','The nian can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('Octopus','Hold Breath','While out of water, the octopus can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('Otterfolk','Hold Breath','The otterfolk can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('Penguin','Hold Breath','The penguin can hold its breath for 20 minutes.','5e SRD','Special','D&D 5e',1),('Subek','Hold Breath','The subek can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('Trogodon','Hold Breath','The trogodon can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('Wereorca','Hold Breath','The wereorca can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('Whale','Hold Breath','The whale can hold its breath for 30 minutes.','5e SRD','Special','D&D 5e',1),('Boggard','Hold Breath','','d20web','Special (Ex)','d20',1),('Crocodile','Hold Breath','','d20web','Special (Ex)','d20',1),('Hippopotamus','Hold Breath','','d20web','Special (Ex)','d20',1),('Werecrocodile','Hold Breath (Crocodile or Hybrid Form Only)','The werecrocodile can hold its breath for 15 minutes.','5e SRD','Special','D&D 5e',1),('Boggard','Hold Breath (Ex)','A boggard can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Crocodile','Hold Breath (Ex)','A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dolphin','Hold Breath (Ex)','A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Narwhal','Hold Breath (Ex)','Narwhals are expert deep divers, and a narwhal can hold its breath a number of minutes equal to 2 times its Constitution score.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Jorogumo','hold monster','Innate, at will','5e SRD','Special','D&D 5e',1),('Shinigami','holy aura','Innate, at will','5e SRD','Special','D&D 5e',1),('Vampire','Holy symbols','If presented, will keep a vampire at bay (10\'). May attack wielder from another direction.','OSE','Special','OSR',16),('Dervish','Holy war','Occasionally wage war against other religious factions. Will slay people of different faith, or take them prisoner. Prisoners must convert; otherwise killed or used as slaves. Characters of Lawful alignment may be asked to join the holy war. Dervishes are highly suspicious of those who refuse (without good reason).','OSE','Special','OSR',6),('Killer Bee','Honey','Magical honey (around 2 pints) may be found in the hive. It heals 1d4 hit points if eaten (in its entirety).','OSE','Special','OSR',7),('Kirin','Hoof','Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Nuckelavee','Hoof','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Centaur','hoof','2 * hoof (1d6)','OSE','Action','OSR',1),('Pegasus','hoof','2 * hoof (1d6)','OSE','Action','OSR',1),('Unicorn','hoof','2 * hoof (1d8)','OSE','Action','OSR',1),('Camel','hoof','1 * hoof (1d4)','OSE','Action','OSR',2),('Horse','hoof','2 * hoof (1d4)','OSE','Action','OSR',2),('Horse','hoof','2 * hoof (1d6)','OSE','Action','OSR',3),('Horse','hoof','2 * hoof (1d4)','OSE','Action','OSR',4),('Isonade','Hooked Appendages (Ex)','An isonade gains a +4 circumstance bonus on combat maneuver checks to grapple. When using the Spring Attack feat, an isonade can attempt a grapple or drag combat maneuver in place of its melee attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tsuchinoko','Hoop Formation','The tsuchinoko bites its tail, forming a hoop with its body. While in hoop formation, the tsuchinoko has a walking speed of 60 feet and can\'t use its Leaping Bite. The tsuchinoko can end its Hoop Formation as a bonus action.','5e SRD','Action','D&D 5e',1),('Yann-An-Oed','Hoot (Recharges after a Short or Long Rest)','The yann-an-oed emits an owl-like hoot from a blowhole near the top of its head. Each creature within 120 feet that is able to hear the sound must succeed on a DC 12 Wisdom saving throw or return the hooting sound, if it can make noise. The yann-an-oed is able to unerringly track a creature that responds to its call for 1 hour, even if the creature is hidden by magic or on another plane of existence.','5e SRD','Action','D&D 5e',1),('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),('Buraq','Hooves','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.','5e SRD','Action','D&D 5e',1),('Catoblepas','Hooves','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Centaur','Hooves','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Collais','Hooves','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Gorgon','Hooves','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Horse','Hooves','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Karkadann','Hooves','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Lantern Goat','Hooves','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage','5e SRD','Action','D&D 5e',1),('Moose','Hooves','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Mule','Hooves','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Pegasus','Hooves','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Sarsaok','Hooves','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) fire damage.','5e SRD','Action','D&D 5e',1),('Singa','Hooves','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Unicorn','Hooves','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Warhorse','Hooves','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('White Stag','Hooves','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Zebra','Hooves','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Kirin','Hooves','','d20web','Special (Ex)','d20',1),('Bukavac','Hop','A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action.','5e SRD','Special','D&D 5e',1),('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),('Karkadann','Horn','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Ratatosk','Horn','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and if the target is a creature wearing wooden armor, carrying a wooden shield, or in possession of a wooden magic item that improves its AC, it must make a DC 13 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target\'s choice) magically deteriorates, taking a permanent and cumulative ?1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.','5e SRD','Action','D&D 5e',1),('Unicorn','Horn','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Narwhal','Horn','Is worth 1d6 * 1,000gp. Rumours say a narwhal\'s horn vibrates when evil is near.','OSE','Special','OSR',1),('Rhinoceros','horn','1 * horn (2d4)','OSE','Action','OSR',1),('Giant Horned Chameleon','horn','1 * tongue/bite (2d4), 1 * horn (1d6), 1 * tail (knock down)','OSE','Action','OSR',2),('Narwhal','horn','1 * horn (2d6)','OSE','Action','OSR',2),('Unicorn','horn','1 * horn (1d8)','OSE','Action','OSR',2),('Gargoyle','horn','1 * horn (1d4)','OSE','Action','OSR',3),('Chimera','Horns','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Gugalanna','Horns','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage and 14 (4d6) fire damage.','5e SRD','Action','D&D 5e',1),('Hodag','Horns','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Tarrasque','Horns','Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.','5e SRD','Action','D&D 5e',1),('Satyr','horns','1 (1d6+1)','d20web','Action','d20',1),('Vrykolakas','Horrid Visage (Su)','','d20web','Special (Su)','d20',1),('Grendel','Horrific Appearance','Any humanoid that starts its turn within 30 feet of the grendel and can see it form must make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the grendel is within line of sight, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the grendel\'s Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the grendel.','5e SRD','Special','D&D 5e',1),('Peryton','Horrific Critical','','d20web','Special (Ex)','d20',1),('Bunyip','Horrifying roar','A bunyip\'s roar is supernaturally loud and horrifying. When a bunyip roars, all hearing creatures within a 100-foot spread must succeed on a DC 14 Wisdom saving throw to avoid being deafened and frightened. A deafened creature can attempt a DC 14 Constitution saving throw at the end of each of its turns to end the effect. A frightened creature can attempt a DC 14 Wisdom saving throw at the end of each of its turns to end the effect. Whether or not the initial saving throw is successful, creatures in the area are immune to the roar of that bunyip for 24 hours.','5e SRD','Action','D&D 5e',1),('Nalfeshnee','Horror Nimbus (Recharge 5-6)','The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light 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 nalfeshnee\'s Horror Nimbus for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Galazon','Hover','Galazon can remain stationary in the air at an altitude of up to 100 feet. Any creatures directly underneath Galazon in a 20-foot-by-20-foot area must make DC 20 Dexterity saves or be knocked prone.','5e SRD','Action','D&D 5e',1),('Churr','Howl','A churr unleashes a frightening howl. Creatures within 60 feet of the churr