('Ychen Bannog','Overrun','When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature\'s space as difficult terrain. As it moves through the creature\'s space, the ychen bannog can make a stomp attack as a bonus action.','5e SRD','Special','D&D 5e',1),('Ferrous Giant','Oversized Weapon Use','','d20web','Special (Ex)','d20',1),('Muhuru','Overwhelm','','d20web','Special (Ex)','d20',1),('Cthulhu','Overwhelming Mind','Cthulhu\'s mind is overwhelming in its power and alien structure. He is immune to any effect that would sense his emotions or read his thoughts, and divination spells. This even foils wish spells and spells or effects of similar power used to affect his mind or gain information. The first time a creature other than a fiend or aberration makes mental contact with Cthulhu, it must succeed at a DC 27 Wisdom saving throw or contract indefinite madnessSRD. On a successful save, the creature cannot take reactions and can make either an action or a bonus action (not both) for 1 round; creatures that are immune to being stunned are unaffected. This effect can occur whether Cthulhu initiates mental contact (such as via a dream, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or dominate monster). Once a creature is exposed to Cthulhu\'s overwhelming mind, it is immune to this effect for 24 hours.','5e SRD','Special','D&D 5e',1),('Swamp Troll','Overwhelming Stench','Creatures that start their turn or move within 5 feet of the swamp troll must succeed on a DC 15 Constitution saving throw or become poisoned. The creature can repeat the saving throw at the start of each of their turns, ending the effect on itself on a success. If the creature stays at least 10 feet away from the swamp troll for an entire round they automatically succeed on saving throws to end the effect. After a successful saving throw, a creature is immune to the swamp troll\'s stench for 24 hours.','5e SRD','Special','D&D 5e',1),('Bhole','Overwhelming Strength','A bhole always applies 1-1/2 times its Strength modifier on all weapon attacks and the critical multiplier of each of its weapon attacks is increased by one step (included in its attack options).','5e SRD','Special','D&D 5e',1),('Bhole','Overwhelming Strength','','d20web','Special (Ex)','d20',1),('Bhole','Overwhelming Strength (Ex)','A bhole always applies 1-1/2 times its Strength modifier on all natural weapon attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Karina','Owl Form','As a bonus action when under moonlight, a Karina can transform either into or from owl form. In owl form, the karina gains fly 60 ft. and natural attacks (see below).','5e SRD','Special','D&D 5e',1),('Manticore Paaridar','Paaridar','A paaridar is a humanoid who has gained physical aspects and abilities of a powerful beast through corrupted magical rituals.','fan json','Trait','Pathfinder 2e',1),('Myconid','Pacifying 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 fall prone and unconscious for 1 minute.','5e SRD','Action','D&D 5e',1),('Rat','Pack','Each group of 5-10 rats attacks as a pack. Each pack makes a single attack roll against one creature.','OSE','Special','OSR',5),('Merchant','Pack animals','1d12 extra horses, mules, or camels.','OSE','Special','OSR',7),('Akhlut','Pack Tactics','The akhlut has advantage on attack rolls against a creature if at least one of the akhlut\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Baboon','Pack Tactics','The baboon has advantage on an attack roll against a creature if at least one of the baboon\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Burrowling','Pack Tactics','The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that\'s capable of attacking.','5e SRD','Special','D&D 5e',1),('Compsognathus','Pack Tactics','The compsognathus has advantage on attack rolls against a creature if at least one of the compsognathus\' allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Death Vulture','Pack Tactics','The vulture has advantage on attack rolls against a creature if at least one of the vulture\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Hyena','Pack Tactics','The hyena has advantage on an attack roll against a creature if at least one of the hyena\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Ice Bogie','Pack Tactics','The bogie has advantage on attack rolls against a creature if at least one of the bogie\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Jackal','Pack Tactics','The jackal has advantage on an attack roll against a creature if at least one of the jackal\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Jackalwere','Pack Tactics','Sebtef has advantage on an attack roll against a creature if at least one of Sebtef\'s allies is within five feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Lion','Pack Tactics','The lion has advantage on an attack roll against a creature if at least one of the lion\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Mane','Pack Tactics','The mane has advantage on an attack roll against a target if at least one of the mane\'s allies is within five feet of the mane and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Mngwa','Pack Tactics','The mngwa has advantage on attack rolls against a creature if at least one of the mngwa\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Okiti','Pack Tactics','The okiti swashbuckler has advantage on an attack roll against a creature if at least one of the okiti swashbuckler\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Otterfolk','Pack Tactics','The otterfolk has advantage on attack rolls against a creature if at least one of the otterfolk\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Ratfolk','Pack Tactics','The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Shantak','Pack Tactics','The shantak has advantage on attack rolls against a creature if at least one of the shantak\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Sunset Raptor','Pack Tactics','The sunset raptor has advantage on attack rolls against a creature if at least one of the raptor\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Terror Bird','Pack Tactics','The terror bird has advantage on attack rolls against a creature if at least one of the bird\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Vulture','Pack Tactics','The vulture has advantage on an attack roll against a creature if at least one of the vulture\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Wako','Pack Tactics','The wako has advantage attack rolls if at least one of its wako allies is within 5 feet of its target and isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Wereorca','Pack Tactics','The wereorca has advantage on attack rolls against a creature if at least one of the wereorca\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Wolf','Pack Tactics','The alpha wolf has advantage on an attack roll against a creature if at least one of the alpha wolf\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Ratfolk','Packing Heat','If the ratfolk mercenary moves at least 10 feet straight toward a target and then hits it with a shortsword attack on the same turn, the mercenary can make one dart attack against another target within 20 feet as a bonus action without disadvantage.','5e SRD','Special','D&D 5e',1),('Bugbear','Padded Feet','The bugbear warrior has advantage on Dexterity (Stealth) checks to move silently.','5e SRD','Special','D&D 5e',1),('Bandersnatch','Pain','','d20web','Special (Ex)','d20',1),('Howler','Pain','','d20web','Special (Ex)','d20',1),('Kamaitachi','Pain','','d20web','Special (Ex)','d20',1),('Bandersnatch','Pain (Ex)','Whenever a creature takes damage from a bandersnatch\'s tail slap attack, quills, or quill defense, that creature must make a DC 28 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim. The save DC is Dexterity-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Star Drake','Pale Sparks','The drake casts faerie fire or moonbeam.','5e SRD','Action','D&D 5e',1),('Maenad','Panacea (3/Day)','The maenad removes poisoned or one level of exhaustion from a creature it touches.','5e SRD','Action','D&D 5e',1),('Mummy','Paralyse with terror','Anyone seeing a mummy must save versus paralysis or be paralysed with terror. Paralysis is broken if the mummy attacks or goes out of sight.','OSE','Special','OSR',1),('Carcass Crawler','Paralysis','A hit by a tentacle causes paralysis for 2d4 turns (save versus paralysis). Paralysed victims will be devoured, if the crawler is left in peace.','OSE','Special','OSR',1),('Ghoul','Paralysis','For 2d4 turns (save versus paralysis). Elves and creatures larger than ogres are unaffected. After paralysing a target, ghouls will attack others.','OSE','Special','OSR',1),('Thoul','Paralysis','Successful attacks cause paralysis for 2d4 turns (save versus paralysis negates). Elves and creatures larger than ogres are unaffected. After paralysing a target, thouls will attack others.','OSE','Special','OSR',1),('Gelatinous Cube','Paralysis','For 2d4 turns (save versus paralysis).','OSE','Special','OSR',2),('Slorath','Paralysis (Su)','','d20web','Special (Su)','d20',1),('Nabasu','Paralysis Aura (1/day)','As a bonus action, the nabasu releases a cloud of magical energy that can paralyze its foes. This cloud fills a 10-foot cube, and all creatures within that cube must succeed at a DC 17 Constitution saving throw or become paralyzed for one minute. A paralyzed creature may 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),('Aranea','Paralytic Poison','The poisoned creature has tactical disadvantage on attack rolls and ability checks. At the end of each of its turns, the poisoned creature must attempt a Con saving throw. On a result of 16 or higher, the poisoned condition ends and the character becomes immune to this aranea\'s poison. On a result of 11-15, the poisoned condition continues. On a result of 10 or lower, the creature becomes paralyzed and no more saving throws are needed. Paralysis lasts for 1 hour or until the poison is neutralized.','5e SRD','Action','D&D 5e',1),('Chuul','Paralytic Tentacles (Ex)','A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul\'s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature\'s mandibles.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Silver Dragon','Paralyzing Breath','The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Thanadaemon','Paralyzing Gaze','The thanadaemon fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\'s saving throw is successful or the effect ends for it, the target is immune to the thanadaemon\'s gaze for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Slorath','Paralyzing Gaze (Su)','','d20web','Special (Su)','d20',1),('Peuchen','Paralyzing Poison','A creature hit by the peuchen\'s bite attack must succeed a DC 17 Constitution saving throw or be paralyzed until the peuchen\'s next turn. A creature that fails its saving throw is also poisoned for 1 minute.','5e SRD','Special','D&D 5e',1),('Drow','Parry','The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.','5e SRD','Reaction','D&D 5e',1),('Marilith','Parry','The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.','5e SRD','Action','D&D 5e',1),('Toad King','Parry (Human and True Form Only)','The Toad King adds 4 to his AC against one melee attack that would hit him. To do so, the Toad King must see the attacker and be wielding a melee weapon.','5e SRD','Reaction','D&D 5e',1),('Snallygaster','Parry Spell','If the snallygaster succeeds on a saving throw against a spell of 5th level or lower that targets only the snallygaster, the spell has no effect. If the snallygaster succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.','5e SRD','Reaction','D&D 5e',1),('Barghest','Pass without Trace','A barghest in wolf form can use pass without trace, at will, as a spell-like ability. This ability does not require an action, nor does it require components.','5e SRD','Special','D&D 5e',1),('Terror Bird','Passing Bite','Terror birds who move at least 20 feet straight toward a target have advantage on the next attack roll against that target.','5e SRD','Special','D&D 5e',1),('Aatxe','Paw the Earth','The aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the aatxe\'s Paw the Earth for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Ychen Bannog','Peaceful Creature','The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check.','5e SRD','Special','D&D 5e',1),('Titanothere','Peaceful grazers','Will not attack if left alone.','OSE','Special','OSR',1),('Ravenfolk','Peck','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Grimslake','Penetrating Jaws (Su)','A grimslake\'s bite attack penetrates cold iron and silver damage reduction.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bebilith','Penetrating Strike (Su)','A bebilith\'s natural weapons are treated as chaotic and magical for the purposes of penetrating damage reduction. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nekomata','Perfect Copy (Su)','','d20web','Special (Su)','d20',1),('Vrykolakas','Pestilent Aura (Su)','','d20web','Special (Su)','d20',1),('Baba Yaga','Pestle Slap','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (6d8 + 4) bludgeoning damage. The target must succeed on a DC 20 Constitution saving throw or have disadvantage on concentration checks until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Petitioner','Petitioner','Petitioners are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane. ','fan json','Trait','Pathfinder 2e',1),('Cockatrice','Petrification','A cockatrice\'s bite causes flesh to calcify and harden-multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice\'s bite attack, it must succeed on a Death save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature\'s natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice\'s bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)-but after a petrified creature fails three of these Death saves in a row, the petrified state becomes permanent.','aquilae','Special','OSR',1),('Cockatrice','Petrification','Anyone touched is turned to stone (save versus petrify).','OSE','Special','OSR',1),('Medusa','Petrification','Anyone who looks at an undisguised medusa will be turned to stone (save versus petrify).','OSE','Special','OSR',2),('Cockatrice','Petrification (Su)','A cockatrice\'s bite causes flesh to calcify and harden-multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice\'s bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature\'s natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice\'s bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)-but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Gorgon','Petrifying breath','Cloud 60\' long, 10\' wide. All in the cloud are turned to stone (save versus petrify to avoid). Unharmed by own breath.','OSE','Special','OSR',2),('Gorgon','Petrifying Breath (Recharge 5-6)','The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.','5e SRD','Action','D&D 5e',1),('Medusa','Petrifying Gaze','When a creature that can see the greater medusa\'s eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 17 Constitution saving throw if the medusa isn\'t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. 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 medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the greater medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.','5e SRD','Special','D&D 5e',1),('Medusa','Petrifying Gaze (Su)','Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Basilisk','Petrifying Glare (Recharge 4-6)','The basilisk whelp glares at a target within 60 feet that it can see. The target must succeed on a DC 12 Constitution saving throw or turn to stone, becoming petrified until the start of the basilisk\'s next turn.','5e SRD','Action','D&D 5e',1),('Hellhound','Pets','Sometimes found with other creatures with an affinity for fire.','OSE','Special','OSR',4),('Neanderthal','Pets','Sometimes keep white apes as pets (see Ape, White).','OSE','Special','OSR',4),('Cloudsplitter','Phantom','A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead.','fan json','Trait','Pathfinder 2e',1),('Phantom Beast','Phantom','A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead.','fan json','Trait','Pathfinder 2e',1),('Phantom Knight','Phantom','A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead.','fan json','Trait','Pathfinder 2e',1),('Phantom Fungus','Phantom Flesh (Su)','As a move action, a phantom fungus can turn invisible as if using greater invisibility (caster level 4th). A moment after it attacks with invisibility, the creature appears briefly as a semi-transparent version of its normal self. This allows any viewer with line of sight to the phantom fungus to pinpoint its location at the time of the attack (though if the creature moves after it attacks, opponents have to pinpoint it again). An opponent can ready an action to strike at the fungus when it momentarily appears, in which case the creature only has concealment instead of invisibility (20% miss chance). The fungus can turn completely visible as a move action, though it normally remains invisible all the time. If killed while invisible, it becomes visible 1d4 minutes later.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Rakshasa','Phantom Image','As a bonus action, the raja creates an illusion of an exact duplicate of itselfAs long as the phantom image is active, melee and ranged attacks against the raja have tactical disadvantage. The effect ends when the raja is hit by an attack.','5e SRD','Special','D&D 5e',1),('Hypnalis','Phasing (Su)','A hypnalis can shift from the Ethereal Plane to the Material Plane as a free action and shift back again as a move action (or part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mezzalorn','Pheromones','When reduced to half or less of its maximum hit points, the mezzalorn releases a cloud of pheromones that excite the natural aggression of its kind, granting advantage on all attack rolls to any mezzalorn within 50 feet.','5e SRD','Special','D&D 5e',1),('Ulnorya','Photoadaptive Hide','If the ulnorya didn\'t move on its previous turn, it is invisible.','5e SRD','Special','D&D 5e',1),('Irid','Photographic Memory','The irid can perfectly recall anything it has seen or heard in the last month.','5e SRD','Special','D&D 5e',1),('Leviathan','Pierce Immunities','','d20web','Special (Ex)','d20',1),('Kongamato','Piercing Beak','The kongamato deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Kongamato','Piercing Beak','','d20web','Special (Ex)','d20',1),('Kongamato','Piercing Beak (Ex)','A kongamato\'s beak is extremely hard and adept at breaking objects. When attempting to damage an item, a kongamato\'s beak attack does double damage and is treated as if it were adamantine for the purposes of overcoming the object\'s hardness.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kongamato','Piercing Screech (Costs 3 Actions)','This option is only available if the kongamato\'s thunder breath is available. The kongamato may use its breath weapon which becomes a focused beam of sound shattering objects in a 100-foot line, 5 feet wide. The attack ignores damage thresholds of objects, all objects in the area are damaged by the attack and on a failed save worn items are damaged - armor AC is reduced by 1, weapon damage is reduced by 1 also. If an items AC is reduced to 10 or a weapons damage is reduced to 0 (or less) it is destroyed. This damage can be repaired at the GM\'s discretion.','5e SRD','Legendary Action','D&D 5e',1),('Bard','Pike','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing. If the bear rider is mounted and moves at least 10 feet in a straight line immediately before attacking they gain a +5 bonus to the attack\'s damage roll.','5e SRD','Action','D&D 5e',1),('Centaur','Pike','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Wharfling','Pilfer','A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action against a DC equal to 10 + the grappled target\'s Dexterity modifier. On a successful check, the wharfling steals a small metallic object from the target, and the theft is unnoticed if the check result equals or exceeds the target\'s passive Perception. A wharfling flees with its treasure.','5e SRD','Action','D&D 5e',1),('Lesser Efreeti','Pillar of flame','Transform into a column of fire for up to 3 rounds. Flammable items within 5\' are ignited. Attacks do additional 1d8 damage (3d8 total).','OSE','Special','OSR',3),('Chuul','Pincer','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn\'t have two other creatures grappled.','5e SRD','Action','D&D 5e',1),('Dragon Crab','Pincer','Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). The dragon crab has two pincers, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('Glabrezu','Pincer','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('Juggernaut','Pincer','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Monstrous Crayfish','Pincer','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage and the target is grappled (escape DC 15).','5e SRD','Action','D&D 5e',1),('Giant Crab','pincer','2 * pincer (2d6)','OSE','Action','OSR',1),('Dragon Crab','Pincer (Costs 2 Actions)','The dragon crab performs two pincer attacks or uses Crush on up to two creatures it already has grappled.','5e SRD','Legendary Action','D&D 5e',1),('Crabman','Pincers','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the crabman doesn\'t have another creature grappled already. The target is restrained until the grapple ends.','5e SRD','Action','D&D 5e',1),('Baba Yaga','Pinch','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Sea Snake','Pinprick bite','50% chance of going unnoticed.','OSE','Special','OSR',1),('Satyr','Pipes (Su)','A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes\' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr\'s other spell-like abilities as normal. The satyr\'s use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Satyr','Pipes (Su)','','d20web','Special (Su)','d20',1),('Ramidreju','Pit Digger','','d20web','Special (Ex)','d20',1),('Ramidreju','Pit Digger (Ex)','A ramidreju can dig a 20-foot-deep pit in normal ground or soft earth (not solid stone) and cover it with branches, grass, and twigs. This pit is identical to a CR 1 pit trap. It takes a ramidreju 4 hours to dig a pit, though the creature is not required to complete all the digging in the same day.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shalkeshka','Pit Surge','','d20web','Special (Ex)','d20',1),('Niutomi','Pitchfork','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) radiant damage or 18 (4d8) radiant damage against undead.','5e SRD','Action','D&D 5e',1),('Aridni','Pixie Bow','Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Bandersnatch','Planar Acclimation','','d20web','Special (Ex)','d20',1),('Jubjub Bird','Planar Acclimation','','d20web','Special (Ex)','d20',1),('Leviathan','Planar Acclimation','','d20web','Special (Ex)','d20',1),('Bandersnatch','Planar Acclimation (Ex)','A bandersnatch is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Jubjub Bird','Planar Acclimation (Ex)','A jubjub bird is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mogrl','plane shift','7th level (1 slot)','5e SRD','Special','D&D 5e',1),('Amaru','Plane Shift (1/Day)','The amaru and up to one willing rider travel to the Ethereal Plane, the Elemental Plane of Air or Earth, or back to the material plane. The amaru magically teleports to a general location it chooses, or to a teleportation circle sigil known to it.','5e SRD','Action','D&D 5e',1),('Moon Dog','Plane Shift (Sp)','A moon dog can enter the Astral Plane, Ethereal Plane, or Material Plane as a standard action, as if using plane shift (caster level 12th).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Xill','Planewalk','','d20web','Special (Ex)','d20',1),('Xill','Planewalk (Su)','A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can take a single willing or helpless creature with it when it switches planes.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Adult Forest Dragon','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Ancient Forest Dragon','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Arboreal Archive','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Arboreal Reaper','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Arboreal Regent','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Arboreal Tar Tree','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Arboreal Warden','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Assassin Vine','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Awakened Tree','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Bargott','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Blodeuwedd','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Bloodlash Bush','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Bloom Of Lamashtu','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Cactus Leshy','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Calathgar','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Canopy Elder','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Counteflora','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Dezullon','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Dimari-Diji','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Drainberry Bush','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Dryad','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Dryad Queen','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Fetch Behemoth','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Fetch Stalker','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Flytrap Leshy','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Gathlain Wanderer','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Ghoran Manipulator','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Giant Flytrap','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Gourd Leshy','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Green Man','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Immense Mandragora','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Kilia Mwibo','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Leaf Leshy','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Mandragora','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Mandragora Swarm','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Moonflower','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Overgrown Viper Vine','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Risen Fetch','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Sard','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Scythe Tree','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Seaweed Leshy','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Shambler','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Snapping Flytrap','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Stinkweed Shambler','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Storm-Struck Arboreal','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Sunflower Leshy','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Ta\'apundo','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Tendriculos','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Tree That Weeps','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Twigjack','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Vine Lasher','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Vine Leshy','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Viper Vine','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Wemmuth','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Yellow Musk Brute','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Yellow Musk Creeper','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Yellow Musk Thrall','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Young Forest Dragon','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Zomok','Plant','Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.','fan json','Trait','Pathfinder 2e',1),('Tsuchinoko','Plant Camouflage','The tsuchinoko has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.','5e SRD','Special','D&D 5e',1),('Alchemical Skunk','Pleasant Mist','The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Wereraven','Plunging Attack','If the wereraven is flying, and dives at least 30 feet straight toward a creature and then hits it with a talons attack, the target must succeed on a DC 10 Dexterity saving throw, or become blinded for 1 minute. Any effect that restores hit points also removes this blindness.','5e SRD','Special','D&D 5e',1),('Moonflower','Pod Spawn','When a Small or larger creature is killed and digested by a pod prison (see the bite attack, below), the pod transforms the remains into an adult moonflower with full hit points after 1d4 hours. The newly-formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creatureï¿1/2s equipment remains inside the new moonflower and can be retrieved by killing it.','5e SRD','Special','D&D 5e',1),('Iron Cobra','Poison','The iron cobra contains enough venom for three attacks. After that, it does not deal the poison damage listed in its bite attack.','5e SRD','Special','D&D 5e',1),('Peluda','Poison','(Ex) Quill-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Aranea','Poison','','d20web','Special (Ex)','d20',1),('Ceru','Poison','','d20web','Special (Ex)','d20',1),('Chelicerae','Poison','','d20web','Special (Ex)','d20',1),('Couatl','Poison','','d20web','Special (Ex)','d20',1),('Cytillipede','Poison','','d20web','Special (Ex)','d20',1),('Doru Div','Poison','','d20web','Special (Ex)','d20',1),('Drider','Poison','','d20web','Special (Ex)','d20',1),('Ettercap','Poison','','d20web','Special (Ex)','d20',1),('Ghawwas Div','Poison','','d20web','Special (Ex)','d20',1),('Giant Bumblebee','Poison','','d20web','Special (Ex)','d20',1),('Guardian Naga','Poison','','d20web','Special (Ex)','d20',1),('Homunculus','Poison','','d20web','Special (Ex)','d20',1),('Jorogumo','Poison','','d20web','Special (Ex)','d20',1),('Medusa','Poison','','d20web','Special (Ex)','d20',1),('Nereid','Poison','','d20web','Special (Ex)','d20',1),('Octopus','Poison','','d20web','Special (Ex)','d20',1),('Purple Worm','Poison','','d20web','Special (Ex)','d20',1),('Reefclaw','Poison','','d20web','Special (Ex)','d20',1),('Serpentfolk','Poison','','d20web','Special (Ex)','d20',1),('Shriezyx','Poison','','d20web','Special (Ex)','d20',1),('Spirit Naga','Poison','','d20web','Special (Ex)','d20',1),('Uraeus','Poison','','d20web','Special (Ex)','d20',1),('Vishap','Poison','','d20web','Special (Ex)','d20',1),('Manifestation Of Dahak','Poison','An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.','fan json','Trait','Pathfinder 2e',1),('Giant Black Widow','Poison','Causes death in 1 turn (save versus poison).','OSE','Special','OSR',1),('Giant Centipede','Poison','Causes victims to become horribly sick for ten days (save versus poison): no physical activity possible except half speed movement.','OSE','Special','OSR',1),('Tarantella','Poison','Save vs poison or dance for 2d6 turns (suffering from painful, jerking spasms that resemble a macabre dance).','OSE','Special','OSR',1),('Wyvern','Poison','Causes death (save vs poison).','OSE','Special','OSR',1),('Giant Rattler','Poison','Causes death in 1d6 turns (save versus poison).','OSE','Special','OSR',2),('Giant Scorpion','Poison','Causes death (save vs poison).','OSE','Special','OSR',2),('Purple Worm','Poison','Causes death (save vs poison).','OSE','Special','OSR',2),('Sea Snake','Poison','Slow acting: effects felt after 1d4+2 turns. Save vs poison or die 1 turn later. At this point, the neutralize poison spell has a 25% chance of not working.','OSE','Special','OSR',2),('Spitting Cobra','Poison','Causes death in 1d10 turns (save versus poison).','OSE','Special','OSR',2),('Giant Rockfish','Poison','Causes death (save vs poison).','OSE','Special','OSR',3),('Killer Bee','Poison','Causes death (save vs poison).','OSE','Special','OSR',3),('Pit Viper','Poison','Causes death (save vs poison).','OSE','Special','OSR',3),('Crab Spider','Poison','Causes death in 1d4 turns (save versus poison with a +2 bonus).','OSE','Special','OSR',4),('Medusa','Poison','The snakes\' bites are venomous: save versus poison or die in 1 turn.','OSE','Special','OSR',5),('Julunggali','Poison (Ex or Su)','A julunggali has three different poisons. Each time it bites, it decides which poison to inject.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Aghasura','Poison (Ex)','Bite or weapon-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Compsognathus','Poison (Ex)','Bite-injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Couatl','Poison (Ex)','Injury-bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cytillipede','Poison (Ex)','Bite-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Dex, dazed, and the effects of memory lapse; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dagon','Poison (Ex)','Breath weapon-contact; save Fort DC 41; frequency 1/round for 6 rounds; effect 1d6 Con drain and confused for 1 round; cure 3 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Drider','Poison (Ex)','Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ettercap','Poison (Ex)','Bite-injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Homunculus','Poison (Ex)','Bite-injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Iron Cobra','Poison (Ex)','An iron cobra\'s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used.Black Adder Venom: Bite-injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Jorogumo','Poison (Ex)','Bite-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Maenad','Poison (Ex)','Bite-injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Medusa','Poison (Ex)','Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nycar','Poison (Ex)','Bite-injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d4 acid and 1 Con damage; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Octopus','Poison (Ex)','Bite-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Pazuzu','Poison (Ex)','Sting-injury; save Fort DC 43; frequency 1/round for 6 rounds; effect 1d6 Wisdom drain and nauseated; cure 3 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Peuchen','Poison (Ex)','Bite-injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Phase Spider','Poison (Ex)','Bite-injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Purple Worm','Poison (Ex)','Sting-injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Quasit','Poison (Ex)','Claw-injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Seps','Poison (Ex)','Bite-injury; save Fort DC 22; frequency 1/round for 10 rounds; effect 1d8 acid damage and 1d4 Con drain; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Uraeus','Poison (Ex)','Bite or breath weapon-contact or injury; save Fort DC 15; frequency 1/round for 2 rounds; initial effect blinded and paralyzed for 1 round; secondary effect blinded for 2d4 rounds; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Viper','Poison (Ex)','Bite-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vishap','Poison (Ex)','Bite or poisoned blood-contact or injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wyvern','Poison (Ex)','Sting-injury; save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yamaraj','Poison (Ex)','Bite-injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d4 Dex drain; cure 3 consecutive saves.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Hypnalis','Poison (Su)','If a hypnalis poisons an ethereal creature while on the Ethereal Plane (including creatures under the effects of spells or effects that grant etherealness such as ethereal jaunt), the creature is immediately forced onto the Material Plane and takes the specified Constitution damage. Creatures on the Material Plane are affected by this poison as normal.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vargouille','Poison (Su)','Bite-injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kezai','Poison Barb','Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, the creature takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn\'t poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While poisoned in this way, the creature takes 3 (1d6) poison damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('Catoblepas','Poison Breath','(recharge 5-6)The catoblepas exhales its horrid, stinking breath in a 60-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 63 (14d8) poison damage. The target dies if reduced to 0 hit points by this breath.','5e SRD','Action','D&D 5e',1),('Green Dragon','Poison Breath (Recharge 5-6)','The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Hydra','Poison Breath (Recharge 5-6)','The dragon exhales poison in a 60-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Iron Golem','Poison Breath (Recharge 6)','The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Wirbeln Fungi','Poison Dart','Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it must make a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Ningyo','Poison Flesh (Ex)','Any creature that bites a ningyo or swallows any part of it becomes poisoned.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Alchemical Skunk','Poison Fog','The skunk excretes a foul-smelling purple fog around itself until the start of its next turn. Each creature that starts its turn within 20 feet of the skunk must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn.','5e SRD','Action','D&D 5e',1),('Tatzlwyrm','Poison Gasp (Ex)','A tatzlwyrm\'s breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim\'s face. A tatzlwyrm must begin its turn grappling to use this ability-it can\'t begin a grapple and use its poison gasp in the same turn.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Robber Fly','Poison immunity','Unharmed by killer bees\' poison.','OSE','Special','OSR',2),('Cave Locust','Poison immunity','Immune to yellow mould and most poisons, due to their habit of eating fungi.','OSE','Special','OSR',5),('Wirbeln Fungi','Poison Needle','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Drow','Poison Use','','d20web','Special (Ex)','d20',1),('Sprite','Poison Use','','d20web','Special (Ex)','d20',1),('Vishap','Poisoned Blood','','d20web','Special (Ex)','d20',1),('Vishap','Poisoned Blood (Ex)','Any creature that comes into contact with a vishap\'s blood is subjected to the dragon\'s poison. A creature that deals melee damage to a vishap must succeed at a DC 25 Reflex save to avoid being exposed to the poison, and an attacker using a natural weapon is exposed automatically.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Scylla','Poisoned Dagger (humanoid form only)','Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 11 (1d4+9) piercing damage, and 18 (4d8) poison damage.','5e SRD','Action','D&D 5e',1),('Ophidiotaur','Poisoned Glaive','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 3 (1d6) poison damage.','5e SRD','Action','D&D 5e',1),('Attercroppe','Poisonous Aura','The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour.','5e SRD','Special','D&D 5e',1),('Horned Serpent','Poisonous Aura','At the start of each of the horned serpent\'s turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Special','D&D 5e',1),('Ningen','Polar Breach (Su)','As a full-round action that does not provoke attacks of opportunity, a ningen can rapidly submerge itself beneath the water and then launch itself upward to break the surface and crash down. The impact produces flying chunks of ice dealing 10d6 points of cold damage and 10d6 points of piercing damage to all creatures and objects within a 30-foot radius. Creatures that take cold damage are staggered and entangled for a number of rounds equal to the ningen\'s Hit Dice, and those that take piercing damage are sickened for the same number of rounds. A successful DC 27 Reflex save halves this damage and negates the staggered effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yellow Musk Creeper','Pollen Spray','','d20web','Special (Ex)','d20',1),('Yellow Musk Creeper','Pollen Spray (Ex)','As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper\'s reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dragon Crab','Pooling Shadow','Magical darkness spreads from a chosen point within 60 feet of the dragon crab, filling a 15-foot radius sphere until the dragon crab dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can\'t see through this darkness, and nonmagical light can\'t illuminate it. If any of the effect\'s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.','5e SRD','Lair Action','D&D 5e',1),('Bulgasari','Poor Eyesight','The bulgasari has disadvantage on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Tuyango','Poor Eyesight','Tuyangos have poor eyesight and have difficulty spotting stationary creatures. They have disadvantage on any vision-based Wisdom (Perception) checks to spot stationary or hidden creatures.','5e SRD','Special','D&D 5e',1),('Eunemvro','Positive','Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. Planes with this trait are awash with life energy of such intensity that it can harm living creatures. Creatures with this trait are natives of the Positive Energy Plane. They can survive the basic environmental effects of the Positive Energy Plane.','fan json','Trait','Pathfinder 2e',1),('Gliminal','Positive','Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. Planes with this trait are awash with life energy of such intensity that it can harm living creatures. Creatures with this trait are natives of the Positive Energy Plane. They can survive the basic environmental effects of the Positive Energy Plane.','fan json','Trait','Pathfinder 2e',1),('Jyoti','Positive','Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. Planes with this trait are awash with life energy of such intensity that it can harm living creatures. Creatures with this trait are natives of the Positive Energy Plane. They can survive the basic environmental effects of the Positive Energy Plane.','fan json','Trait','Pathfinder 2e',1),('Jyoti','Positive Affinity','The jyoti can exist comfortably on the Positive Plane. It is never harmed (and does not benefit) from environmental effects of the Positive Plane. In addition, because of their attunement to positive energy, any cure wounds spell or similar healing effect always heals the maximum amount when used on a jyoti.','5e SRD','Special','D&D 5e',1),('Jyoti','Positive Energy (Su)','','d20web','Special (Su)','d20',1),('Jyoti','Positive Energy Affinity','','d20web','Special (Ex)','d20',1),('Pazuzu','Possession (Su)','Once per day as a swift action, Pazuzu can attempt to possess a single living creature within 1 mile, provided he knows the target\'s name. The target can resist this possession attempt by succeeding at a DC 43 Will save. A lawful creature gains a +10 bonus on this saving throw, and a good creature gains a +20 bonus on the saving throw (these bonuses stack). If the creature successfully saves, it is immune to possession attempts by Pazuzu for the rest of its life. If the saving throw fails, Pazuzu can control the possessed creature from afar. While possessing a creature, Pazuzu automatically knows every thought that creature has. By concentrating, he can sense the creature\'s surroundings using that creature\'s senses. As a swift action, he can cause the creature to perform any ability it can perform on its own. Pazuzu can use any of his spell-like abilities through a possessed target, with the effects resolving as if the possessed creature had created the effect. Possession is permanent, but Pazuzu can only possess one creature at a time. A creature possessed by Pazuzu is immune to protection from evil, magic circle against evil, and any similar effe','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Albino Death Weasel','Pounce','If the weasel moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the weasel can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Bulgasari','Pounce','If the bulgasari moves at least 20 feet forward toward a creature and then hits it with an iron bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced&nbsp;prone. If the target is prone, the bulgasari can make one attack with its claws against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Caterwaul','Pounce','If the caterwaul moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the caterwaul can make one Bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Cuauhxicalli','Pounce','If the stone jaguar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the stone jaguar can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Dragonne','Pounce','If the dragonne moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the dragonne can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Felid Dragon','Pounce','If the felid dragon moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the felid dragon can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Kalidah','Pounce','If the kalidah moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the kalidah can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Kyeryong','Pounce','If the mountain kyeryong moves at least 20 feet or drops from above at least 10 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be&nbsp;forced prone. If the target is prone, the mountain kyeryong can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Leopard','Pounce','If the leopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the leopard can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Lion','Pounce','If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Lynx','Pounce','If the lynx moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the lynx can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Panther','Pounce','If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Queen Of Cats','Pounce','If the Queen of Cats moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Sabretooth Jaguar','Pounce','If the jaguar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the jaguar can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Tangtal','Pounce','If the tangtal moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone. If the target is prone, the tangtal can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Tiger','Pounce','If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Voonith','Pounce','If the voonith moves at least 20 feet straight toward a creature and then hits it with both a claw attack and a bite attack on the same turn, the voonith can make one tail attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Wolf','Pounce','If the alpha wolf moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone. If the target is prone, the alpha wolf can make one additional bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Zouyu','Pounce','If the zouyu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be forced&nbsp;prone. If the target is prone, the zouyu can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Ketta','Pounce (Cat Form Only)','If the ketta moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the ketta can make one rend attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Weretiger','Pounce (Tiger or Hybrid Form Only)','If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Ferrous Giant','Pound','','d20web','Special (Ex)','d20',1),('Giant Moth','Powdery Wings (1/day)','A 10-foot radius cloud of fine powder disperses from the giant moth. Each creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Blackball','Power Attack','Disintegrate','BECMI','Action','OSR',1),('Mogaru','Power Battery','When Mogaru takes (or would take, if he were not immune to it) acid, cold, fire, lightning, or thunder damage, he absorbs some of that energy converts it into greater power for his Energy Bolts and Breath Weapon. The next time he uses either ability within 1 minute, increase damage dice from d8s to d10s. If he would take damage more than once before discharging his stored energy, increase damage dice from d8s to d12s. He cannot use this ability with damage from his own abilities.','5e SRD','Reaction','D&D 5e',1),('Air Elemental','Power level','There are three power levels of elemental. Each is typically summoned by different means:','OSE','Special','OSR',2),('Earth Elemental','Power level','There are three power levels of elemental. Each is typically summoned by different means:','OSE','Special','OSR',2),('Fire Elemental','Power level','There are three power levels of elemental. Each is typically summoned by different means:','OSE','Special','OSR',2),('Water Elemental','Power level','There are three power levels of elemental. Each is typically summoned by different means:','OSE','Special','OSR',2),('Ghole','Powerful Bite','','d20web','Special (Ex)','d20',1),('Leucrotta','Powerful Bite','','d20web','Special (Ex)','d20',1),('Iron Golem','Powerful Blows','','d20web','Special (Ex)','d20',1),('Jara-Tuor','Powerful Charge','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) bludgeoning damage. In addition, the target must make a Constitution save (DC 13) or be knocked prone and stunned until the end of the jarhdel\'s next turn. The jarhdel can only use the powerful charge if it can move at least 10 feet towards a target before making the attack.','5e SRD','Action','D&D 5e',1),('Garuda','Powerful Gale (Reset 5-6)','The garuda beats its wings and summons powerful winds. Each creature within 20 feet of the garuda must succeed a DC 17 Dexterity saving throw or take 21 (3d10 + 5) bludgeoning damage and be forced&nbsp;prone.','5e SRD','Action','D&D 5e',1),('Tarrasque','Powerful Leaper','','d20web','Special (Ex)','d20',1),('Tarrasque','Powerful Leaper (Ex)','The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sprite','Pranksters','Even if attacked, sprites have no interest in killing, merely in making practical jokes.','OSE','Special','OSR',2),('Queen Of Serpents','Precognition (Costs 2 Actions)','The Queen of Serpents gets a brief glimpse of the immediate future, gaining advantage on attack rolls and Dexterity-based saving throws until the end of her next turn.','5e SRD','Legendary Action','D&D 5e',1),('Yathon','Precognition (Recharge 6)','The yathon catches a glimpse of an attack just before it lands, giving it time to react. When a creature the yathon can see hits it with a melee attack, the attacker has disadvantage on the attack roll. Alternatively, when the yathon misses with a melee weapon attack, it can reroll the attack roll with advantage.','5e SRD','Reaction','D&D 5e',1),('Kapi','Prehensile Tail','The kapi can use its tail to pick up or hold a small object that isn\'t being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can\'t use its tail to wield a weapon but can use it to trip an opponent (see below).','5e SRD','Special','D&D 5e',1),('Vanara','Prehensile Tail','','d20web','Special (Ex)','d20',1),('Zoog','Prehensile Tail','','d20web','Special (Ex)','d20',1),('Vanara','Prehensile Tail (Ex)','All vanaras have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small stowed objects carried on their persons as a swift action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kongamato','Prehistoric Rage','When the kongamato is looked in the eyes or takes damage in combat, it automatically flies into a rage as a bonus action on its next turn. It gains resistance to bludgeoning, piercing and slashing, does an extra die of damage (not included below), but takes a -2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.','5e SRD','Special','D&D 5e',1),('Shedu','Prescience (Su)','A shedu can see all the possible outcomes of any of its own futures. This grants the creature an insight bonus to its AC and on initiative checks and Reflex saves equal to its Wisdom bonus (+6 for most shedus).