must make a successful DC 10 Wisdom saving throw or become frightened for 1d6 x 10 minutes. A successful saving throw renders a character immune to the howling of churrs until after the character\'s next long rest.','5e SRD','Action','D&D 5e',1),('Roggenwolf','Howl (Recharge 5-6)','The roggenwolf lets loose a howl that can only be heard inside the minds of nearby creatures. Each creature within 30 feet of the roggenwolf that isn\'t an undead or a construct must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending both effects on itself on a success.','5e SRD','Action','D&D 5e',1),('Vanara','Howl (Recharge 5-6)','The vanara releases a sonorous howl in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn\'t deafened.','5e SRD','Action','D&D 5e',1),('Churr','Howl (Su)','','d20web','Special (Su)','d20',1),('Aasimar Redeemer','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','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),('Aphorite Sharpshooter','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),('Bloom Cultist','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),('Bone Warrior','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),('Changeling Exile','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),('City Guard Squadron','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),('Cleansed Cultist','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),('Dhampir Wizard','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),('Drelev Guard','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),('Duskwalker Ghost Hunter','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),('False Priestess','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('Gaetane','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),('Ganzi Martial Artist','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),('Gurgist Mauler','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),('Hellbound Attorney','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),('Hellknight Cavalry Brigade','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),('Ifrit Pyrochemist','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),('K. H. W.\'s Echo','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),('Kundal','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),('Manticore Paaridar','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),('Nkiruka','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),('Nosferatu Thrall','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),('Oaksteward Enforcer','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),('Oread Guard','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),('Pitax Warden','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),('Redacted, The Weaver In Dreams','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),('Sister Of The Bloodshot Eye','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),('Stag Lord Bandit','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),('Stone Ghost','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),('Suli Dune Dancer','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),('Sylph Sneak','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),('Takulu Ot','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),('The Looksee Man','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),('Thorn River Bandit','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),('Thresholder Disciple','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),('Thresholder Hermeticist','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),('Thresholder Mystic','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),('Tiefling Adept','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),('Tiger Lord','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),('Undine Hydromancer','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),('Wereant Disciple','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),('Wereant Poisoner','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),('Wereant Sentinel','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('Werebat','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('Werebear','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('Wereboar','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('Werecrocodile','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('Wererat','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('Weretiger','Human','A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.','fan json','Trait','Pathfinder 2e',1),('Werewolf','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),('Devil Swine','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('Werebear','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('Wereboar','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('Wererat','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('Weretiger','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('Werewolf','Human form','Have physical characteristics reminiscent of the associated animal type.','OSE','Special','OSR',1),('Aapoph Serpentfolk','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),('Aasimar Redeemer','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','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','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),('Aigamuxa','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','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','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),('Anadi Elder','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),('Anadi Fateweaver','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),('Anadi Hunter','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),('Anadi Lurker','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),('Anadi Sage','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),('Anadi Seeker','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),('Ancient Rivener','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),('Android Infiltrator','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),('Angheuvore Flesh-Gnawer','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),('Annis Hag','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),('Anugobu Apprentice','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),('Anugobu Wondercrafter','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),('Aphorite Sharpshooter','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','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),('Athach','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),('Avatar Of Walkena','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),('Azarketi Explorer','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),('Azer','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),('Belmazog','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','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),('Blood Hag','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),('Bloom Cultist','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),('Bloomborn Athach','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),('Boggard Cultist','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),('Boggard Hunter','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),('Boggard Scout','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),('Boggard Swampseer','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),('Boggard Warden','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),('Boggard Warrior','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),('Bone Prophet','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),('Bone Warrior','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),('Bugbear Thug','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),('Bugbear Tormentor','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),('Buso','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),('Caligni Caller','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),('Caligni Creeper','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),('Caligni Dancer','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),('Caligni Slayer','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),('Caligni Stalker','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),('Caligni Vanguard','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Calikang','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),('Catfolk Pouncer','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),('Cave Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Cavnakash','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),('Cecaelia Trapper','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),('Changeling