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Black Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('Blue Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('Gold Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('Green Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('Red Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('Sea Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('White Dragon','Pride','Dragons are immensely proud creatures and will always listen to flattery.','OSE','Special','OSR',2),('Grisantian Lion','Primal','This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('Grogrisant','Primal','This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('Scitalis','Prismatic Pattern (Su)','Due to the hypnotic and distorting effects of a scitalis\'s colorful pattern, creatures that can see the dragon take a penalty on attack rolls against it equal to the dragon\'s Charisma modifier (a -2 penalty for a typical scitalis). As a standard action, a scitalis can enhance the pattern, causing all creatures within 60 feet of it that can see it to become stunned for 1d4+1 rounds (Will save DC 23 negates). Prismatic pattern is an illusion (pattern) effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Elf','prismatic spray','7th level (1 slot)','5e SRD','Special','D&D 5e',1),('Juggernaut','Prismatic Spray Cannon','The juggernaut uses its bejeweled arm to cast prismatic spray (spell save DC 20) in a 100-foot cone.','5e SRD','Action','D&D 5e',1),('Pirate','Prisoners','25% chance of 1d3 prisoners to be ransomed.','OSE','Special','OSR',6),('Aboleth','Probing Telepathy','If a creature communicates telepathically with the adult aboleth, the adult aboleth learns the creature\'s greatest desires if the adult aboleth can see the creature. The target of this effect can make a DC 16 Charisma saving throw to resist, becoming immune to the adult aboleth\'s probing telepathy for the next 24 hours if successful.','5e SRD','Special','D&D 5e',1),('Giant Moth','Proboscis','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Saguaroi','Produce Water (Ex)','As a standard action once per hour, a saguaroi can cut itself (taking 1 point of damage) to produce 1 gallon of water. After producing 4 gallons, it becomes fatigued. After producing 8 gallons, it becomes exhausted and cannot produce more water for 24 hours.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Succubus','Profane Gift (Su)','Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Pazuzu','Profane Wishcraft (Su)','A creature that accepts a wish from Pazuzu immediately becomes chaotic evil unless it succeeds at a DC 43 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 1 week, followed by the effects of crushing despair for 1d6 months (CL 30th). The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Baalzebal','Projectile Vomit','Baalzebal makes a vomit attack.','5e SRD','Legendary Action','D&D 5e',1),('Berbalang','Projection','Once per day, a berbalang can enter a trance that separates the creature\'s spirit from its body. This splits the berbalang\'s current hit points in half between its body and its spirit. The berbalang\'s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang\'s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang\'s body is unconscious and helpless. If the berbalang\'s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action.','aquilae','Special','OSR',1),('Berbalang','Projection (Su)','Once per day as a full-round action, a berbalang can enter a trance that separates the creature\'s spirit from its body. This splits the berbalang\'s current hit points in half between its body and its spirit. The berbalang\'s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 14 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang\'s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang\'s body is unconscious and helpless. If the berbalang\'s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mulyong','Propel','While underwater, the mulyong can take the Dash action as a bonus action.','5e SRD','Special','D&D 5e',1),('Kryt','Prophetic Vision (1/Turn)','The kryt catches a glimpse of the immediate future and gains advantage on one attack roll or one saving throw.','5e SRD','Special','D&D 5e',1),('Akizendri','Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('Azuretzi','Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('Hegessik','Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('Imentesh','Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('Izfiitar','Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('Keketar','Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('Naunet','Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('Voidworm','Protean','A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.','fan json','Trait','Pathfinder 2e',1),('Armadillo','Protective Ball','','d20web','Special (Ex)','d20',1),('Babau','Protective Slime','Any creature that touches the babau, or hits it with a melee attack while within 5 feet takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the babau corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the babau is destroyed after dealing damage.','5e SRD','Special','D&D 5e',1),('Babau','Protective Slime ','A layer of acidic slime coats a babau\'s skin. Any creature that strikes a babau with a See Invisibility Telepathy natural attack or unarmed strike takes 1d6 acid damage from this slime if it fails a Breath save. A creature that strikes a babau with a melee weapon must make a save or the weapon takes this same amount of acid damage; if this damage penetrates the weapon\'s AC, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.','aquilae','Special','OSR',1),('Babau','Protective Slime (Su)','A layer of acidic slime coats a babau\'s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon\'s hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Hobgoblin','Protector','All allies within 5 feet of the hobgoblin soldier add +1 to their AC for a maximum of +1.','5e SRD','Special','D&D 5e',1),('Pixiu','Protector of Qi','The pixiu is immune to disease and to effects that would lower its maximum hp. In addition, each ally within 10 feet of the pixiu has advantage on saving throws against disease and is immune to effects that would lower its maximum hp.','5e SRD','Special','D&D 5e',1),('Shoggoth','Pseudopod','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 3d8+9 bludgeoning damage, the target is grappled (escape DC 23). A target grappled by the shoggoth\'s pseudopod is restrained.','5e SRD','Action','D&D 5e',1),('Shoggoth','Pseudopods','','d20web','Special (Ex)','d20',1),('Aboleth','Psychic Drain (Costs 2 Actions)','One creature charmed by the adult aboleth takes 10 (3d6) psychic damage, and the adult aboleth regains hit points equal to the damage the creature takes.','5e SRD','Legendary Action','D&D 5e',1),('Vishap','Psychic Spells Known (CL 15th; concentration +22)','Psychic Spells Known (CL 15th; concentration +22)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shroom','Psychic Thrashing','Ranged Spell Attack: +6 to hit, range 100 ft., one target. Hit: 15 (2d10 + 4) psychic damage, and the target must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Algea','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Catrina','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Eseneth','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Esobok','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Morrigna','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Nosoi','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Shoki','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Vanth','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Vanth Warrior','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Yamaraj','Psychopomp','A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.','fan json','Trait','Pathfinder 2e',1),('Cave Fisher','Pull','','d20web','Special (Ex)','d20',1),('Cave Fisher','Pull (Ex)','A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Erina','Punching Spines','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Aatxe','Punish (Costs 3 Actions)','The aatxe flares crimson with celestial power, punishing those daring to harm it. The next attack that would hit the aatxe hits the attacker instead.','5e SRD','Legendary Action','D&D 5e',1),('Tanuki','purify food and drink','Innate, at will','5e SRD','Special','D&D 5e',1),('Lion','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('Mountain Lion','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('Panther','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('Smilodon','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('Tiger','Pursuit','Always pursue prey that flees.','OSE','Special','OSR',1),('Lion','Pursuit','See main entry.','OSE','Special','OSR',4),('Mountain Lion','Pursuit','See main entry.','OSE','Special','OSR',4),('Panther','Pursuit','See main entry.','OSE','Special','OSR',4),('Smilodon','Pursuit','See main entry.','OSE','Special','OSR',4),('Tiger','Pursuit','See main entry.','OSE','Special','OSR',4),('Insect Swarm','Pursuit','An angry (i.e. damaged) swarm will pursue characters until they are out of sight or inaccessible.','OSE','Special','OSR',8),('Yeti','Pyrophobic','If the yeti takes fire damage, it has disadvantage on attacks, saving throws, and ability checks until the end of its next turn.','5e SRD','Special','D&D 5e',1),('Fire Drake','Pyrophoric Blood','','d20web','Special (Ex)','d20',1),('Pyrolisk','Pyrotechnics (1/day)','A pyrolisk causes an ordinary fire within 120 feet of it to flare into a burst of sparks and light. This burst is so bright that all creatures able to see the fire and within 60 feet of it must make a successful DC 10 Wisdom saving throw or be blinded for 1d4 rounds. Pyrolisks are immune to this effect.','5e SRD','Action','D&D 5e',1),('Augnagar','Qlippoth','A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.','fan json','Trait','Pathfinder 2e',1),('Chernobue','Qlippoth','A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.','fan json','Trait','Pathfinder 2e',1),('Cythnigot','Qlippoth','A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.','fan json','Trait','Pathfinder 2e',1),('Nyogoth','Qlippoth','A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.','fan json','Trait','Pathfinder 2e',1),('Shoggti','Qlippoth','A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.','fan json','Trait','Pathfinder 2e',1),('Thulgant','Qlippoth','A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.','fan json','Trait','Pathfinder 2e',1),('Vanara','Quadrupedal Dash','As a bonus action, the vanara can move up to 80 feet without provoking opportunity attacks. It can\'t use this trait if it is wielding a weapon or holding an object weighing more than 10 lbs.','5e SRD','Special','D&D 5e',1),('Tsathogga','Quake','Tsathogga causes the area around it to violently shake in a radius of 100 feet. Creatures in the area must make a DC 24 Dexterity saving throw or fall prone. Until the beginning of Tsathogga\'s next turn, the ground continues shaking, and creatures must repeat the saving throw to rise from prone.','5e SRD','Legendary Action','D&D 5e',1),('Cherufe','Quake (Recharge 6)','The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is forced&nbsp;prone. On a success, the creature takes half the damage and isn\'t&nbsp;forced prone.','5e SRD','Action','D&D 5e',1),('Kapi','Quarterstaff','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.','5e SRD','Action','D&D 5e',1),('Kryt','Quarterstaff','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands.','5e SRD','Action','D&D 5e',1),('Tanuki','Quarterstaff (Tanuki Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Killer Bee','Queen','A 2HD queen lives in the hive. The queen does not die when she stings.','OSE','Special','OSR',5),('Ophiotaurus','Questing Beast (Su)','Up to five creatures can feast upon a slain ophiotaurus\'s entrails. Each such creature is exposed to nightmare vapor poison (DC 27; Pathfinder RPG Core Rulebook 560), but also gains one of the following spell effects of her choice: discern location, divination, find the path, greater scrying (DC 21), moment of prescience, or vision (CL 15th). In addition, she may choose to accept a geas/quest to slay a specific mythic creature or creature of CR 20 or greater, gaining the effect of vengeful outrage when in combat with that opponent. Eating the entrails of a living ophiotaurus exposes the eater to the poison without any benefit. The save DC against the poison is Constitution-based, and the save DC against the spell effects is Wisdom-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mogaru','Quick Breath','Mogaru can use its Breath Weapon, except it only deals 13 (3d8) fire and 13 (3d8) force damage.','5e SRD','Action','D&D 5e',1),('Mouse King','Quick Casting (Costs 3 Actions)','The Mouse King casts one innate spell.','5e SRD','Legendary Action','D&D 5e',1),('Bandersnatch','Quick Recovery (Su)','A debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Monkey King','Quick Staff','The Monkey King makes a golden staff attack.','5e SRD','Legendary Action','D&D 5e',1),('Scrofin','Quick to Anger (Recharges after a Short or Long Rest)','If the scrofin is wrestling a foe as part of a challenge and takes damage, or when it is reduced to half its hp maximum, it becomes angry. While angry, the scrofin has advantage on melee attack rolls and on saving throws against spells or effects that would charm or frighten it or make it unconscious, and it has resistance to bludgeoning damage. It remains angry for 1 minute, or until it is knocked unconscious. Alternatively, it can end its anger as a bonus action.','5e SRD','Reaction','D&D 5e',1),('Peluda','Quill Barrage (Ex)','Three times per day, a peluda can fire dozens of spearlike barbs in all directions. All creatures within 15 feet take 6d6 points of piercing damage (Reflex DC 20 half) and are subject to its poison quills. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bandersnatch','Quill Defense','','d20web','Special (Ex)','d20',1),('Howler','Quill Defense','','d20web','Special (Ex)','d20',1),('Bandersnatch','Quill Defense (Ex)','Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 points of piercing damage from the bandersnatch\'s quills and suffers from the bandersnatch\'s pain attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mothman','Quills','Ranged Weapon Attack: +5 to hit, range 50/200 ft., one target. Hit: 5 (1d8 + 1) force damage plus 10 (3d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('Porcupine','Quills','Any creature that makes a melee attack within 5 feet of the giant porcupine must make a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage. Any creature that attempts to grapple the porcupine takes 7 (2d6) piercing damage when they make the attempt and at the start of each of their turns they maintain the grapple.','5e SRD','Special','D&D 5e',1),('Savager','Quills','A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager.','5e SRD','Special','D&D 5e',1),('Bandersnatch','Quills','','d20web','Special (Ex)','d20',1),('Howler','quills','3 (1d4+2 plus pain)','d20web','Action','d20',1),('Bandersnatch','Quills (Ex)','With a snap of its tail, a bandersnatch can loose a volley of four quills as a standard action (make an attack roll for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the bandersnatch\'s defensive abilities are unaffected.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Peluda','Quills (Ex)','A peluda\'s back and tail are covered in sharp black quills. A creature that strikes a peluda with a melee weapon, an unarmed attack, or a natural weapon takes 1d6 points of piercing damage from the peluda\'s quills and risks being poisoned. Weapons with reach do not endanger an attacker in this way. Any creature that grapples a peluda takes 3d6 points of piercing damage and risks being poisoned on its turn each round.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Porcupine','Quills (Ex)','Any creature attacking a porcupine with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a porcupine takes 1d3 points of piercing damage each round it does so.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Neanderthal','Racial animosity','Attack ogres on sight. Hate goblins and kobolds.','OSE','Special','OSR',3),('Shining Child','Radiance','The shining child sheds bright light out to 10 feet, with dim light for an additional 10 feet. Dexterity (Stealth) checks made in this area automatically fail.','5e SRD','Special','D&D 5e',1),('Shining Child','Radiant Armor','The Armor Class of the shining child includes its Charisma bonus.','5e SRD','Special','D&D 5e',1),('Shining Child','Radiant Armor (Su)','The light that surrounds a shining child grants a deflection bonus to its AC equal to its Charisma bonus. The bonus is negated as long as the shining child is in the area of effect of a spell with the darkness descriptor that is at least 3rd level.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shining Child','Radiant Armor (Su)','','d20web','Special (Su)','d20',1),('Light Dragon','Radiant Breath','The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Kirin','Radiant Breath (Recharge 5-6)','The kirin exhales radiant light in a 60-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Jyoti','Radiant Breath (Reset 5-6)','The jyoti breathes out a gout of radiant light in either a 60-foot line (5 feet wide) or in a 30-foot-long cone. Creatures in the area must make a DC 17 Dexterity saving throw or take 38 (11d6) radiant damage, or half as much on a successful save. Living creatures failing their Dexterity saving throw must succeed on a DC 17 Constitution saving throw or be blinded until the end of their next turn. Undead failing their Dexterity saving throw take an additional 11 radiant damage.','5e SRD','Action','D&D 5e',1),('Simurgh','Radiant Feathers (Su)','Once per day as a standard action, a simurgh can fan out its glimmering tail feathers and blast its foes with a 100-foot cone of radiant light from its tail. Aside from its size, this attack is identical to a prismatic spray (DC 28). The save is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ravenfolk','Radiant Runespear','Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.','5e SRD','Action','D&D 5e',1),('Demodand','Rage','(3/day)The tarry demodand may enter a rage. While enraged it gains advantage on Strength checks and saving throws, inflicts +3 additional damage each time it hits with a melee attack, and gains resistance to bludgeoning, piercing, and slashing damage. The rage lasts for 1 minute or until the tarry demodand chooses to end it (as a bonus action). While enraged, the tarry demodand may not use its Innate Spellcasting abilities or Summon Demodand.','5e SRD','Bonus Action','D&D 5e',1),('Nazalor','Rage (1/long rest)','As a bonus action, the nazalor can whip itself into a roaring frenzy. When it does so, it gains advantage on attack rolls, inflicts +4 damage on melee attacks, and gains resistance to bludgeoning, piercing, and slashing damage. This rage lasts for one minute, after which it ends and the nazalor gains a level of exhaustion.','5e SRD','Special','D&D 5e',1),('Wolverine','Rage (Ex)','A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to AC. The creature cannot end its rage voluntarily.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Colossal Ape','Raging Rampage','','d20web','Special (Ex)','d20',1),('Fire Elemental Dragon','Rain of Fire (Costs 3 Actions)','The elemental fire dragon beats its wings, casting fire out in a 100-foot sphere around itself. All creatures within the area must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful one. Objects not held or worn are set alight and continue burning until extinguished.','5e SRD','Legendary Action','D&D 5e',1),('Araganaqltaa','Rainbow Blood','Whenever the araganaqlta\'a takes piercing or slashing damage, all creatures adjacent to it must succeed a DC 17 Dexterity saving throw or take 7 (2d6) damage. Roll a 1d4 to determine what type of damage this deals: 1 equals acid damage, 2 equals cold damage, 3 equals fire damage, 4 equals lightning damage.','5e SRD','Special','D&D 5e',1),('Gypsosphinx','Rake','If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Dandasuka','Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Maharaja','Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Raja Rakshasa','Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Raktavarna','Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Vaklish','Rakshasa','Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.','fan json','Trait','Pathfinder 2e',1),('Dolphin','Ram','Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 4 (1d8) bludgeoning.','5e SRD','Action','D&D 5e',1),('Giant Seahorse','Ram','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Moose','Ram','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Mulyong','Ram','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage.','5e SRD','Action','D&D 5e',1),('Ram','Ram','The ram moves at least 20 feet. Melee Weapon Attack: +5 to hit, reach 50 ft., one target. Hit: 17 (4d6+3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Satyr','Ram','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Stonehorn','Ram','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d12+5) bludgeoning damage, and the victim must succeed at a DC 16 Strength check or be forced prone. Against prone victims, the stonehorn may immediately attempt a claw attack','5e SRD','Action','D&D 5e',1),('Bull Shark','ram','1 * bite (2d4) or 1 * ram (stun)','OSE','Action','OSR',1),('Sperm Whale','ram','1 * bite (3d20) or 1 * ram (6d6 hull damage)','OSE','Action','OSR',1),('Narwhal','ram','1 * bite (3d20) or 1 * ram (6d6 hull damage)','OSE','Action','OSR',3),('Bull Shark','Ram','Stunned for 3 rounds (save versus paralysis).','OSE','Special','OSR',4),('Sperm Whale','Ram ships','10% likely to attack vessels','OSE','Special','OSR',2),('Narwhal','Ram ships','10% likely to attack vessels','OSE','Special','OSR',3),('Kobold War Machine','Ram Them! (Two or More Operators)','If the kobold war machine moves at least 15 feet straight toward a target and then hits it with a spiked wheel attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Air Shark','Ram Ventilation','','d20web','Special (Ex)','d20',1),('Fire Lizard','Rampage','When the fire lizard reduces a creature to 0 hit points with a melee attack on its turn, the fire lizard can take a bonus action to move up to half its speed and make a bite attack.','5e SRD','Special','D&D 5e',1),('Gnoll','Rampage','When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.','5e SRD','Special','D&D 5e',1),('Kaveph','Rampage','When the kaveph reduces a creature to 0 hp with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a smash attack.','5e SRD','Special','D&D 5e',1),('Ravager','Rampage','When the ravager reduces a creature to 0 hit points with a melee attack on its turn, the ravager can take a bonus action to move up to half its speed and make a bite attack.','5e SRD','Action','D&D 5e',1),('Archer','Ranged 1','mwk composite longbow +10/+10 (1d8+5/×3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bandersnatch','Ranged 1','4 quills +26 (1d10+13/19-20) plus pain','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Baykok','Ranged 1','+1 composite longbow +19/+14/+9 (1d8+4/19-20/&times;3 plus 1d6 negative energy and paralysis)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Bugbear','Ranged 1','javelin +3 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Catfolk','Ranged 1','longbow +5 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Cave Fisher','Ranged 1','filament +3 (drag)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Centaur','Ranged 1','spear +5 (1d8+2/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Chaneque','Ranged 1','thrown skull +5 (1d4+3 plus steal soul)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Derhii','Ranged 1','javelin +9 (1d8+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Drider','Ranged 1','mwk composite longbow +8/+3 (1d8+2/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Dryad','Ranged 1','masterwork longbow +8 (1d8)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Garuda','Ranged 1','+1 shock longbow +17/+12/+7 (1d8+4/&times;3 plus 1d6 electricity)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Gnoll','Ranged 1','spear +1 (1d8+2/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Goblin','Ranged 1','short bow +4 (1d4/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grindylow','Ranged 1','spear +3 (1d6+1/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grippli','Ranged 1','dart +5 (1d3+1) or','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Grodair','Ranged 1','water blast +7 touch (1d8 plus push)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Hobgoblin','Ranged 1','longbow +3 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ijiraq','Ranged 1','javelin +9 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kech','Ranged 1','longbow +6 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kobold','Ranged 1','sling +3 (1d3-1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Kuwa','Ranged 1','mwk composite longbow +9 (1d8+4/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Locathah','Ranged 1','light crossbow +2 (1d8/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Manticore','Ranged 1','4 spikes +8 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Medusa','Ranged 1','mwk longbow +11/+6 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Merfolk','Ranged 1','heavy crossbow +2 (1d10/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Nixie','Ranged 1','light crossbow +5 (1d6/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Ogre','Ranged 1','javelin +1 (1d8+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Orc','Ranged 1','javelin +1 (1d6+3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Pixie','Ranged 1','longbow +8 (1d6-2/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Qallupilluk','Ranged 1','javelin +10 (1d6+4)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Satyr','Ranged 