Exile','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Charau-ka','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Charau-ka Acolyteof Angazhan','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Charau-ka Butcher','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Charau-ka Dragon Priest','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Charau-ka Warrior','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),('City Guard Squadron','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),('Cleansed Cultist','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),('Cloud Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Coil Spy','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Cyclops','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Cyclops Bully','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),('Danava Titan','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),('Darg','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Deep Gnome Rockwarden','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),('Deep Gnome Scout','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),('Deep Gnome Warrior','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),('Dero Magister','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),('Dero Stalker','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),('Dero Strangler','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),('Desert Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Dhampir Wizard','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Doppelganger','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),('Dragonstorm Fire Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Drelev Guard','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),('Drow Fighter','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),('Drow Hunter','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),('Drow Priestess','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),('Drow Rogue','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),('Drow Shootist','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),('Drow Warden','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),('Duergar Bombardier','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),('Duergar Sharpshooter','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),('Duergar Taskmaster','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),('Duskwalker Ghost Hunter','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),('Elysian Titan','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),('Etioling Blightmage','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),('Ettin','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Eunemvro','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),('Faceless Butcher','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),('False Priestess','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),('Fetchling Scout','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),('Fire Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Fire Yai','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Flying Mountain Kaminari','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),('Frost Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Gaetane','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),('Ganzi Martial Artist','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),('Ghoran Manipulator','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),('Ginjana Mindkeeper','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),('Gnoll Cultist','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),('Gnoll Hunter','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),('Gnoll Sergeant','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),('Goblin Commando','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),('Goblin Pyro','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),('Goblin War Chanter','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),('Goblin Warrior','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),('Grave Hag','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),('Graylok Ambusher','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),('Graylok Artillerist','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),('Graylok Gatebreaker','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),('Great Cyclops','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Green Hag','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Grendel','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),('Grioth Cultist','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),('Grioth Scout','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Grippli Archer','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Grippli Greenspeaker','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Grippli Jinxer','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Grippli Scout','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Grippli Skirmisher','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),('Gromog','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),('Grouloop','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),('Gurgist Mauler','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),('Halbrux Far-Sight','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Harpy','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),('Headless Xulgath','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),('Hegremon','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),('Hellbound Attorney','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),('Hellknight Cavalry Brigade','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),('Hill Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Hill Giant Butcher','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),('Hobgoblin Archer','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),('Hobgoblin General','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),('Hobgoblin Soldier','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Hobji','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),('Hooklimb Xulgath','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),('Ice Yai','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Ifrit Pyrochemist','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),('Ikeshti Brood-Minder','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),('Iron Taviah','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),('Jaggedbriar Hag','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),('Jitterbone Contortionist','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),('Jorogumo','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),('Jurgrindor','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),('Jyoti','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),('K. H. W.\'s Echo','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),('Kaava Stalker','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),('Kallas Devil','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),('Kargstaad','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),('Kargstaad\'s Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Kerinza','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),('King Merlokrep','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),('Kirosthrek','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),('Kitsune Trickster','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),('Kob Moleg','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),('Kobold Dragon Mage','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),('Kobold Scout','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),('Kobold Tunnelrunner','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),('Kobold Warrior','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),('Kovintus Geomancer','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),('Krampus','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),('Krampus Celebrant','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),('Kundal','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),('Laruhao','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),('Lickweed','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),('Lifeleecher Brawler','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),('Lizardfolk Defender','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),('Lizardfolk Scout','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),('Lizardfolk Stargazer','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),('Lizardfolk Warrior','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),('Locathah Hunter','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),('Maftet Guardian','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),('Malarunk','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),('Manticore