1','short bow +6 (1d6/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Shining Child','Ranged 1','searing ray +19 touch (10d6 fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Simurgh','Ranged 1','glaring ray +23 touch (20d6 fire)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Skunk','Ranged 1','spray +4 touch (musk)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Slurk','Ranged 1','slime squirt +4 ranged touch','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Sprite','Ranged 1','short bow +7 (1d2-4/x3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Sylph','Ranged 1','dagger +3 (1d4-1/19-20)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tanuki','Ranged 1','sling +8 (1d4+2)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tarrasque','Ranged 1','6 spines +25 (2d10+15/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tengu','Ranged 1','short bow +3 (1d6/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Troglodyte','Ranged 1','javelin +0 (1d6)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Tzitzimitl','Ranged 1','eye beam +17 touch (10d6 electricity and 10d6 force)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Wayang','Ranged 1','blowgun +4 (1)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Wikkawak','Ranged 1','javelin +7 (1d6+5)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Xill','Ranged 1','2 longbows +13 (1d8/&times;3)','Archives Of Nethys 1e','Action','Pathfinder 1e',1),('Driver Ant','Rapacious','Consume everything in their path, when hungry.','OSE','Special','OSR',1),('Bard','Rapier','Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 4 (1d8) piercing damage.','5e SRD','Action','D&D 5e',1),('Drow','Rapier','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('Okiti','Rapier','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Ravenfolk','Rapier','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Reaction','D&D 5e',1),('Toad King','Rapier (Human and True Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Kitsune','Rapier (Humanoid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Wereraven','Rapier (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Ratajin Mastermind','Ratajin','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Ratfolk Grenadier','Ratfolk','A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats. An ability with this trait can be used or selected only by ratfolk.','fan json','Trait','Pathfinder 2e',1),('Giant Rattler','Rattle','Shaken to warn off creatures the snake does not wish to attack.','OSE','Special','OSR',1),('Tiyanak','Ravaging Despair (Su)','A tiyanak adds its Charisma bonus on all damage rolls with its natural attacks in addition to its Strength bonus. This damage is precision damage, so it isn\'t multiplied on critical hits and is ineffective against creatures immune to critical hits and sneak attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Giant Crab','Ravenous','Attack any moving creature.','OSE','Special','OSR',1),('Bouda','Ravenous Gorge','The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature\'s HD that last 1 hour. Organs consumed by this ability are gone, and the creature can\'t be restored to life through spells and magical effects that require a mostly intact corpse.','5e SRD','Action','D&D 5e',1),('Elf','Reach of the Fey','When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead.','5e SRD','Special','D&D 5e',1),('Marilith','Reactive','The marilith can take one reaction on every turn in a combat.','5e SRD','Special','D&D 5e',1),('Hydra','Reactive Heads','For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.','5e SRD','Special','D&D 5e',1),('Mazacoatl','Reactive Strike','If a creature that is within reach of the mazacoatl\'s bite or gore attack stands from a prone position, the mazacoatl may make a bite or gore attack against that target as appropriate.','5e SRD','Reaction','D&D 5e',1),('Harefolk','Ready for Trouble','The harefolk can\'t be surprised, and it has advantage on initiative rolls if it isn\'t incapacitated or unconscious.','5e SRD','Special','D&D 5e',1),('Baaphel','Reap the Souls','Baaphel makes two Hell Reaper attacks, scoring a critical hit on an 18, 19, or 20.','5e SRD','Legendary Action','D&D 5e',1),('Ankou','Reaper\'s Breath (Recharge 5-6)','The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.','5e SRD','Action','D&D 5e',1),('Gugalanna','Rearing Stomp (Costs 2 Actions)','A gugalanna spreads his wings and stomps his hooves, shaking the earth. Each creature within 10 feet of Gugalanna must make a DC 22 Strength saving throw. On a failure, a target takes 18 (2d10 + 7) bludgeoning damage and is pushed 20 feet away from Gugalanna. On a success, a target takes half the damage and isn\'t pushed. A gugalanna can then fly up to half his flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Baregara','Reckless','At the start of its turn, the baregara can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.','5e SRD','Special','D&D 5e',1),('Minotaur','Reckless','At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.','5e SRD','Special','D&D 5e',1),('Demodand','Reckless Attack','Each round on its turn, the tarry demodand can choose to attack recklessly, gaining advantage on all melee attack rolls during the round. However, attack rolls against the demodand then have advantage until the start of its next turn.','5e SRD','Special','D&D 5e',1),('Leviathan','Recovery','','d20web','Special (Ex)','d20',1),('Rakshasa','Recruit Ally','The raja magically compels a creature to become its ally, as per the dominate person spell (DC 17)The effect lasts for 1 round.','5e SRD','Action','D&D 5e',1),('Mammon','Red-Hot Coin','Ranged Weapon Attack: +13 to hit, range 50/200 ft., one target. Hit: 13 (2d6 + 6) fire damage and the target must succeed on a DC 24 Wisdom saving throw or spend its next turn digging the coin out of its flesh. The creature is stunned until the end of its next turn, unable to do much else but chase down the burning coin. Digging the coin out causes 14 (4d6) slashing damage.','5e SRD','Action','D&D 5e',1),('Inkling','Redirect Spell','If a spell attack hits the inkling, it can force the attacker to make a DC 12 Intelligence saving throw. If the attacker fails the saving throw, the spell is redirected to hit another creature of the inkling\'s choice within 30 feet.','5e SRD','Reaction','D&D 5e',1);
INSERT INTO `creaturestat_trait_bygame` VALUES ('Eleinomae','Reed Flower Net','Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).','5e SRD','Action','D&D 5e',1),('Eleinomae','Reed Walk','The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn\'t cost it extra moment.','5e SRD','Special','D&D 5e',1),('Lou Carcolh','Reel','The lou carcolh pulls in each creature of Large size or smaller who is restrained by one of its sticky tongues. The creature is knocked prone and dragged up to 30 feet towards the lou carcolh. If a creature is dragged within 5 feet of the lou carcolh, it can make one bite attack against the creature as a bonus action.','5e SRD','Action','D&D 5e',1),('Pumpkinhead','Reel','Pumpkinhead pulls each creature grappled by him up to 25 feet straight toward him.','5e SRD','Action','D&D 5e',1),('Tarrasque','Reflective Carapace','Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.','5e SRD','Special','D&D 5e',1),('Light Drake','Reflective Scales','When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight.','5e SRD','Special','D&D 5e',1),('Sema','Reflexive Energy Blast','When the sema is hit with a ranged attack from an attacker it can see within 60 feet of it, the sema makes one chaotic energy blast attack at the attacker.','5e SRD','Reaction','D&D 5e',1),('Saguaroi','Regenerate','The saguaroi regains 10 hit points at the start of its turn. If the saguaroi takes fire damage, this trait doesn\'t function at the start of the saguaroi\'s next turn. The saguaroi dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Hydra','Regenerate Head','','d20web','Special (Ex)','d20',1),('Hydra','Regenerate Head (Ex)','When a hydra\'s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn\'t die from losing its heads until all are cut off and the stumps seared by acid or fire.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Alastor','Regeneration','The Executioner regains 10 hit points at the start of its turn. If the Executioner takes damage from a silvered weapon, this trait doesn\'t function at the start of the Executioner\'s next turn. The Executioner is destroyed only if he starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Amon','Regeneration','Ammon regains 15 hit points at the start of his turn. If Ammon takes damage from a silvered weapon, this trait doesn\'t function at the start of Ammon\'s next turn. Ammon is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Axolotl','Regeneration','The axolotl\'s severed body parts, if any, are restored after completing a long rest.','5e SRD','Special','D&D 5e',1),('Baalzebal','Regeneration','Baalzebal regains 15 hit points at the start of his turn. If Baalzebal takes damage from a silvered weapon, this trait doesn\'t function at the start of Baalzebal\'s next turn. Baalzebal is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Baaphel','Regeneration','Baaphel regains 10 hit points at the start of his turn. If Baaphel takes damage from a silvered weapon, this trait doesn\'t function at the start of Baaphel\'s next turn. Baaphel is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Belial','Regeneration','Belial regains 10 hit points at the start of his turn. If Belial takes damage from a silvered weapon, this trait doesn\'t function at the start of Belial\'s next turn. Belial is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Black Troll','Regeneration','The black troll regains 10 hit points at the start of its turn. If the troll takes cold damage, this trait doesn\'t function at the start of the troll\'s next turn. The troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Cacodaemon','Regeneration','The cacodaemon regains 2 hit points at the start of its turn if it has at least 1 hit point. If the cacodaemon takes radiant damage or damage from holy water, this trait doesn\'t function at the start of the cacodaemon\'s next turn.','5e SRD','Special','D&D 5e',1),('Cave Troll','Regeneration','The cave troll regains 10 hit points at the start of its turn. If the cave troll takes acid or fire damage, this trait doesn\'t function at the start of the cave troll\'s next turn. The cave troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Charybdis','Regeneration','The charybdis regains 10 hit points at the start of its turn if it has at least 1 hit point.','5e SRD','Special','D&D 5e',1),('Gargoyle','Regeneration','The gargoyle regains 5 hit points at the start of each of its turns. If the gargoyle is reduced to 0 hit points, it turns to stone, becoming petrified, but it continues to regenerate hit points. It remains petrified until it regains all of its hit points, at which time it enters a neutral state with a new riddle inscribed on it. The gargoyle can be destroyed permanently by a disintegrate spell or if it is fully immersed in lava, acid, or another damaging substance.','5e SRD','Special','D&D 5e',1),('Go-zu','Regeneration','The go-zu oni regains 5 hit points at the start of its turn if it has at least 1 hit point.','5e SRD','Special','D&D 5e',1),('Ice Troll','Regeneration','The ice troll regains 10 hit points at the start of its turn. If the troll is not making physical contact with ice or near-freezing water, this trait doesn\'t function at the start of the troll\'s next turn. The cave dies only if starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Jyoti','Regeneration','The jyoti regains 10 hit points at the start of its turn. If it takes necrotic damage, this trait doesn\'t function at the start of its next turn. The jyoti dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Kuunganisha','Regeneration','The fiend regains 1 hp at the start of its turn if it has at least 1 hp.','5e SRD','Special','D&D 5e',1),('Lake Troll','Regeneration','The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn\'t function at the start of the lake troll\'s next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Lilith','Regeneration','Lilith regains 10 hit points at the start of her turn. If Lilith takes damage from a silvered weapon, this trait doesn\'t function at the start of Lilith\'s next turn. Lilith is destroyed only if she starts her turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Mammon','Regeneration','Mammon regains 10 hit points at the start of his turn. If Mammon takes damage from a silvered weapon, this trait doesn\'t function at the start of Mammon\'s next turn. Mammon is destroyed only if he starts his turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Mogaru','Regeneration','Mogaru regains 30 hit points at the beginning of its turn if he has at least 1 hit point.','5e SRD','Special','D&D 5e',1),('Nazalor','Regeneration','The nazalor regains 10 hit points at the start of its turn if it has at least 0 hit points.','5e SRD','Special','D&D 5e',1),('Neak Ta','Regeneration','The neak ta regains 5 hit points at the start of its turn if it has at least 1 hit point.','5e SRD','Special','D&D 5e',1),('Pyrausta','Regeneration','The pyrausta regains 1 hit point at the start of its turn if it has at least 1 hit point.','5e SRD','Special','D&D 5e',1),('Ravager','Regeneration','The ravager regains 15 hit points at the start of its turn. If the ravager takes damage from an artifact or from a legendary action, this trait doesnÂt function at the start of the ravagerÂs next turn. The ravager only dies if it starts its turn at 0 hit points and doesnÂt regenerate.','5e SRD','Action','D&D 5e',1),('Shellycoat','Regeneration','The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn\'t function at the start of the monster\'s next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Snallygaster','Regeneration','The snallygaster regains 15 hp at the start of its turn if it has at least 1 hp.','5e SRD','Special','D&D 5e',1),('Swamp Troll','Regeneration','The swamp troll regains 10 hit points at the start of its turn. If the swamp troll takes acid or fire damage, this trait doesn\'t function at the start of the swamp troll\'s next turn. The swamp troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Troll','Regeneration','The forest troll regains 10 hit points at the start of its turn. If the forest troll takes acid or fire damage, this trait doesn\'t function at the start of the forest troll\'s next turn. The forest troll dies only if it starts its turn with 0 hit points and doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Vampire','Regeneration','The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn\'t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\'t function at the start of the vampire\'s next turn.','5e SRD','Special','D&D 5e',1),('Kyton','Regeneration','','d20web','Special (Ex)','d20',1),('Tarrasque','Regeneration','','d20web','Special (Ex)','d20',1),('Troll','Regeneration','3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.','OSE','Special','OSR',1),('Thoul','Regeneration','A damaged thoul gains 1 hit point at the start of each round, as long as it is alive.','OSE','Special','OSR',2),('Vampire','Regeneration','A damaged vampire gains 3hp at the start of each round, as long as it is alive.','OSE','Special','OSR',5),('Ccoa','Regeneration (cloud Form Only)','While in cloud form, the ccoa regenerates damage taken. The ccoa regains 10 hit points at the start of its turn. The ccoa only dies if it is slain in cat-form.','5e SRD','Special','D&D 5e',1),('Tarrasque','Regeneration (Ex)','No form of attack can suppress the tarrasque\'s regeneration-it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kting Voar','Reinforced Horns','Underneath the boney exterior of their horns, the kting voar possess a second set of reinforced adamantine-like horns. The gore attack of a kting voar counts as adamantine for overcoming damage resistance.','5e SRD','Special','D&D 5e',1),('Kting-Voar','Reinforced Horns','Underneath the boney exterior of their horns, the kting voar possess a second set of reinforced adamantine-like horns. The gore attack of a kting voar counts as adamantine for overcoming damage resistance.','5e SRD','Special','D&D 5e',1),('Kting Voar','Reinforced Horns','','d20web','Special (Ex)','d20',1),('Brother Ox','Rejuvenation','If he dies, Brother Ox\'s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bovine on the Material Plane which becomes Brother Ox with all of the hp and abilities thereof. Only killing every bovine on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('Lich','Rejuvenation','If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel.','5e SRD','Special','D&D 5e',1),('Magui','Rejuvenation','If it dies, the magüi returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('Mothman','Rejuvenation','If the Mothman dies, he returns to life at dusk the next day and regains all his hit points. Only a wish spell can prevent this trait from functioning. However, if the Mothman is somehow subdued he comes to his senses and becomes cooperative (see Development below).','5e SRD','Special','D&D 5e',1),('Mouse King','Rejuvenation','If he dies, the Mouse King\'s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another mouse or rat on the Material Plane which becomes the Mouse King with all of the hp and abilities thereof. Only killing every mouse and rat on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('Naga','Rejuvenation','If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('Queen Of Cats','Rejuvenation','If she dies, the Queen of Cats\' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another cat on the Material Plane which becomes the Queen of Cats with all of the hp and abilities thereof. Only killing every cat on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('Queen Of Scorpions','Rejuvenation','If she dies, the Queen of Scorpions\' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another scorpion on the Material Plane, which then becomes the Queen of Scorpions (with all of the hp and abilities thereof). Only killing every scorpion on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('Queen Of Serpents','Rejuvenation','If she dies, the Queen of Serpents\' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another serpent on the Material Plane which becomes the Queen of Serpents, with all of the hp and abilities thereof. Only killing every serpent on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('Swamp Naga','Rejuvenation','If it dies, the swamp naga returns to life in 1d6 days and regains all its hp. Only a wish spell or removing the naga from its swamp for 1 year can prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('Toad King','Rejuvenation','If he dies, the Toad King\'s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another frog or toad on the Material Plane, which then becomes the Toad King (with all of the hp and abilities thereof). Only killing every frog and toad on the Material Plane will prevent this trait from functioning.','5e SRD','Special','D&D 5e',1),('Virtuoso Lich','Rejuvenation','If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.','5e SRD','Special','D&D 5e',1),('Yellow Musk Creeper','Rejuvenation','','d20web','Special (Ex)','d20',1),('Vallowex','Release Eggs (1/Week)','A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease-a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While diseased, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host\'s Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host\'s Strength score is reduced to 0, the host dies, and a vallowex emerges from the corpse. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates.','5e SRD','Action','D&D 5e',1),('Smaragdine Golem','Release Spell','The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem\'s next turn.','5e SRD','Action','D&D 5e',1),('Boar','Relentless (Recharges after a Short or Long Rest)','If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.','5e SRD','Special','D&D 5e',1),('Daeodon','Relentless (Recharges after a Short or Long Rest)','If the daeodon takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.','5e SRD','Special','D&D 5e',1),('Honey Badger','Relentless (Recharges after a Short or Long Rest)','If the badger takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.','5e SRD','Special','D&D 5e',1),('Scrofin','Relentless (Recharges after a Short or Long Rest)','If the scrofin takes 10 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.','5e SRD','Special','D&D 5e',1),('Stormboar','Relentless (Recharges after a Short or Long Rest)','If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.','5e SRD','Special','D&D 5e',1),('Tricenatorus','Relentless (Recharges after a Short or Long Rest)','If the tricenatorus takes 40 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.','5e SRD','Special','D&D 5e',1),('Wereboar','Relentless (Recharges after a Short or Long Rest)','If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.','5e SRD','Special','D&D 5e',1),('Bandersnatch','Relentless Tracker','','d20web','Special (Ex)','d20',1),('Bandersnatch','Relentless Tracker (Ex)','A bandersnatch can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Green Slime','Removing','Once stuck on a victim, can only be removed by fire. This inflicts half damage to the victim and half to the slime.','OSE','Special','OSR',4),('Vexxeh','Rend','If the vexxeh hits a creature with two claw attacks in one round, it does an extra 14 (4d6) damage.','5e SRD','Action','D&D 5e',1),('Ketta','Rend (Cat Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 23 (4d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Bebilith','Rend Armor','When a bebilith hits a creature wearing nonmagical armor or carrying a shield with both claw attacks in the same round, the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A damaged shield or suit of armor can be repaired by a blacksmith.','5e SRD','Special','D&D 5e',1),('Tunnel Worm','Rend Armor','When the tunnel worm hits a creature wearing nonmagical armor or carrying a shield with its bite attack, the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A damaged shield or suit of armor can be repaired by a blacksmith.','5e SRD','Special','D&D 5e',1),('Kraken','Rend Ship (Ex)','As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship\'s captain\'s Profession (sailor) check, but the kraken gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can\'t attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship\'s hull.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Megatherium','Rending Claws','If the megatherium strikes one creature with two claw attacks in the same round, it deals an additional 7 (2d8) slashing damage to that target.','5e SRD','Action','D&D 5e',1),('Otterfolk','Reptile Foe','The otterfolk has advantage on Wisdom (Survival) checks to track reptilian creatures and on Intelligence checks to recall information about them.','5e SRD','Special','D&D 5e',1),('Bronze Dragon','Repulsion Breath','The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.','5e SRD','Action','D&D 5e',1),('Bronze Dragon','Repulsion Breath (Su)','','d20web','Special (Su)','d20',1),('Iron Cobra','Requirements','Craft Construct, animate object, discern location, geas/quest; Skill Craft (armor), Craft (blacksmithing), Craft (carpentry [for darkwood cobras only]), or Craft (weapons) DC 15; Cost 2,000 gp (iron); 10,000 gp (adamantine); 4,000 gp (cold iron), 2,500 gp (darkwood); 5,000 gp (mithral)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Juggernaut','Requirements','Craft Construct, greater magic weapon, imbue with spell ability, make whole, stone shape, creator must be caster level 10th; Skill Craft (carpentry, sculptures, or stonemasonry); Cost 80,000 gp','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Soulbound Doll','Requirements','Craft Construct, false life, lesser geas, magic jar, minor creation, soul of a living creature who dies or is slain during the creation process; Skill Craft (sculptures); Cost 2,300 gp.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yakirian','Resilient Soul','The yakirian has advantage on saving throws against being charmed, frightened, or confused, as well as against any effect that causes corruption or madness.','5e SRD','Special','D&D 5e',1),('Deep One','Resist Cold','','d20web','Special (Ex)','d20',1),('Nagaji','Resistant','The nagaji warrior has advantage on saving throws against poison or becoming charmed or frightened.','5e SRD','Special','D&D 5e',1),('Bake Kujira','Resonant Song (Recharge 5-6)','The bakekujira can release a damaging resonance, dealing 38 (7d8) points of thunder damage to creatures in a 60-foot cone.','5e SRD','Action','D&D 5e',1),('Timingila','Resonating Roar (Recharge 5-6)','The timingila roars in a 90-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. On a failure, a creature takes 45 (10d8) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn\'t deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a vehicle is in the area, the roar travels into the vehicle and resonates inside it. Each creature inside the vehicle, even if the creature is outside the roar\'s area, must succeed on a DC 18 Constitution saving throw or take half the damage from the roar.','5e SRD','Action','D&D 5e',1),('Cthulhu','Resurrection','If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as fog cloud but can\'t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 26 Constitution save or be poisoned for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but for 2d6 rounds cannot take reactions and can take either an action or a bonus action on his turn but not both. If slain again while he is suffering from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in Rï¿1/2lyeh until he is released again.','5e SRD','Special','D&D 5e',1),('Spectre','Resurrection Vulnerability (Su)','A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wight','Resurrection Vulnerability (Su)','A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Hoarfrost Drake','Retaliatory Slip','When a creature grapples the drake, the drake can immediately attempt to escape. If it succeeds, it can make a bite attack against the creature that grappled it.','5e SRD','Reaction','D&D 5e',1),('Tsathogga','Retract Tongue','Tsathogga can pull one creature grappled by its tongue attack 40 feet towards it.','5e SRD','Legendary Action','D&D 5e',1),('Flail Snail','Retraction','','d20web','Special (Ex)','d20',1),('Flail Snail','Retraction (Ex)','A flail snail can pull its fleshy parts into its shell as a swift action, increasing its natural armor bonus by +6, but it cannot move or attack while retracted. It can return to normal as a free action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Troll','Return from death','If killed (0hp), will regenerate and fight again in 2d6 rounds.','OSE','Special','OSR',2),('Kaveph','Revenge','When a kaveph is dealt 20 damage or more by a single attack and survives, it can make a smash attack against the attacker.','5e SRD','Reaction','D&D 5e',1),('Mountain Strider','Revenge for the Fallen','When an ally the mountain strider can see is reduced to 0 hp within 30 feet of the mountain strider, the strider can move up to half its speed and make a headbutt attack.','5e SRD','Reaction','D&D 5e',1),('Doppelganger','Reversion','If killed, reverts to its original form.','OSE','Special','OSR',3),('Devil Swine','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('Werebear','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('Wereboar','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('Wererat','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('Weretiger','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('Werewolf','Reversion','If killed, a lycanthrope reverts to its human form.','OSE','Special','OSR',7),('Azza','Ride the Bolt','The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect.','5e SRD','Reaction','D&D 5e',1),('Grim Jester','Ridicule Hope (recharge 4-6)','When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured and is necrotic.','5e SRD','Reaction','D&D 5e',1),('Okiti','Riposte','If a melee attack made against the okiti swashbuckler misses, it can make an attack against its attacker with disadvantage.','5e SRD','Reaction','D&D 5e',1),('Dragon Crab','Riptide','Pools of water within 120 feet of the dragon crab that it can see surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.','5e SRD','Lair Action','D&D 5e',1),('Yakirian','Ritual Knife','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Dragonne','Roar','A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Wisdom save or gain a level of exhaustion. Those within 30 feet who fail their saves gain two levels of exhaustion.','5e SRD','Special','D&D 5e',1),('Sailback Behemoth','Roar','The spinosaurus uses Frightful Presence.','5e SRD','Action','D&D 5e',1),('Androsphinx','Roar (3/Day)','The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.','5e SRD','Action','D&D 5e',1),('Chaaor','Roar (3/day)','The demon can emit a loud roar in a 60 radius. Each creature in the area must make a DC 17 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) thunder damage and is stunned until the end of the demon\'s next turn. On a successful saving throw, the target takes half damage and is not stunned.','5e SRD','Action','D&D 5e',1),('Yedae','Roar (Recharge 6)','The yedae\'s roar is massive, sounding more like a deep, resonate, guttural growl that echoes the empty places of the frozen world. It consists of two parts; the first is a wave of sound that blasts all targets near the creature. Any creature within a 100-foot radius of the yedae suffers 11 (2d10) thunder damage. In addition, each creature in this radius must make a Wisdom save (DC 17) or be stunned until the end of their next turn. The sound wave precedes the frozen blast of its icy breath. In the same round that the sound strikes anyone within range, a 20-foot cone of icy breath emits from the yedae\'s mouth. All creatures within this cone must make a Constitution save (DC 17), taking 42 (12d6) cold damage on a failed save, or half as much on a successful one.','5e SRD','Action','D&D 5e',1),('Bunyip','Roar (Su)','A bunyip\'s roar is supernaturally loud and horrifying. When a bunyip roars (a standard action the creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dragonne','Roar (Su)','A dragonne can unleash a devastating roar every 1d4 rounds as a standard action. All creatures except dragonnes within 120 feet must succeed at a DC 17 Fortitude save or become fatigued. Those within 30 feet who fail their saves are also deafened for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nependis','Roar (Su)','A nependis can let out a savage roar. Nependises within 60 feet gain a +2 morale bonus on attack rolls, saving throws, and weapon damage rolls for 1d4 rounds. All other creatures other within range of the roar become shaken for 1d4 rounds (Will DC 14 negates); this is a mind-affecting sonic fear effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Leonal Agathion','Roar (Su)','','d20web','Special (Su)','d20',1),('Blemmyes','Rock','Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Chuhaister','Rock','Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Cloud Giant','Rock','Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Colossal Ape','Rock','Ranged Weapon Attack: +15 to hit, range 100/200 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Desert Giant','Rock','Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Fire Giant','Rock','Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Frost Giant','Rock','Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Hill Giant','Rock','Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Kaveph','Rock','Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Mogrl','Rock','Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Stone Giant','Rock','Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Storm Giant','Rock','Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Cyclops','rock','1 * club (3d10) or 1 * rock (3d6)','OSE','Action','OSR',1),('Aniwye','Rock (Giant Form Only)','Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Stone Giant','Rock Catching','If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.','5e SRD','Action','D&D 5e',1),('Cave Troll','Rock Hide','When the cave troll is hit with a weapon attack, it momentarily hardens its skin, gaining resistance to non-magical bludgeoning, piercing and slashing damage from that attack.','5e SRD','Reaction','D&D 5e',1),('Cyclops','Rock throwing','Up to 200\'.','OSE','Special','OSR',2),('Cave Troll','Rocky Camouflage','The cave troll has advantage on Dexterity (Stealth) checks made to hide while in rocky terrain.','5e SRD','Special','D&D 5e',1),('Mouse King','Rodent Passivism','No rodents, ratfolk, or wererats can willingly attack the Mouse King. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('Afanc','Roll (costs 2 actions)','The afanc does a full body roll, sending up a spray of obscuring water in a 60-foot radius around it. That area is heavily obscured to creatures other than the afanc until the end of the afanc\'s next turn.','5e SRD','Legendary Action','D&D 5e',1),('Juggernaut','Rolling Destruction','','d20web','Special (Ex)','d20',1),('Bebilith','Rot (Su)','A bebilith\'s bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect. This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a DC 23 Fortitude save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Heal can also halt the rot effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mummy','Rotting Fist','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can\'t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\'s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.','5e SRD','Action','D&D 5e',1),('Baalzebal','Rotting Touch','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) necrotic damage and the creature must succeed at a DC 22 Constitution saving throw or be cursed with fly rot. While cursed with fly rot, the creature can\'t regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the creature is reduced to 0 hit points by the fly rot, it dies and its body turns to a swarm of flies. The curse lasts until removed by the remove curse spell or other magic.','5e SRD','Action','D&D 5e',1),('Ghawwas Div','Rough Hide','','d20web','Special (Ex)','d20',1),('Wako','Rouse Pack','A wako matriarch a 50% chance to call upon additional members of the pack. She can call either 1 adult wako (25%) or 1d3 wako pups (25%) to protect the den. They will enter from the closest access point or burrow up to 60 ft. away to join the matriarch.','5e SRD','Lair Action','D&D 5e',1),('Ravenfolk','Rune Weapons','Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin\'s own hand.','5e SRD','Special','D&D 5e',1),('Rune Giant','Runes','','d20web','Special (Ex)','d20',1),('Baregara','Running Leap','The baregara\'s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.','5e SRD','Special','D&D 5e',1),('Chupacabra','Running Leap','With a 10-foot running start, the chupacabra can long jump up to 25 feet.','5e SRD','Special','D&D 5e',1),('Lion','Running Leap','With a 10-foot running start, the lion can long jump up to 25 feet.','5e SRD','Special','D&D 5e',1),('White Stag','Running Leap','With a 10-foot running start, the white stag can long jump up to 25 feet.','5e SRD','Special','D&D 5e',1),('Wolf','Running Leap','With a 10-foot running start, the alpha wolf can long jump up to 25 feet.','5e SRD','Special','D&D 5e',1),('Vampire','Running water','Cannot cross (in any form), except by a bridge or carried inside a coffin.','OSE','Special','OSR',17),('Tarrasque','Rush','','d20web','Special (Ex)','d20',1),('Tarrasque','Rush (Ex)','Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Rust Monster','Rusting','Metal that touches a rust monster (e.g. weapons that hit it, or armour struck by a feeler) crumbles instantly to rust. Magic items have a 10% chance per \"plus\", to be unaffected on each successful hit. Each time a magic item is affected, it loses one \"plus\".','OSE','Special','OSR',1),('Ogre','Sack','Outside of the lair, carry a sack containing 1d6 * 100gp.','OSE','Special','OSR',1),('Cerynitis','Sacred Grace (Ex)','A cerynitis is blessed by her patron deity, allowing her to always act on the surprise round and granting her a sacred bonus to AC and initiative equal to her Charisma bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Garuda','Sacred Nectar (3/Day)','The garuda can create an ounce of amrita. Drinking the amrita heals 17 (3d8 + 4) damage. The amrita lasts 24 hours, after which it becomes sweet, nonmagical nectar.','5e SRD','Action','D&D 5e',1),('Queen Of Cats','Safe Fall','When she falls, the Queen of Cats lands on her feet and takes no damage.','5e SRD','Special','D&D 5e',1),('Chakanaj','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Esipil','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Kimenhul','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Nenchuuj','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Nucol','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Pakalchi','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Penqual','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Tumblak','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Wihsaak','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Ximtal','Sahkil','Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.','fan json','Trait','Pathfinder 2e',1),('Tanuki','Sake Affinity (3/Day)','A tanuki can take a swig of sake from the gourd it always carries at its side. When it does so, it gains the effect of one of the following spells: divine favor, false life, haste. During the time the spell lasts, the tanuki is immune to fear. The tanuki could also use a swig of sake in order to spit it out in a flaming burst as if it were casting burning hands.','5e SRD','Action','D&D 5e',1),('Tanuki','Sake Affinity (Su)','As a swift action, a tanuki can take a swig of sake from the gourd it always carries at its side. When it does so, it gains the effect of one of the following spells at caster level 7th: divine favor, false life, haste, or rage. Unusual tanukis might have additional spell effect choices at the GM\'s discretion. Each time a tanuki takes a swig of sake, it becomes progressively drunker and takes a -1 penalty to its AC and on Reflex saves for 1 minute. These penalties stack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Akata','Salt Water Vulnerability','Salt water deals 1 point of acid damage for every gallon splashed on the akata. Full immersion in salt water causes 20 acid damage at the start of the akata\'s turn.','5e SRD','Special','D&D 5e',1),('Akata','Salt Water Vulnerability','','d20web','Special (Ex)','d20',1),('Samsaran Anchorite','Samsaran','Samsarans are humanoids whose souls reincarnate into new bodies upon their death.','fan json','Trait','Pathfinder 2e',1),('Sand Golem','Sand Blast (Su)','','d20web','Special (Su)','d20',1),('Desert Giant','Sand Camouflage','The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.','5e SRD','Special','D&D 5e',1),('Anubian','Sand Step','Instead of moving, the anubian\'s humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn\'t provoke opportunity attacks. After using this trait in sand terrain, the anubian can take a Hide action even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there\'s a gap large enough for sand to sift through.','5e SRD','Special','D&D 5e',1),('Dunewinder','Sand to Sky Attack (Recharge 2-3)','The dunewinder rises up out of a hole in the sand and reaches up 30 ft. into the sky. It makes a bite attack against one target.','5e SRD','Action','D&D 5e',1),('Desert Giant','Sandwalking','','d20web','Special (Ex)','d20',1),('Tiyanak','Sanguinary Rejuvenation (Su)','On a successful critical hit with its bite attack, a tiyanak deals an additional 2d6 points of damage and heals an equal number of hit points. The victim also takes 1d6 points of bleed damage. Any hit points in excess of the tiyanak\'s regular maximum become temporary hit points that dissipate after 1 minute. A tiyanak threatens a critical hit with its bite attack on a roll of 18-20 and gains Improved Critical (bite) as a bonus feat.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ahool','Sanguine Drain','','d20web','Special (Ex)','d20',1),('Akhlut','Savage Bite','','d20web','Special (Ex)','d20',1),('Bulette','Savage Bite','','d20web','Special (Ex)','d20',1),('Akhlut','Savage Bite (Ex)','An akhlut\'s bite threatens a critical hit on a roll of 18-20.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bulette','Savage Bite (Ex)','A bulette\'s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19-20.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ghole','Savage the Sick','','d20web','Special (Ex)','d20',1),('Displacer Beast','Save bonus','+2 to all saves.','OSE','Special','OSR',2),('Air Elemental Dragon','Scalding Breath','(recharge 5-6)The dragon releases a 60-foot cone of superheated air that wraps around corners. Creatures within the area must make a DC 21 Constitution saving throw, taking 63 (18d6) fire damage on a failed saving throw, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Dragonet','Scale Rake','One creature grappled by the dragonette must make a DC 12 Strength saving throw, taking 5 (2d4) slashing damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Quasit','Scare (1/Day)','One creature of the quasit\'s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Boggle','Scarecrow Form (Sp)','','d20web','Special (Sp)','d20',1),('Nazalor','Scent','The nazalor has advantage on Wisdom (Perception) checks that involve scent and it can track by scent.','5e SRD','Special','D&D 5e',1),('Panda','Scent','Pandas have advantage on Wisdom checks related to their sense of smell.','5e SRD','Special','D&D 5e',1),('Quil','Scent','The Quil has a superior sense of smell. It gains advantage on any perception checks involving scent.','5e SRD','Special','D&D 5e',1),('Walrus','Scent','Walruses have advantage on all wisdom checks related to their sense of smell.','5e SRD','Special','D&D 5e',1),('Devil Swine','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('Werebear','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('Wereboar','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('Wererat','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('Weretiger','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('Werewolf','Scent','Horses and some other animals can smell lycanthropes and will become afraid.','OSE','Special','OSR',8),('Ghole','Scent Sickness','','d20web','Special (Ex)','d20',1),('Baba Yaga','Scholar','The dentures are scholars of the arcane and are often found exploring ruins, especially ancient sites of magic. They see themselves as intellectually superior to their owner and chastise Baba Yaga for her use of baser forms of magic.','5e SRD','Reaction','D&D 5e',1),('Dolphin','School Tactics','The dolphin has advantage on an attack roll against a creature if at least one of the dolphin\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Aghasura','Scimitar','Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 19 (2d10 + 8) piercing damage, and the target must succeed a DC 18 Constitution saving throw or take 9 (2d8) poison damage, or half as much on a successful save.','5e SRD','Action','D&D 5e',1),('Catfolk','Scimitar','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Djinni','Scimitar','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni\'s choice).','5e SRD','Action','D&D 5e',1),('Goblin','Scimitar','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 slashing damage.','5e SRD','Action','D&D 5e',1),('Janni','Scimitar','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) plus 3 (1d6) cold, fire, lightning, or thunder (the janni\'s choice) damage.','5e SRD','Action','D&D 5e',1),('Marid','Scimitar','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 10 (3d6) cold damage.','5e SRD','Action','D&D 5e',1),('Ungern','Scimitar','Melee Weapon Attack: +6 to hit, 5 ft. range, one target. Hit: 8 (1d6+4) slashing damage.','5e SRD','Action','D&D 5e',1),('Werehyena','Scimitar (Gnoll or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Weretiger','Scimitar (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Queen Of Scorpions','Scimitar (Humanoid or True Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 3 (1d6) poison damage.','5e SRD','Action','D&D 5e',1),('Nkosi','Scimitar (Nkosi Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Desert Giant','Scimitar Training','','d20web','Special (Ex)','d20',1),('Romsiwamnari','Scissor Beak','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. The romsiwamnari scores a critical hit with its beak on a roll of 19 or 20 and its critical hit deals triple damage rather than double damage. In addition, the target must succeed on a DC 18 Constitution saving throw or have one of its limbs severed, as noted below (equal chance of severing left or right limb). The save DC is Constitution-based. d6 roll Lost Limb','5e SRD','Action','D&D 5e',1),('Werebat','Screech (Hybrid or Bat Form Only; Recharges 5-6)','The werebat emits a high-pitched cry. Each creature in a 15-foot cone must make a DC 12 Constitution saving throw. A creature takes 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Snallygaster','Screech (Recharge 5-6)','The snallygaster emits a loud squawk like a screeching whistle in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 49 (14d6) thunder damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn\'t stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Dire Corby','Screech of Doom (Su)','','d20web','Special (Su)','d20',1),('Shinigami','scrying','Innate, at will','5e SRD','Special','D&D 5e',1),('Queen Of Cats','Scurry (Costs 2 Actions)','The Queen of Cats moves up to her speed and can Hide.','5e SRD','Legendary Action','D&D 5e',1),('Shinigami','Scythe','Melee Weapon Attack: +13 to hit, 10 ft. reach, one target. Hit: 33 (5d10 + 6) bludgeoning damage plus 17 (5d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('Sea Devil Baron','Sea Devil','Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.','fan json','Trait','Pathfinder 2e',1),('Sea Devil Brute','Sea Devil','Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.','fan json','Trait','Pathfinder 2e',1),('Sea Devil Scout','Sea Devil','Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.','fan json','Trait','Pathfinder 2e',1),('Afanc','Sea Swell (recharge 5-6)','The afanc raises the front part of its body out of the water and brings it crashing back down against the surface. This generates massive waves up to 30 feet tall that may capsize boats and ships within 100 feet of the afanc. Boats and ships less than 20 feet long automatically capsize. A creature steering or guiding a boat or ship over 20 feet long must succeed on a DC 20 Dexterity or Strength check or its boat capsizes. A creature proficient in Vehicles (water) may add its proficiency bonus. A non-aquatic creature in the water within 100 feet of the afanc must succeed on a DC 20 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Tusk Lord','Sealed Mind','The tusk lord is immune to mind-altering magic such as charm, compulsion, fear, illusion, or sleep.','5e SRD','Special','D&D 5e',1),('Kezai','Searing Acid (Recharge 6)','The kezai\'s mandibles drip a searing acid, instantly igniting the gas around it. Each creature within 20 feet of the kezai must make a DC 14 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The kezai\'s Nauseous Gas trait becomes inactive for 1 minute. The kezai can\'t use Searing Gas unless Nauseous Gas has been active for at least 1 minute.','5e SRD','Action','D&D 5e',1),('Uraeus','Searing Breath (Recharge 5-6)','The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.','5e SRD','Action','D&D 5e',1),('Shining Child','Searing Ray','Ranged Spell Attack: +9 to hit, range 120/300 ft., one target. Hit: 42 (12d6) radiant damage or 63 (18d6) radiant damage if the target is undead.','5e SRD','Reaction','D&D 5e',1),('Shining Child','Searing Ray (Su)','A shining child\'s primary attack is a ray of searing light. This attack has a range of 120 feet. The ray deals double damage to undead creatures.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shining Child','Searing Ray (Su)','','d20web','Special (Su)','d20',1),('Star Drake','Searing Star (1/Day)','Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.','5e SRD','Action','D&D 5e',1),('Sandwyrm','Season\'s Change','If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Androsphinx','Second Roar','Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Efreeti','Second Wind','(recharges after a short or long rest)The efreeti may regain 1d10 + 15 hit points.','5e SRD','Bonus Action','D&D 5e',1),('Wight','Second Wind (1/Day)','As a bonus action, the warrior regains 10 hit points.','5e SRD','Special','D&D 5e',1),('Archer','Second Wind (Short or Long Rest)','On its turn, an Elite Archer can use a bonus action to regain 1d10+3 hit points.','5e SRD','Special','D&D 5e',1),('Juggernaut','Secret Compartment','A secret compartment exists inside the back of the juggernaut, big enough for four Medium humanoids.','5e SRD','Special','D&D 5e',1),('Otterfolk','Secrete Oil (Recharge 4-6)','The otterfolk secretes an oil that makes it slippery until the end of its next turn. It has advantage on ability checks and saving throws made to escape a grapple. If it is grappled when it takes this action, it can take a bonus action to escape the grapple.','5e SRD','Action','D&D 5e',1),('Scitalis','Sedative','','d20web','Special (Ex)','d20',1),('Scitalis','Sedative (Ex)','A scitalis\'s bite and breath weapon introduce a potent sedative into its victims, causing them to become staggered for 1d6 rounds. A successful DC 23 Fortitude save reduces the duration to 1 round. This is a poison effect. The save DC is Constitution based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tizheruk','See-Through Skin','','d20web','Special (Ex)','d20',1),('Tizheruk','See-Through Skin (Ex)','Because so much of a tizheruk\'s body is transparent, a creature swallowed whole by it has line of sight to creatures outside the tizheruk, and creatures outside the tizheruk can see any creatures that were swallowed whole.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Calathgar','Seed Spray','','d20web','Special (Ex)','d20',1),('Ochre Jelly','Seep','Can squeeze through small holes and cracks.','OSE','Special','OSR',4),('Black Pudding','Seep','Can squeeze through small holes and cracks.','OSE','Special','OSR',5),('Tsathogga','Seeping Darkness (Costs 2 Actions)','Magical darkness fills the area surrounding Tsathogga out to a distance of 50 feet. The darkness spreads around corners, douses any nonmagical lights, and any light-producing spell of 6th level or lower is immediately dispelled. The magical darkness remains for 1 hour, or until Tsathogga uses an action to dismiss it.','5e SRD','Legendary Action','D&D 5e',1),('Piasa','Segmented Tail','The piasa\'s spiked tail is segmented and up to three times the length of its body. When the piasa takes 25 or more damage in a single turn, a segment of its tail is severed. When the first segment is severed, the tail attack\'s damage type changes from piercing to bludgeoning and deals 1d8 less damage. When the second segment is severed, the tail attack no longer deals damage, but it can still grapple. When the third segment is severed, the piasa can\'t make tail attacks. The tail re-grows at a rate of one segment per long rest.','5e SRD','Special','D&D 5e',1),('Abrikandilu','Self-Loathing','If an abrikandilu demon can see a mirror within 30 feet of itself, it attacks that mirror on its next turn.','5e SRD','Special','D&D 5e',1),('Phoenix','Self-Resurrection (Su)','A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix gains 1 permanent negative level when this occurs, although most use greater restoration to remove this negative level as soon as possible. A phoenix can self-resurrect only once per year. If a phoenix dies a second time before that year passes, its death is permanent. A phoenix that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the phoenix immediately resurrects. A phoenix brought back to life by other means never gains negative levels as a result.