Paaridar','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),('Marsh Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Medusa','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),('Merfolk Warrior','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),('Merfolk Wavecaller','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),('Minotaur','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),('Moon Hag','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),('Morlock','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),('Morlock Cultist','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),('Morlock Engineer','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),('Morlock Scavenger','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),('Munavri Spellblade','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),('Mutant Gnoll Hulk','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),('Nagaji Soldier','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),('Narlynark','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),('Necromancer Troop','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),('Night Hag','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),('Nkiruka','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),('Nosferatu Thrall','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),('Oaksteward Enforcer','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),('Ogre Boss','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),('Ogre Glutton','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),('Ogre Hurler','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),('Ogre Warrior','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),('Onidoshi','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),('Orc Brute','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),('Orc Warchief','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),('Orc Warrior','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),('Oread Guard','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),('Palace Skelm','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),('Phomandala','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),('Pitax Warden','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),('Plague Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Popobawa','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),('Pygmy Kaava','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),('Qormintur','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),('Rancorous Priesthood','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),('Ratajin Mastermind','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),('Ratfolk Grenadier','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),('Ravenile','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),('Redacted, The Weaver In Dreams','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),('Relictner Eroder','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),('Rokurokubi','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),('Rune Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Rust Hag','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),('Rusty Mae','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),('Sabosan','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),('Sahni Bride-Of-The-Sea','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),('Samsaran Anchorite','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),('Sarvel Ever-Hunger','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),('Sasquatch','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),('Saurian Warmonger','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),('Saurian Worldwatcher','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),('Sea Devil Baron','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),('Sea Devil Brute','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),('Sea Devil Scout','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),('Sea Hag','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),('Sepoko','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),('Serpentfolk Granitescale','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),('Serpentfolk Venom Caller','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),('Shabti Redeemer','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),('Shabti Slayer','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),('Shabti Votary','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),('Shadern Immolator','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),('Shadow Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Shadow Yai','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Shianshi Waymaker','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),('Shobhad Enforcer','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),('Shobhad Sniper','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),('Shoony Hierarch','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),('Shoony Militia Member','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),('Shoony Tiller','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),('Shrine Skelm','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),('Sister Of The Bloodshot Eye','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),('Skarja','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),('Skeletal Hellknight','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),('Skulk','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),('Skum','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),('Slana','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),('Sludgespine Killers','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),('Smog Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Soul Skelm','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),('Spriggan Bully','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),('Spriggan Warlord','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),('Stag Lord Bandit','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),('Stheno Harpist','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),('Stone Ghost','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),('Stone Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Storm Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Storm Hag','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),('Street Skelm','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),('Strix Kinmate','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),('Suli Dune Dancer','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Sumbreiva','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),('Sylph Sneak','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),('Taiga Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Taiga Yai','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Takulu Ot','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),('Tengu Sneak','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),('Tenome','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),('Terwa Chosen','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),('Terwa Prodigy','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),('Terwa Star Reader','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),('Thanatotic Titan','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),('The Knurly Witch','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),('The Vanish Man','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Thessekka','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),('Thorn River Bandit','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),('Thresholder Disciple','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),('Thresholder Hermeticist','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),('Thresholder Mystic','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),('Tiefling Adept','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),('Tiger Lord','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),('Tomb Giant','Humanoid','Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.','fan json','Trait','Pathfinder 2e',1),('Triton','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),('Tulvak','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),('Umasi','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),('Undine Hydromancer','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),('Urdefhan Blood Mage','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),('Urdefhan Death Scout','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),('Urdefhan Dominator','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),('Urdefhan High Tormentor','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),