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Chuul','Sense Magic','The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\'t itself magical.','5e SRD','Special','D&D 5e',1),('Cave Bear','Sense of smell','Poor eyesight, but keen sense of smell. When hungry, will follow a track of blood by scent.','OSE','Special','OSR',2),('Tonberry','Sense Power (Su)','','d20web','Special (Su)','d20',1),('Wako','Senses','The wako has advantage on Wisdom (Perception) checks that rely on scent but has disadvantage on Wisdom (Perception) checks that rely on sight and hearing.','5e SRD','Special','D&D 5e',1),('Deep One','Senses','','d20web','Special (Ex)','d20',1),('Balbal','Sensory Sensitivity','Aswangs are sensitive to bright light and loud noise. When an aswang takes radiant or thunder damage, they must succeed on a DC 11 Wisdom saving throw or become frightened for 1 round. In addition, they have disadvantage on saving throws against effects that cause deafness due to loud noise or blindness due to bright light, and Charisma (Intimidation) checks against them have advantage if the aswang is in an area of bright light or in a noisy area (GM\'s discretion).','5e SRD','Special','D&D 5e',1),('Orcus','Sentience','The Wand of Orcus is a sentient chaotic evil magic item, with an Intelligence of 20, a Wisdom of 18, and a Charisma of 23. It has truesight out to 120 feet and understands Abyssal and Infernal. It can communicate with its wielder telepathically. Its goal is the subjugation and destruction of all realms under the all-encompassing gaze of Orcus. It will attempt to sway or control an attuned creature to further the goals of Orcus. The Wand of Orcus is evil, wholly so. The wand\'s telepathic messages are quiet and breathy, almost a wet wheeze through diseased lungs. It is not averse to assisting an attuned wielder\'s temporary goals, as long as they are not inimical to its long-term goal of turning all planes of existence into fields of undead.','5e SRD','Regional Effect','D&D 5e',1),('Nagaji','Serpent Affinity','When the nagaji makes a Wisdom (Animal Handling) check to deal with any sort of reptile beast, it is considered proficient in the skill and adds double its proficiency bonus to the check, instead of its standard proficiency bonus.','5e SRD','Special','D&D 5e',1),('Queen Of Serpents','Serpent Passivism','No serpents can willingly attack the Queen of Serpents. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('Serpentfolk','Serpent\'s Strike','','d20web','Special (Ex)','d20',1),('Aapoph Serpentfolk','Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('Bone Prophet','Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('Coil Spy','Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('Serpentfolk Granitescale','Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('Serpentfolk Venom Caller','Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('Zyss Serpentfolk','Serpentfolk','Serpentfolk are a family of serpentine humanoids.','fan json','Trait','Pathfinder 2e',1),('Boiuna','Serpentiginous Rebirth','A creature slain by the boiúna is reincarnated 24 hours later as an ordinary river snake with no recollection of their former life. Their former body (but not their gear) dissolves into mud. Once they are reincarnated, they cannot be returned to life by raise dead or resurrection, though reincarnate or wish can bring them back in their original form even if their body is not present by simply touching the body of water where they were slain, or the body of the boiúna, or the snake they became when reborn.','5e SRD','Special','D&D 5e',1),('Terror Bird','Serrated Beak','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage. The target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) slashing damage at the beginning of its next turn.','5e SRD','Action','D&D 5e',1),('Seugathi Reality Warper','Seugathi','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Seugathi Servant','Seugathi','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Mooncalf','Severing Bite','','d20web','Special (Ex)','d20',1),('Giant Octopus','Severing tentacles','Requires a hit with a cutting weapon inflicting 6 or more damage.','OSE','Special','OSR',2),('Giant Squid','Severing tentacles','Requires a hit that inflicts 6 or more damage (8 small tentacles) or 10 or more damage (2 large tentacles).','OSE','Special','OSR',4),('Shabti Redeemer','Shabti','A shabti is a constructed humanoid originally meant to face judgment for a living creature\'s sins after death.','fan json','Trait','Pathfinder 2e',1),('Shabti Slayer','Shabti','A shabti is a constructed humanoid originally meant to face judgment for a living creature\'s sins after death.','fan json','Trait','Pathfinder 2e',1),('Shabti Votary','Shabti','A shabti is a constructed humanoid originally meant to face judgment for a living creature\'s sins after death.','fan json','Trait','Pathfinder 2e',1),('Gargoyle','Shackled Construct','The ancient gargoyle has a riddle inscribed on its chest; whoever solves that riddle and speaks the answer aloud gains control of the gargoyle. When this happens, the inscription magically shifts into a new riddle. The gargoyle has no loyalty to former masters and unwavering obedience to its current owner.','5e SRD','Special','D&D 5e',1),('Adult Umbral Dragon','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Alapolo','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Aliriel','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Ancient Umbral Dragon','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Betobeto-san','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Bishop Keppira D\'bear','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('D\'ziriak','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Fetchling Scout','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Ghiasi The Unraveler','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Ghiono','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Leiko','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Namorrodor','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Nasurgeth','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Owb','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Owb Prophet','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Shadow Drake','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Shadow Giant','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Shadow Worm','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Shadow Yai','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Shae','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Skull Fairy','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Strigoi Progenitor','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Strigoi Servant','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Sykever','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Tenebric Giant','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('The Looksee Man','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Umbraex','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Urveth','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Vanyver','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Wayang Whisperblade','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Young Umbral Dragon','Shadow','Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.','fan json','Trait','Pathfinder 2e',1),('Psoglav','Shadow Door (4/Day)','The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet.','5e SRD','Special','D&D 5e',1),('Ankou','Shadow Doubles (Su)','Once per day as a free action, an ankou can conjure up to four shadowy duplicates, which appear anywhere within 60 feet of the ankou and last a number of rounds equal to the ankou\'s Charisma modifier (typically 7 rounds). These shadow doubles are identical to the original in all respects except that when conjured they have a number of hit points equal to 20% of the true ankou\'s total hit points (26 hit points if conjured by an ankou with full hit points). The doubles have all of the true ankou\'s melee attacks and abilities, except they can\'t create more shadow doubles or use the ankou\'s spell-like abilities except for deeper darkness. Any creature that interacts with a shadow double can attempt a Will save to disbelieve the duplicate (DC 10 + 1/2 the ankou\'s Hit Dice + the ankou\'s Charisma modifier, typically DC 24). Against a creature that recognizes a shadow double for what it is, the double functions as a shadow conjuration (Pathfinder RPG Core Rulebook 340). Shadow doubles take double damage from spells with the light descriptor. If the true ankou is slain, is rendered unconscious, or is ever more than 120 feet from a shadow double, the duplicates instantly vanish.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Chang Nam','Shadow Gore (Su)','','d20web','Special (Su)','d20',1),('Skiurid','Shadow Jump (Su)','','d20web','Special (Su)','d20',1),('Chang Nam','Shadow of Death','If a creature starts its turn within 30 feet of the chang nam and can see the creature\'s shadow (which requires dim light or bright light), the chang nam can force the creature to make a DC 12 Constitution saving throw if the chang nam isn\'t incapacitated. The creature takes 7 (2d6) necrotic damage, or half as much on a successful save. A creature that isn\'t surprised can avert its eyes at the start of its turn to avoid seeing the chang nam\'s shadow and having to make a saving throw. If it does so, it can\'t see the chang nam until the start of its next turn, when it can avert its eyes again. If it looks at the chang nam in the meantime, it must immediately make the save. The chang nam\'s shadow cannot be seen in darkness or when vision is heavily obscured, and creatures have advantage on their saving throws when vision is lightly obscured.','5e SRD','Special','D&D 5e',1),('Chang Nam','Shadow of Death (Su)','','d20web','Special (Su)','d20',1),('Cloaker','Shadow Shift (Su)','When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cloaker','Shadow Shift (Su)','','d20web','Special (Su)','d20',1),('Psoglav','Shadow Stealing Ray (Recharge 5-6)','The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target\'s shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature\'s natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature\'s alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit.','5e SRD','Action','D&D 5e',1),('Alp','Shadow Stealth','While in dim light or darkness, the alp can take the Hide action as a bonus action.','5e SRD','Special','D&D 5e',1),('Grendel','Shadow Stealth','While in dim light or darkness, the grendel can take the Hide action as a bonus action.','5e SRD','Special','D&D 5e',1),('Horakh','Shadow Stealth','A horakh can hide as a bonus action if it\'s in dim light or darkness.','5e SRD','Special','D&D 5e',1),('Nalusa Falaya','Shadow Stealth','While in dim light or darkness, the nalusa falaya can take the Hide action as a bonus action.','5e SRD','Special','D&D 5e',1),('Nalusa Falaya','Shadow Step','As an action, the nalusa falaya can teleport itself to a shadow it can see within 30 feet.','5e SRD','Special','D&D 5e',1),('Sema','Shadow Traveler (2/Day)','As a bonus action while in shadows, dim light, or darkness, the sema disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A faint gnashing of teeth sounds at the origin and destination when it uses this trait.','5e SRD','Special','D&D 5e',1),('Leucrotta','Shadowlike','The leucrotta has advantage on Dexterity (Stealth) checks while in darkness and areas of dim light.','5e SRD','Special','D&D 5e',1),('Earth Elemental Dragon','Shale and Stone Breath (Recharge 5-6)','The dragon releases a 60-foot cone of sand and gravel. Creatures within the area must make a DC 22 Constitution saving throw, taking 35 (10d6) fire damage plus 35 (10d6) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. A creature slain by this damage has its body pulverized; it can only be restored to life by true resurrection or wish.','5e SRD','Action','D&D 5e',1),('Gold Dragon','Shape changing','May take on the form of a person or animal.','OSE','Special','OSR',17),('Doppelganger','Shape stealing','Can adopt the form of any human-like creature (7\' tall or less) observed. Then proceed to attack the person mimicked.','OSE','Special','OSR',1),('Aranea','Shapechange','An aranea can use its action to polymorph into a Medium beast or humanoid creature of CR 2 or lower, or from another form back into its own form. The aranea retains its Int, Wis, and Cha scores and its current hit points while polymorphed; otherwise, it takes on all the attributes of the adopted form. It can cast spells if the adopted form can provide the spell\'s verbal and somatic components, and it retains its paralytic poison trait if the adopted form has a bite attack. A shapechanged aranea reverts to its natural form when slain.','5e SRD','Special','D&D 5e',1),('Devil Swine','Shapechange','Only at night.','OSE','Special','OSR',10),('Aatxe','Shapechanger','The aatxe can use its action to polymorph into a Medium male humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Alp','Shapechanger','The alp can use its action to polymorph into a Small or Tiny beast it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Aniwye','Shapechanger','The aniwye can use its action to polymorph into a Large ogre or Huge hill giant, or back into its true form, which is a skunk-like monstrosity. Its statistics, other than its size, are the same in each form, with the exception that only the aniwye\'s skunk form retains its burrowing and climbing speeds. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Bouda','Shapechanger','The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if destroyed, before turning to dust.','5e SRD','Special','D&D 5e',1),('Brother Ox','Shapechanger','Brother Ox can use his action to polymorph into a Huge ox, a Medium bald human with a short, dark beard, or back into his true Huge ox-headed humanoid form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him.','5e SRD','Special','D&D 5e',1),('Ccoa','Shapechanger','The ccoa can use its action to polymorph into the form of a dark storm cloud or back to its cat-like form. In cloud form, the ccoa appears as a swirling 10-foot-tall black storm cloud with a 30-foot radius. The cloud form has a fly speed of 40 ft., can move through a hostile creature\'s space and stop there, and move through a space as narrow as 1 inch wide without squeezing.','5e SRD','Special','D&D 5e',1),('Jackalwere','Shapechanger','Sebtef can change from his jackal form or human form to his hybrid form as a bonus action. Changing from jackal form directly to human form or vice versa takes an action. In jackal form, he is indistinguishable from a normal jackal.','5e SRD','Special','D&D 5e',1),('Jorogumo','Shapechanger','The jorogumo can turn into a Tiny spider or a Medium human with a generic appearance. It retains its stats and abilities in either form, but it cannot use its bite, claw, or web attacks if not in its natural form.','5e SRD','Action','D&D 5e',1),('Kamaitachi','Shapechanger','The kamaitachi can use its action to polymorph into a swirl of wintry weather. It can revert back to its true form as a bonus action. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form when it dies. While a wintry swirl, it has a flying speed of 40 feet, immunity to the grappled, petrified, prone, and restrained conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.','5e SRD','Special','D&D 5e',1),('Ketta','Shapechanger','The ketta can use its action to polymorph into a cat-humanoid hybrid or into a Large cat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Kitsune','Shapechanger','The kitsune can use its action to polymorph into a Small or Medium humanoid, or back into its true form. The kitsune\'s tails remain, however, and its humanoid form often has a fine coat of fur the same color as the kitsune. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Mouse King','Shapechanger','The Mouse King can use his action to polymorph into a Medium black-haired human woman with dark skin and copper eyes or a Small white-haired halfling man with pale skin, dark eyes and a long moustache, a Medium mouse-humanoid hybrid, or back into his true Small mouse form. His statistics, other than his size, are the same in each form with the exception that only his hybrid and true forms retain his climbing speed. Any equipment he is wearing or carrying transforms with him.','5e SRD','Special','D&D 5e',1),('Nixie','Shapechanger','A nixie can use her action to polymorph into a Small or Medium aquatic creature, or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn\'t transformed. She reverts to her true form if she dies.','5e SRD','Special','D&D 5e',1),('Nkosi','Shapechanger','The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can\'t speak and its walking speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Peuchen','Shapechanger','The peuchen can transform into a Small or Medium beast, keeping all of the same statistics as its base form though it loses its fly speed if the beast it transformed into cannot fly.','5e SRD','Action','D&D 5e',1),('Quasit','Shapechanger','The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Queen Of Cats','Shapechanger','The Queen of Cats can use her action to polymorph into a Medium human woman, a Small cat, or back into her true Large, cat-headed humanoid form. Her statistics, other than her size, are the same in each form with the exception that only her cat and true forms retain her climbing speed. Any equipment she is wearing or carrying transforms with her.','5e SRD','Special','D&D 5e',1),('Queen Of Scorpions','Shapechanger','The Queen of Scorpions can use her action to polymorph into a Huge giant scorpion, a Medium human woman of unearthly beauty, or back into her true Medium, scorpion-tailed humanoid form. Her statistics, other than her size, are the same in each form-with the exception that only her scorpion and true forms retain her climbing and burrowing speeds. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies.','5e SRD','Special','D&D 5e',1),('Queen Of Serpents','Shapechanger','The Queen of Serpents can use her action to polymorph into a Large constrictor snake, a Medium human woman of middle age, or back into her true human-snake hybrid form. Her statistics, other than her size, are the same in each form with the exception that only her snake and true forms retain her climbing and swimming speeds. Any equipment she is wearing or carrying transforms with her.','5e SRD','Special','D&D 5e',1),('Serpentfolk','Shapechanger','The serpentfolk can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It doesn\'t change form if it dies.','5e SRD','Special','D&D 5e',1),('Tanuki','Shapechanger','The tanuki can turn into a raccoon, retaining its stats and abilities. If it is in its raccoon form it can instead turn back into its tanuki form.','5e SRD','Action','D&D 5e',1),('Toad King','Shapechanger','The Toad King can use his action to polymorph into a Large emerald frog, a Medium male human, or back into his true Medium bipedal toad form. His statistics, other than his size, are the same in each form-with the exception that only his true and frog forms retain his swimming speed. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies.','5e SRD','Reaction','D&D 5e',1),('Vampire','Shapechanger','If the vampire isn\'t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can\'t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can\'t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\'s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\'t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.','5e SRD','Special','D&D 5e',1),('Werebadger','Shapechanger','The werebadger can use its action to polymorph into a small badger-humanoid hybrid or into a giant badger, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Werebat','Shapechanger','The werebat can use its action to polymorph into a bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Werebear','Shapechanger','The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Wereboar','Shapechanger','The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Werefox','Shapechanger','The werefox can use its action to polymorph into a medium fox-humanoid hybrid or into a giant fox, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Werehyena','Shapechanger','The werehyena can use its action to polymorph into a hyena-gnoll hybrid or into a hyena, or back into its true gnoll form. Its statistics, other than AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Werejaguar','Shapechanger','The werejaguar can use its action to polymorph into a jaguar-humanoid hybrid or into a jaguar, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Wereorca','Shapechanger','The wereorca can use its action to polymorph into a large orca-humanoid hybrid or into a large killer whale, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Wereowl','Shapechanger','The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a giant owl, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Wererabbit','Shapechanger','The wererabbit can use its action to polymorph into a small rabbit-humanoid hybrid or into a giant rabbit, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Wererat','Shapechanger','The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Wereraven','Shapechanger','The wereraven can use its action to polymorph into a raven-humanoid hybrid, or into a Small raven, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Wereshark','Shapechanger','The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter shark, or back into its true form, which is humanoid. Its statistics, other than its AC, and its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Weretiger','Shapechanger','The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('Werewolf','Shapechanger','The werewolf can use its action to polymorph into a wolf-humanoid hybrid, or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its armor class, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Special','D&D 5e',1),('General Avinash Jurrg','Shapechanger','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Harefolk','Shapechanger Sensitivity','The harefolk has advantage on Intelligence (Investigation) and Wisdom (Insight) checks to determine if a creature is a shapechanger. It automatically succeeds when the shapechanger is a werewolf. In addition, the harefolk has advantage on its first attack roll each turn against a creature with the Shapechanger trait or Change Shape action, regardless of whether the harefolk was previously aware of the shapechanger\'s nature.','5e SRD','Special','D&D 5e',1),('Cryoceros','Shards of Ice (Recharge 4-6)','The cryoceros exhales razor-sharp ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) cold damage and 10 (3d6) piercing damage on a failed save, or half as much on a successful one.','5e SRD','Action','D&D 5e',1),('Merfolk','Share Breath','The merfolk touches one creature, and that creatures magically gains the Amphibious feature for 10 minutes.','5e SRD','Action','D&D 5e',1),('Shantak','Share Defenses (Su)','','d20web','Special (Su)','d20',1),('Ningyo','Share Pain','When the ningyo takes damage, it can choose to take half the damage instead. The ningyo then chooses a creature within 60 feet. The target must succeed on a DC 15 Constitution saving throw or have disadvantage until the end of its next turn as it is wracked with the pain of the attack.','5e SRD','Reaction','D&D 5e',1),('Devil Shark','Shark Telepathy','The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as \"come here,\" \"defend me,\" or \"attack this target.\"','5e SRD','Special','D&D 5e',1),('Sahuagin','Shark Telepathy','The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.','5e SRD','Special','D&D 5e',1),('Siehnam','Sharp Defense','When a creature hits the siéhnam with a melee attack, it can make an antlers attack against that creature.','5e SRD','Reaction','D&D 5e',1),('Nereid','Shawl','A nereid\'s shawl (6 hit points) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes 1d6 necrotic damage per hour until she dies. A nereid can craft a new shawl from water by making a DC 10 Wisdom check, but each attempt takes 1d4 hours to complete.','5e SRD','Special','D&D 5e',1),('Nereid','Shawl','','d20web','Special (Ex)','d20',1),('Kikituk','Shearing Jaws','','d20web','Special (Ex)','d20',1),('Shoreline Scrapper','Shell Protection','The shoreline scrapper adds 4 to its AC against one melee attack that would hit it as it withdraws into its shell. Until it emerges, it increases its AC by 4, has a speed of 0 ft., and can\'t use its claws or magnetic pulse. The shoreline scrapper can emerge from its shell as a bonus action.','5e SRD','Reaction','D&D 5e',1),('Turtle','Shell Retreat','','d20web','Special (Ex)','d20',1),('Warrior','Shield Bash','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Couatl','Shielded Mind','The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.','5e SRD','Special','D&D 5e',1),('Horned Serpent','Shielded Mind','The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.','5e SRD','Special','D&D 5e',1),('Dragon Horse','Shift Planes (Su)','A dragon horse can enter the Ethereal Plane, Astral Plane, Plane of Air, or Material Plane once per day as a standard action. This functions as plane shift, but the dragon horse can only bring up to two other willing creatures with it, and only if they are on its back.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Gargoctopus','Shifting Camouflage','The gargoctopus has advantage on Dexterity (Stealth) checks made to hide.','5e SRD','Special','D&D 5e',1),('Apaxrusl','Shifting Sands','The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled.','5e SRD','Reaction','D&D 5e',1),('Unicorn','Shimmering Shield (Costs 2 Actions)','The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn\'s next turn.','5e SRD','Legendary Action','D&D 5e',1),('Buraq','Shimmering Wings (Su)','','d20web','Special (Su)','d20',1),('Charybdis','Ship Eater','The charybdis deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Buccaneer','Ships and crew','Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 * 10 buccaneers each); coastal waters: 1d6 small galleys (1d3+1 * 10 buccaneers each); any: 1d4 longships (1d3+2 * 10 buccaneers each); ocean: 1d3 small warships (1d5+3 * 10 buccaneers each). (See Water Vessels for details on ships.)','OSE','Special','OSR',1),('Pirate','Ships and crew','Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 * 10 pirates each); Coastal waters: 1d6 small galleys (1d3+1 * 10 pirates each); Any: 1d4 longships (1d3+2 * 10 pirates each); Ocean: 1d3 small warships (1d5+3 * 10 pirates each). (See Water Vessels for details on ships.)','OSE','Special','OSR',1),('Shocker Lizard','Shock (Su)','Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Garuda','Shocking Arrow','Ranged Weapon Attack: +9 to hit, 100/400 ft. range, one target. Hit: 18 (3d8 + 5) piercing damage plus 16 (3d10) lightning damage.','5e SRD','Action','D&D 5e',1),('Shoony Hierarch','Shoony','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Shoony Militia Member','Shoony','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Shoony Tiller','Shoony','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Akhlut','Shore Storming','','d20web','Special (Ex)','d20',1),('Akhlut','Shore Storming (Ex)','An akhlut automatically transforms into an orca whenever it is fully immersed in water, losing its legs and fur. Likewise, when an akhlut emerges from the water, it automatically transforms into its wolf-orca hybrid form. If an akhlut moves from water to land (or vice versa) on the round before initiating combat, it gains a +8 bonus on its initiative check. This initial attack resolves as a charge. An akhlut has the same statistics in both forms.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Aridni','Short Sword','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Brownie','short sword','6 (1d2-2/19-20)','d20web','Action','d20',1),('Goblin','short sword','2 (1d4/19-20)','d20web','Action','d20',1),('Grippli','short sword','2 (1d4/19-20)','d20web','Action','d20',1),('Nixie','short sword','5 (1d4-2/19-20)','d20web','Action','d20',1),('Pixie','short sword','8 (1d4-2/19-20)','d20web','Action','d20',1),('Ryven','short sword','6 (1d6+2) or 2 claws +6 (1d4+2)','d20web','Action','d20',1),('Skulk','short sword','1 (1d6)','d20web','Action','d20',1),('Sprite','short sword','5 (1d4-1/19-20)','d20web','Action','d20',1),('Xill','short swords','13/+13/+8 (1d6+3/19-20)','d20web','Action','d20',1),('Ara','Shortbow','Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Catfolk','Shortbow','Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+ 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Pixie','Shortbow','Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Satyr','Shortbow','Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Skeleton','Shortbow','Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Sprite','Shortbow','Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.','5e SRD','Action','D&D 5e',1),('Wereowl','Shortbow (Humanoid or Hybrid Form Only)','Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Behtu','Shortspear','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Barbegazi','Shortsword','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) cold damage.','5e SRD','Action','D&D 5e',1),('Brownie','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Gremlin','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Harefolk','Shortsword','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Hobgoblin','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Nixie','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Pixie','Shortsword','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Ratfolk','Shortsword','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Satyr','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Skeleton','Shortsword','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Spriggan','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Werefox','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Wererabbit','Shortsword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Queen Of Serpents','Shortsword (Human or True Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Wereowl','Shortsword (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Wererat','Shortsword (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Shrieker','Shriek',':When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of itThe shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker\'s turns afterward.','5e SRD','Reaction','D&D 5e',1),('Water Leaper','Shriek','The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper\'s next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours.','5e SRD','Action','D&D 5e',1),('Jubjub Bird','Shriek','','d20web','Special (Ex)','d20',1),('Shrieker','Shriek','Triggered by light (up to 60\' away) or movement (up to 30\' away). Shriek lasts for 1d3 rounds. Each round of the shriek, there is a 50% chance of a wandering monster being attracted (will arrive in 2d6 rounds).','OSE','Special','OSR',1),('Cave Locust','Shriek','If attacked or frightened, shriek to warn others. This may attract wandering monsters (20% chance per round).','OSE','Special','OSR',2),('Jubjub Bird','Shriek (Ex)','Once every 1d6 rounds as a standard action, a jubjub bird can voice a piercing screech. All creatures (other than jubjub birds) within a 60-foot-radius spread must succeed at a DC 26 Fortitude save or be stunned for 1d4 rounds. This is a sonic effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shriekbat','Shriek (Recharge 5-6)','The shriekbat emits a powerful burst of sound in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Hieracosphinx','Shriek (Su)','The shrill shriek of a hieracosphinx deafens non-sphinxes within a 60-foot-radius spread for 2d4 rounds (DC 16 Fortitude negates). Once a creature successfully saves against this effect, it is immune to the hieracosphinx\'s shriek for 24 hours. Using this ability is a standard action. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vargouille','Shriek (Su)','Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille\'s shriek for 24 hours. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Juggernaut','Shrine','','d20web','Special (Ex)','d20',1),('Juggernaut','Shrine (Ex)','A juggernaut counts as a movable shrine for the deity or religion it is dedicated to.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Diminution Drake','Shrinking Breath (Recharge 5-6)','The drake exhales poison in a 15-foot-line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 17 (5d6) poison damage and its size is reduced by one category until it completes a short or long rest. On a success, it takes half the damage and isn\'t reduced in size. This breath can reduce a creature\'s size to no smaller than Tiny.','5e SRD','Action','D&D 5e',1),('Alchemical Skunk','Shrinking Cloud','The skunk releases a yellow gas. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or be reduced as if targeted by the enlarge/reduce spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Phoenix','Shroud of Flame (Su)','A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts an additional 1d6 points of fire damage with each natural attack, and any creature within reach (20 feet for most phoenixes) must make a DC 25 Reflex save each round to avoid taking 4d6 points of fire damage at the start of its turn. A creature that attacks the phoenix with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nixie','Shy','Will try to charm intruders, rather than entering combat.','OSE','Special','OSR',1),('Felid Dragon','Sickening Bile (Recharge 5-6)','The dragon coughs up partially digested food and slimy bile in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failure, a creature takes 70 (20d6) poison damage and is coated in bile. On a success, a creature takes half the damage and isn\'t coated in bile. While coated in bile, a creature is poisoned. A creature, including the target coated in bile, can use its action to remove the bile, ending the poisoned condition.','5e SRD','Action','D&D 5e',1),('Shrroth','Sickening Cloud (recharge 5-6)','The shrroth emits a cloud of grayish liquid into a body of water that fills a 40-foot cube and remains for 2d4 rounds. Any creature that begins its turn within the cloud must succeed at a DC 19 Constitution saving throw or be poisoned for one minute.','5e SRD','Action','D&D 5e',1),('Kamaitachi','Sickle Paw (True Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Karkinoi','Sideways Scuttle','Whenever the karkinoi takes the Dash action, it can move twice its normal movement speed.','5e SRD','Special','D&D 5e',1),('Karkinoi','Sideways Scuttle','','d20web','Special (Ex)','d20',1),('Karkinoi','Sideways Scuttle (Ex)','When a karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as long as it does so in a straight line. It can do this whether it is walking or swimming.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Afanc','Siege Monster','The afanc deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Balbal','Siege Monster','The balbal deals double damage to objects and structures made of wood or softer material.','5e SRD','Special','D&D 5e',1),('Boiuna','Siege Monster','The boiuna deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Earth Elemental Dragon','Siege Monster','The dragon deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Galazon','Siege Monster','Galazon deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Jabberwock','Siege Monster','The jabberwock does double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Kobold War Machine','Siege Monster','The kobold war machine deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Kraken','Siege Monster','The kraken deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Mogaru','Siege Monster','Mogaru deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Sailback Behemoth','Siege Monster','The spinosaurus deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Sathaq Worm','Siege Monster','The sathaq worm deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Sea Serpent','Siege Monster','The sea serpent deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Shark','Siege Monster','The shark deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Storm Dragon','Siege Monster','The storm dragon does double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Tarrasque','Siege Monster','The tarrasque deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Timingila','Siege Monster','The timingila deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Tricenatorus','Siege Monster','The tricenatorus deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Water Elemental Dragon','Siege Monster','The dragon deals double damage to objects and structures.','5e SRD','Special','D&D 5e',1),('Hatred Siktempora','Siktempora','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Love Siktempora','Siktempora','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Misery Siktempora','Siktempora','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Triumph Siktempora','Siktempora','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Clamor','Silence Vulnerability','If the clamor starts its turn in an area under the effect of silence, it takes 13 (3d8) force damage, and it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened, it must use its action to Dash away from the area of silence. If it begins its turn further than 60 feet away from the area of silence, it can repeat the saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Special','D&D 5e',1),('Mus','Silent as a Mouse','A mus has advantage on Dexterity (Stealth) checks.','5e SRD','Special','D&D 5e',1),('Wereowl','Silent Flight (Hybrid or Owl Form Only)','The wereowl has advantage on Dexterity (Stealth) checks when it flies.','5e SRD','Special','D&D 5e',1),('Quetzal','Silent Song (Recharge 5-6)','The quetzal can emit a high, whistling note just beyond the edge of hearing for most creatures, affecting creatures in a 15-foot cone. Nonevil creatures in this area who are charmed, frightened, or paralyzed can attempt a new saving throw to end that effect. Evil creatures in the area take 5 (2d4) thunder damage.','5e SRD','Action','D&D 5e',1),('Leonino','Silent Wings','The flight of a leonine is especially silent and difficult to notice in forests and urban settings. It has advantage on Dexterity (Stealth) checks made while flying in these areas.','5e SRD','Special','D&D 5e',1),('Glass Gator','Silt Cloud (Recharges after a Short or Long Rest)','After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed.','5e SRD','Reaction','D&D 5e',1),('Monkey King','Simian Affinity','The Monkey King can communicate with primates as if they shared a language. In addition, he can control primates with an Intelligence of 8 or lower that are within 120 feet of him.','5e SRD','Special','D&D 5e',1),('Lilith','Simple Art of Seduction','Like others of the Infernal Court, Lilith uses her intellect and her charms to trick victims into succumbing to her wiles. At the start of her turn, Lilith chooses one of the following effects: Indecent Proposal. Any creature who can hear Lilith and is within 30 feet must succeed on a DC 25 Wisdom saving throw or suffer the effects of a suggestion spell.','5e SRD','Special','D&D 5e',1),('Dust Digger','Sinkhole','','d20web','Special (Ex)','d20',1),('Dust Digger','Sinkhole (Ex)','A dust digger can burrow into sand, loose soil, or dirt to lie in ambush just under the surface. When it feels (via tremorsense) prey walk into a square it threatens, it can deflate its body as an immediate action, causing the sand and other loose soil above to shift and slide. All creatures who were standing in the dust digger\'s reach must make a DC 15 Reflex save or become entangled as long as they remain in the dust digger\'s reach. All creatures who were standing at least partially in the dust digger\'s actual space must make a DC 15 Reflex save or become entangled and fall prone-if such a creature makes this save, it immediately moves to the closest adjacent unoccupied square. If this results in more than a 5-foot move, the creature moves that distance and then falls prone. The save DC is Strength-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Chelicerae','Siphon Spell Slots','The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. However, the chelicerae can also draw out spell slots from drained spellcasters or creatures without magic ability. Instead of moving, the chelicerae can inflict 1d4 Wisdom damage to any creature grappled in its mandibles, adding 2 spell slots to its spell reservoir for every point of damage inflicted. A victim reduced to 0 Wisdom cannot power any more magical abilities. Victims do not heal ability damage or regain spell slots while this grapple is maintained.','5e SRD','Special','D&D 5e',1),('Chelicerae','Siphon Spell Slots','','d20web','Special (Ex)','d20',1),('Insect Swarm','Size','10\' * 30\' area, typically.','OSE','Special','OSR',2),('Air Elemental','Size','16\' tall, 4\' across / 24\' tall, 6\' across / 32\' tall, 8\' across.','OSE','Special','OSR',6),('Earth Elemental','Size','8\' tall / 12\' tall / 16\' tall.','OSE','Special','OSR',6),('Fire Elemental','Size','8\' tall, 8\' across / 12\' tall, 12\' across / 16\' tall, 16\' across.','OSE','Special','OSR',6),('Water Elemental','Size','4\' tall, 16\' across / 6\' tall, 24\' across / 8\' tall, 32\' across.','OSE','Special','OSR',6),('Spriggan','Size Alteration (Su)','','d20web','Special (Su)','d20',1),('Basiri, Wellspring Keeper','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Beetle Carapace','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Drake Skeleton','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Harpy Skeleton','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Champion','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Giant','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Horse','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Hulk','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Knight','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Mage','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Soldier','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Tiger Lord','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Titan','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeletal Woolly Rhinoceros','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeleton Guard','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Skeleton Infantry','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Tyrannosaurus Skeleton','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Wolf Skeleton','Skeleton','This undead is made by animating a dead creature\'s skeleton with negative energy.','fan json','Trait','Pathfinder 2e',1),('Palace Skelm','Skelm','These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.','fan json','Trait','Pathfinder 2e',1),('Shrine Skelm','Skelm','These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.','fan json','Trait','Pathfinder 2e',1),('Soul Skelm','Skelm','These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.','fan json','Trait','Pathfinder 2e',1),('Street Skelm','Skelm','These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.','fan json','Trait','Pathfinder 2e',1),('Baba Yaga','Skills','Arcana +6, History +6Damage Resistances lightningSenses darkvision 60 ft., passive Perception 10Languages Common, Dwarvish, Elvish, Infernal, SylvanChallenge 2 (450 XP)','5e SRD','Reaction','D&D 5e',1),('Akyishigal','Skitter','The demon lord of cockroaches combines an attack with a move up to 20 feet as if using a withdraw action, and is not subject to attacks of opportunity.','5e SRD','Legendary Action','D&D 5e',1),('Skulk','Skulk','Skulks are a family of humanoids whose skin can shift coloration to aid in stealth.','fan json','Trait','Pathfinder 2e',1),('Algoid','Slam','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. If an algoid scores a critical hit with this attack, the target must make a successful DC 14 Con saving throw or be stunned. The stunned creature can repeat the saving throw at the end of each of its turns; the condition ends on a successful save.','5e SRD','Action','D&D 5e',1),('Apaxrusl','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Balban','Slam','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the demon cannot use this attack against another target.','5e SRD','Action','D&D 5e',1),('Blemmyes','Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Cherufe','Slam','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Cinder Knight','Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('Clay Golem','Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.','5e SRD','Action','D&D 5e',1),('Cuero','Slam','Melee Weapon Attack: +8 to hit, reach 10 ft. Hit: 14 (2d8 + 5) bludgeoning damage. Instead of dealing damage, the cuero can grapple the target (escape DC 15).','5e SRD','Action','D&D 5e',1),('Daeodon','Slam','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Dau','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.','5e SRD','Action','D&D 5e',1),('Draug','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Hippopotamus','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bashing damage.','5e SRD','Action','D&D 5e',1),('Iron Golem','Slam','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Jung-mule','Slam','Melee Weapon Attack: +7 to hit, 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Pig','Slam','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning Damage.','5e SRD','Action','D&D 5e',1),('Pumpkinhead','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Qasogonaga','Slam','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage and 10 (3d6) lightning damage.','5e SRD','Action','D&D 5e',1),('Saguaroi','Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage plus 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Shroom','Slam','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 - 1) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Smaragdine Golem','Slam','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Stone Golem','Slam','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Thoqqua','Slam','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage, plus 10 (3d6) fire damage.','5e SRD','Action','D&D 5e',1),('Titan','Slam','Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Vanara','Slam','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target must succeed on a DC 13 Dexterity saving throw or drop its weapon in a space within 10 feet of the target.','5e SRD','Action','D&D 5e',1),('Wereorca','Slam','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Bog Mummy','slam','14 (1d8+10 plus mummy rot)','d20web','Action','d20',1),('Boggart','slam','9 (2d6 electricity)','d20web','Action','d20',1),('Cuero','slam','10 (1d6+9 plus','d20web','Action','d20',1),('Darkmantle','slam','3 (1d4 plus','d20web','Action','d20',1),('Encantado','slam','10 (1d4+4 plus intoxication) or','d20web','Action','d20',1),('Giant Seahorse','slam','6 (1d6+6)','d20web','Action','d20',1),('Huldra','slam','7 (1d6+4)','d20web','Action','d20',1),('Juggernaut','slam','24 (4d6+19 plus','d20web','Action','d20',1),('Korred','slam','8 (1d2+4) or shears +8 (1d4+4) or club +8 (1d4+4)','d20web','Action','d20',1),('Muhuru','slam','19 (2d8+7 plus overwhelm)','d20web','Action','d20',1),('Mummy','slam','14 (1d8+10 plus','d20web','Action','d20',1),('Thoqqua','slam','4 (1d6+1 plus burn)','d20web','Action','d20',1),('Vahana','slam','18 (2d6+12)','d20web','Action','d20',1),('Vampire','slam','8 (1d4+4 plus','d20web','Action','d20',1),('Wight','slam','4 (1d4+1 plus','d20web','Action','d20',1),('Peryton','Slash and Snatch','If the peryton dives at least 30 feet straight toward a target and then hits it with a Talon attack on the same turn, the target takes an additional 10 (3d6) slashing damage. If the target is size Small or smaller, it is grappled (escape DC 13). The peryton has picked it up and may begin flying away with it.','5e SRD','Special','D&D 5e',1),('Rhacos','Slashing Beak (recharge 4-6)','The rhacos wildly swings its neck around with its beak wide open. The rhacos makes a Bite attack against each creature within reach. A creature hit by one of these attacks is bleeding and loses 1 hit point at the start of each of its turns. A creature can use an action to make a DC 10 Wisdom (Medicine) check to staunch the bleeding, ending the condition on a success. Any magical healing ends this condition.','5e SRD','Action','D&D 5e',1),('Nuckelavee','Slashing Lunge (Costs 2 Actions)','The nuckelavee makes two claw attacks on a single target. If both hit, the target must make a DC 17 Strength or Dexterity saving throw or the nuckelavee steals a worn or carried item from the creature other than a magic weapon. If a creature could start a grapple with the nuckelavee, it can choose to retrieve an item instead.','5e SRD','Legendary Action','D&D 5e',1),('Grimslake','Slashing Scales (Ex)','The scales running in a line down a grimslake\'s back have razor-sharp ridges and spines, and the creature is adept atlashing at attackers with these scales. Any creature that attacks a grimslake with a natural weapon, unarmed strike, or light weapon must succeed at a DC 15 Reflex save or take 1d4 points of slashing damage. The save DC is Dexterity-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ice Troll','Slashing Susceptibility','If an attack made with a slashing weapon scores a critical hit on the ice troll, the troll must succeed on a DC 13 Constitution saving throw or lose a limb. Roll a d6. On a roll of 1-3, the troll loses an arm, and on a roll of 4-6 the troll loses a leg. It is GM\'s choice as to whether it was the right or left arm or leg.','5e SRD','Special','D&D 5e',1),('Aridni','Slaver Arrows','An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:','5e SRD','Action','D&D 5e',1),('Aridni','Sleep','The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes.','5e SRD','Action','D&D 5e',1),('Malignant Mouth','Sleep','. If the target has less than 5d8 hit points, it falls asleep as per the sleep spell.','5e SRD','Action','D&D 5e',1),('Vila','sleep','3/day','5e SRD','Special','D&D 5e',1),('Brass Dragon','Sleep Breath','The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.','5e SRD','Action','D&D 5e',1),('Piasa','Sleep Breath (Recharge 5-6)','The piasa exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.','5e SRD','Action','D&D 5e',1),('Brass Dragon','Sleep Breath (Su)','','d20web','Special (Su)','d20',1),('Alp','Sleeper\'s Slap','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and, if the target was sleeping or unconscious before it was hit, it must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. The creature must succeed on another saving throw on a following round to end the frightened condition.','5e SRD','Action','D&D 5e',1),('Black Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('Blue Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('Gold Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('Green Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('Red Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('Sea Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('White Dragon','Sleeping','The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!','OSE','Special','OSR',10),('Black Dragon','Sleeping','40%.','OSE','Special','OSR',16),('Blue Dragon','Sleeping','20%.','OSE','Special','OSR',16),('Gold Dragon','Sleeping','5%.','OSE','Special','OSR',16),('Green Dragon','Sleeping','30%.','OSE','Special','OSR',16),('Red Dragon','Sleeping','10%.','OSE','Special','OSR',16),('Sea Dragon','Sleeping','30%.','OSE','Special','OSR',16),('White Dragon','Sleeping','50%.','OSE','Special','OSR',16),('Alchemical Skunk','Sleeping Fog','The skunk sprays a sweet-smelling blue fog. Each creature within 10 feet of the skunk must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.','5e SRD','Action','D&D 5e',1),('Siehnam','Sleepless','The siéhnam never sleeps and is immune to magical sleep effects. It is also immune to exhaustion..','5e SRD','Special','D&D 5e',1),('Aboleth','Slime','A creature hit by an aboleth’s tentacle must succeed on a Paralysis save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds.','aquilae','Special','OSR',1),('Aboleth','Slime (Ex)','A creature hit by an aboleth\'s tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature\'s new \"flesh\" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature\'s flesh isn\'t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Slurk','Slime (Ex)','A slurk\'s back is crusted with thick, dry slime and dozens of nodules. As a standard action at will, a slurk can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, entangling the foe. Anyone the slurk successfully bull rushes or overruns is automatically squirted with back slime. The hardened slime can be removed as a full-round action with a DC 15 Strength check. The slurk\'s back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a -8 penalty on Ride checks to dismount.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bhole','Slime Coat','A bhole is covered in sticky bhole slime. Any manufactured weapon striking the bhole automatically adheres to its and cannot be used to make attacks until freed (Escape DC 20).','5e SRD','Special','D&D 5e',1),('Flail Snail','Slime Rope','','d20web','Special (Ex)','d20',1),('Flail Snail','Slime Rope (Ex)','A flail snail can turn its mucus into a ropelike strand up to 60 feet long, and can use this rope to hang itself and up to 1,000 extra pounds from the ceiling indefinitely, or to lower itself safely at a speed of 20 feet per round. It can climb back up this rope at a speed of 10 feet per round. Once the snail breaks contact with the rope, the slime decomposes in 1d4 rounds. While the slime rope exists, other creatures can climb the rope with a DC 20 Climb check.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lou Carcolh','Slime Trail (1/day)','For 1 minute, the lou carcolh leaves a slime trail behind it as it moves. The slime creates difficult terrain, and any creature walking through it must succeed on a DC 13 Dexterity (Acrobatics) check or fall prone. The slime remains effective for 1 hour.','5e SRD','Special','D&D 5e',1),('Croaker','Slimy','Croakers continuously cover themselves with muck and slime. Creatures attempting to grapple a croaker do so with disadvantage.','5e SRD','Special','D&D 5e',1),('Mane','Slimy Skin','The stygian mane has advantage to escape from the grappled or restrained condition.','5e SRD','Special','D&D 5e',1),('Snallygaster','Slimy Tentacles','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 18 (4d8) acid damage at the start of each of its turns, and the snallygaster can\'t use its Slimy Tentacles on another target.','5e SRD','Action','D&D 5e',1),('Burrowling','Sling','Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Harefolk','Sling','Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Kapi','Sling','Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Vanara','Sling','Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Cueyatl','Slippery','The cueyatl has advantage on saving throws and ability checks made to escape a grapple.','5e SRD','Special','D&D 5e',1),('Shantak','Slippery','','d20web','Special (Ex)','d20',1),('Stone Golem','Slow (Recharge 5-6)','The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can\'t use reactions, its speed is halved, and it can\'t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Stone Golem','Slow (Su)','','d20web','Special (Su)','d20',1),('Cyclops','Slow-witted','Can be tricked by clever PCs.','OSE','Special','OSR',3),('Froghemoth','Slowed by Electricity','','d20web','Special (Ex)','d20',1),('Froghemoth','Slowed by Electricity (Ex)','Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Copper Dragon','Slowing Breath','The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can\'t use reactions, its speed is halved, and it can\'t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.','5e SRD','Action','D&D 5e',1),('Kot Bayun','Slumbering Song','The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun\'s song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw.','5e SRD','Action','D&D 5e',1),('Giant Squid','small tentacle','8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)','OSE','Action','OSR',1),('Balban','Smash','One Medium or smaller creature grappled by the demon is smashed into nearby solid objects or a solid surface. The target takes 25 (4d8 + 7) bludgeoning damage and must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Kaveph','Smash','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the kaveph.','5e SRD','Action','D&D 5e',1),('Ravager','Smash','If a target is grappled at the beginning of its turn, the ravager may smash it into the ground for 37 (6d8 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Buggane','Smash and Bash (Ex)','As a free action, a buggane can attempt to trip an opponent it damages with its rend attack without provoking an attack of opportunity. If the trip attempt fails, the buggane cannot be tripped in return. If the trip attempt is successful, the target must succeed at a DC 19 Fortitude save or be stunned for 1 round. The save DC is Strength-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ramidreju','Smell Gold','','d20web','Special (Ex)','d20',1),('Ramidreju','Smell Gold (Ex)','A ramidreju can use its scent ability to detect and pinpoint the location of gold within 90 feet. The ramidreju can smell buried gold, gold held inside a container (like a backpack or treasure chest), or even gold deposits inside solid rock. The ramidreju knows neither the amount of gold nor if the gold is carried or guarded by a trap or creature.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tuyango','Smell Humanoid','The tuyango has advantage on Wisdom (Perception) checks against humanoids that rely on smell.','5e SRD','Special','D&D 5e',1),('Rust Monster','Smell metal','Attracted by the scent.','OSE','Special','OSR',2),('Kirin','Smite Chaos (Su)','','d20web','Special (Su)','d20',1),('Belker','Smoke Form','The belker can use its bonus action to assume a smoke form, much the same as the effects of the gaseous form spell. The belker must concentrate on this effect. A creature that enters the belker\'s space for the first time in a turn or ends their turn there must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, and half as much damage on a success. The belker can also move to another creature\'s space, triggering the Constitution saving throw.','5e SRD','Special','D&D 5e',1),('Peri','Smoke Sight (Su)','A peri can see through fire, fog, and smoke without penalty.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Red Dragon','Smoke Vision','','d20web','Special (Ex)','d20',1),('Thessalhydra','Snake Bite','','d20web','Special (Ex)','d20',1),('Medusa','Snake Hair','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 18 (4d8) poison damage.','5e SRD','Action','D&D 5e',1),('Ophidian','Snake Hands','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour.','5e SRD','Action','D&D 5e',1),('Balbal','Snake Terror','When the balbal sees a snake, it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 round. It must make this saving throw when it sees statues, paintings, or other artistic representations of snakes, but it has advantage on such saving throws. If the balbal succeeds on its saving throw, it overcomes its snake terror for 1d4 rounds and need not save during this time.','5e SRD','Special','D&D 5e',1),('Inphidian','Snake-hand Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('Medusa','snakebites','1 * snakebites (1d6 + poison)','OSE','Action','OSR',1),('Ahool','Snapping Bite (Ex)','When the ahool successfully grabs with its bite or deals damage with its bite attack to a creature it has grappled, the creature takes an additional 1d4 points of Dexterity damage. This damage is precision damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tzitzimitl','Snatch','The tzitzimitl makes a claw attack against a Large or smaller target. On a hit, the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and the tzitzimitl can\'t snatch another target with that claw and can only make another claw attack using that claw against the creature it grappled.','5e SRD','Reaction','D&D 5e',1),('Dryad','Sneak Attack','Once per turn, the hamadryad deals an extra 7 (2d6) damage when she hits a target with a melee attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hamadryad that isn\'t incapacitated and the hamadryad doesn\'t have disadvantage on the attack roll.','5e SRD','Special','D&D 5e',1),('Ghole','Sneak Attack','The ghole deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ghole that isn\'t incapacitated and the ghole doesn\'t have disadvantage on the attack roll.','5e SRD','Special','D&D 5e',1),('Mi-Go','Sneak Attack','','d20web','Special (Ex)','d20',1),('Cryoceros','Snow Camouflage','The cryoceros has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.','5e SRD','Special','D&D 5e',1),('Harefolk','Snow Camouflage','The harefolk has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.','5e SRD','Special','D&D 5e',1),('Snow Cat','Snow Camouflage','The snow cat has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.','5e SRD','Special','D&D 5e',1),('Ursa Polaris','Snow Camouflage','The ursa polaris has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.','5e SRD','Special','D&D 5e',1),('Yuki-Onna','Snow Dependency','A yuki-onna that is outside of a snowing area and does not have its Snowstorm trait active because of a control weather spell has disadvantage on all attack rolls, saving throws, and ability checks.','5e SRD','Special','D&D 5e',1),('Yuki-Onna','Snow Dependency (Ex)','A yuki-onna is staggered if she is ever in an area without snow while her snowstorm aura is suppressed or otherwise not functioning.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kamaitachi','Snow Devil (Wintry Swirl Form Only)','Until it attacks or uses Wintry Assault, the kamaitachi is indistinguishable from a natural swirl of snow unless a creature succeeds on a DC 15 Intelligence (Investigation) check.','5e SRD','Special','D&D 5e',1),('Akhlut','Snow Vision','','d20web','Special (Ex)','d20',1),('White Dragon','Snow Vision','','d20web','Special (Ex)','d20',1),('Akhlut','Snow Vision (Ex)','An akhlut can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snowy weather.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Barbegazi','Snow Walk','The barbegazi can move across and climb icy or snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\'t cost extra movement.','5e SRD','Special','D&D 5e',1),('Polar Bear','Snow walk','Wide paws allow running on the surface of snow without sinking.','OSE','Special','OSR',3),('Harefolk','Snow Walker','The harefolk can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\'t cost it extra movement.','5e SRD','Special','D&D 5e',1),('Urskan','Snow Walker','','d20web','Special (Ex)','d20',1),('Akhlut','Snow Walking (Su)','An akhlut can walk on snow or thin sheets of ice as though affected by water walk. It only leaves a trail on such surfaces when it wants to.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yuki-Onna','Snowstorm','A yuki-onna is surrounded by whirling blasts of snow, even in areas that wouldn\'t allow for such weather, that comprise a 200-foot-radius spread. Within this area, the snowfall and wind gusts cause disadvantage on Wisdom (Perception) ability and ranged weapon attacks. A yuki-onna is unaffected by snowstorms or blizzards of any kind. A control weather spell can be used to negate the snowstorm.','5e SRD','Special','D&D 5e',1),('Yuki-Onna','Snowstorm (Su)','A yuki-onna is surrounded by whirling blasts of snow, even in areas that wouldn\'t allow for such weather, that comprise a 200-foot-radius spread. Within this area, the snowfall and wind gusts cause a -4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation around the yuki-onna, and functions as severe wind (Core Rulebook 439). A yuki-onna is unaffected by snowstorms or blizzards of any kind. Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dolphin','Sonar','The dolphin can navigate by emitting sound waves and is able find their way even in the darkest conditions. As a result, the dolphin is immune to the blinded condition and gains its proficiency bonus to Perception. Spells or conditions that negate sound also foul this ability.','5e SRD','Special','D&D 5e',1),('Harpy','song','2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)','OSE','Action','OSR',3),('Aviere','Song of Healing (1/Day)','The aviere sings a song of healing. The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere\'s song and isn\'t an undead or a construct, it regains 1d4 hp.','5e SRD','Action','D&D 5e',1),('Aviere','Song of Life','The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn\'t an undead or a construct. The creature becomes stable.','5e SRD','Action','D&D 5e',1),('Galazon','Sonic Attack (recharge 5-6)','Galazon unleashes focused sound waves in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Constitution saving throw, taking 88 (16d10) thunder damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Mogrl','Sonic Breath (Recharge 6)','The mogrl hurls a line of concentrated, magical sound in a line up to 60 feet long, striking one target. The target must make a Constitution save (DC 20), taking 45 (10d8) thunder damage on a failed save, or half as much on a successful one. In addition, if the target fails the spell, they are affected as if they were hit by a dispel magic spell. The dispel is so powerful, it can even temporarily affect magic items. Treat common and uncommon items as 4th level spells, rare and very rare items as 7th level spells, and legendary items as 9th level spells. The mogrl uses intelligence on its checks to dispel all spells and items on the character. A permanent item that is dispelled is not permanently destroyed and regains its power after one hour.','5e SRD','Action','D&D 5e',1),('Yrthak','Sonic Lance','','d20web','Special (Ex)','d20',1),('Fluttercat','Soothing Purr','A calm and happy fluttercat can purr almost like a housecat, and like its roar, a fluttercat\'s purr is suffused with magic. Those who spend at least an hour in close proximity to a purring fluttercat (including the fluttercat itself) are affected as if by a long rest and lesser restoration. A creature other than the fluttercat can receive this benefit no more than once per day.','5e SRD','Special','D&D 5e',1),('Nichny','Soothsaying','Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true.','5e SRD','Special','D&D 5e',1),('Smoke Mephit','Sooty Breath (Su)','','d20web','Special (Su)','d20',1),('Kitsune','Sorcerer Spells Known (CL 1st; concentration +4)','Sorcerer Spells Known (CL 1st; concentration +4)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Amarok','Soul Bite (Su)','As a standard action, an amarok can bite directly into the soul of any creature it can see. A shadowy image of the bitten creature appears next to the amarok, and the amarok makes its bite attack as if the creature were within reach. A soul bite deals the same amount of damage as a normal bite attack, and ignores hardness and damage reduction. If its bite attack hits, the amarok can attempt to trip and grab the target. When the amarok grabs a creature in this way, the creature doesn\'t move, but the amarok visibly wrestles with the shadowy image and the creature appears to be grappling with thin air. This ability doesn\'t work against creatures that don\'t have souls (like most constructs) or that don\'t have a separate body and soul (like outsiders).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Romsiwamnari','Soul Eater','A creature killed by a romsiwamnari cannot be returned to life by any means save by divine intervention or wish spell.','5e SRD','Special','D&D 5e',1),('Soulbound Doll','Soul Focus (Su)','The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll\'s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Juggernaut','Soul-Powered (Su)','When a juggernaut kills a creature with at least 5 Hit Dice and an alignment two or more steps away from the juggernaut\'s alignment, it gains a kill point. Add its current total kill points as a bonus on its attack rolls, combat maneuver checks, caster level checks, and skill checks. Add half its current total kill points as a bonus to its natural armor and spell resistance. The juggernaut loses 1 kill point every 24 hours.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Prachalla','Soulbound','These constructs are mentally augmented by a fragment of a once-living creature\'s soul.','fan json','Trait','Pathfinder 2e',1),('Soulbound Doll','Soulbound','These constructs are mentally augmented by a fragment of a once-living creature\'s soul.','fan json','Trait','Pathfinder 2e',1),('Spiritbound Aluum','Soulbound','These constructs are mentally augmented by a fragment of a once-living creature\'s soul.','fan json','Trait','Pathfinder 2e',1),('Parrot','Sound Mimicry','','d20web','Special (Ex)','d20',1),('Mummy','Source','FGG:CoB','5e SRD','Action','D&D 5e',1),('Pyrausta','Spark','The pyrausta ignites a flammable object it can see within 30 feet. If the object is held or attended by a creature, the creature may make a DC 11 Dexterity saving throw; on a success, the object is unaffected.','5e SRD','Action','D&D 5e',1),('Fire Monkey','Spark (Recharges After a Short Rest)','The fire monkey can cause a tiny flammable object within 30 feet to catch on fire, as if it were using flint and steel. This has no effect an object behind held or carried by another creature.','5e SRD','Special','D&D 5e',1),('Lightning Elemental','Spark Leap','','d20web','Special (Ex)','d20',1),('Saxra','Spawn Skeleton (Su',') Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. Creatures raised as skeletons are overcome with the desire to slay living creatures, but the saxra has no control over them. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sprite','Speak with Animals (Su)','','d20web','Special (Su)','d20',1),('Queen Of Scorpions','Speak with Arachnids','The Queen of Scorpions can communicate with scorpions and spiders as if they shared a language.','5e SRD','Special','D&D 5e',1),('Syrinx','Speak with Avians','','d20web','Special (Ex)','d20',1),('Dragonet','Speak with Beasts','The barnyard dragonette can communicate with Beasts as if they shared a language.','5e SRD','Special','D&D 5e',1),('Nymph','Speak with Beasts and Plants','The nymph can communicate with beasts and plants as if they shared a language.','5e SRD','Special','D&D 5e',1),('Brother Ox','Speak with Bovines','Brother Ox can communicate with any bovine creature as if they shared a language.','5e SRD','Special','D&D 5e',1),('Queen Of Cats','Speak with Felines','The Queen of Cats can communicate with cats as if they shared a language.','5e SRD','Special','D&D 5e',1),('Toad King','Speak with Frogs and Toads','The Toad King can communicate with frogs and toads as if they shared a language.','5e SRD','Reaction','D&D 5e',1),('Black Dragon','Speak with Reptiles (Sp)','','d20web','Special (Sp)','d20',1),('Mouse King','Speak with Rodents','The Mouse King can communicate with rodents as if they shared a language.','5e SRD','Special','D&D 5e',1),('Queen Of Serpents','Speak with Serpents','The Queen of Serpents can communicate with serpents as if they shared a language.','5e SRD','Special','D&D 5e',1),('Ara','Spear','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.','5e SRD','Action','D&D 5e',1),('Athena','Spear','Melee Weapon Attack: +14 to hit, reach 10 ft. or range 60/180 ft., one target. Hit: 24 (5d6 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Cueyatl','Spear','Melee Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage plus 7 (2d6) poison damage or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('Hobgoblin','Spear','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if wielded with two hands.','5e SRD','Action','D&D 5e',1),('Jyoti','Spear','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage two-handed and 10 (3d6) radiant damage. If the jyoti scores a critical hit with its spear against an undead or creature from the Negative Plane or Shadowfell, that creature takes an additional 21 (6d6) radiant damage. The jyoti\'s spear is a magical weapon in its hands.','5e SRD','Action','D&D 5e',1),('Merfolk','Spear','Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('Mountain Strider','Spear','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('Nagaji','Spear','Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if wielded in two hands as a melee attack.','5e SRD','Action','D&D 5e',1),('Nupperibo','Spear','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.','5e SRD','Action','D&D 5e',1),('Sahuagin','Spear','Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('Salamander','Spear','Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20 ft./60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) fire damage.','5e SRD','Action','D&D 5e',1),('Tangagumak','Spear','Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Upasunda','Spear','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Grindylow','spear','2 (1d6+1/×3)','d20web','Action','d20',1),('Strix','spear','2 (1d8+1/×3)','d20web','Action','d20',1),('Taiga Giant','spear','19/+14/+9 (3d6+15/×3) or 2 slams +19 (1d8+10)','d20web','Action','d20',1),('Gnoll','Spear (3)','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if wielded in two hands.','5e SRD','Action','D&D 5e',1),('Werejaguar','Spear (Humanoid or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used in two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('Belial','Spear Thrust','Belial makes a Fork of Suffering attack.','5e SRD','Legendary Action','D&D 5e',1),('Jaculus','Spearhead','If the jaculus moves at least 10 feet straight toward a target and hits that target with a Jaws attack on the same turn, the Jaws attack deals an extra 4 (1d8) piercing damage.','5e SRD','Special','D&D 5e',1),('Archon','Special','Special','BECMI','Action','OSR',1),('Caldron Magen','Special','1-10','BECMI','Action','OSR',1),('Chimer','Special','20-200/4-24','BECMI','Action','OSR',1),('Demogorgon','Special','Special','BECMI','Action','OSR',1),('Dryad','Special','0','BECMI','Action','OSR',1),('Eater of Magic','Special','Special','BECMI','Action','OSR',1),('Fresh Water Termite','Special','1-4','BECMI','Action','OSR',1),('Gremlin','Special','Special','BECMI','Action','OSR',1),('Haunt','Special','Nil','BECMI','Action','OSR',1),('Huptzeen','Special','By spell','BECMI','Action','OSR',1),('Hypnos Magen','Special','Charm','BECMI','Action','OSR',1),('Megalith','Special','Special','BECMI','Action','OSR',1),('Orcus','Special','Special','BECMI','Action','OSR',1),('Phygorax','Special','Energy Drain','BECMI','Action','OSR',1),('Poltergeist','Special','Special','BECMI','Action','OSR',1),('Pooka','Special','Special','BECMI','Action','OSR',1),('Possession','Special','Varies','BECMI','Action','OSR',1),('Salt Water Termite','Special','1-6','BECMI','Action','OSR',1),('Shrieker','Special','Nil','BECMI','Action','OSR',1),('Skullwraith','Special','Special','BECMI','Action','OSR',1),('Strangleweed','Special','Special','BECMI','Action','OSR',1),('Swamp Termite','Special','1-3','BECMI','Action','OSR',1),('Pixie','Special Arrows (Su)','When a pixie fires an arrow from any bow, it can decide to change the arrow\'s properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)-the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie\'s chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits-it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Pixie','Special Arrows (Su)','','d20web','Special (Su)','d20',1),('Dagon','Special Equipment','Dagon carries Embrace of the Uncaring Sea, a powerful magic trident.','5e SRD','Special','D&D 5e',1),('Mouse King','Special Equipment','The Mouse King wears a ring of spell turning.','5e SRD','Special','D&D 5e',1),('Orcus','Special Equipment','Orcus wields its iconic rod, the Wand of Orcus.','5e SRD','Special','D&D 5e',1),('Banshee','Special Wail','1-4/round','BECMI','Action','OSR',1),('Lesser Banshee','Special Wail','1-4 per round','BECMI','Action','OSR',1),('Wailing Fey','Special Wail','1-4/round','BECMI','Action','OSR',1),('Carbuncle','Specious Suggestion (Su)','As a standard action three times per day, a carbuncle can concentrate intently on one creature within its line of sight and attempt to impose its will upon the target. A DC 11 Will save is enough to resist this compulsion. If the target fails to resist, roll 1d6. On a result of 1-2, the target gains a flash of insight and a +2 insight bonus to its Armor Class for 1 minute. On a result of 3-4, the victim is affected as if by suggestion for 1 minute, and must follow a single (usually embarrassing, always harmless) suggestion from the carbuncle. On a result of 5-6, the victim\'s thoughts are garbled with those of the carbuncle, imposing a -2 penalty to the victim\'s Will saving throws for 1 minute. This is a mind-affecting effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Silvanshee Agathion','Spectral Mist (Su)','','d20web','Special (Su)','d20',1),('Giant Rattler','Speed','Attack twice per round. Second attack at the end of each round.','OSE','Special','OSR',3),('Tuyango','Speed Strike','If the tuyango can move at least 20 feet towards its target, it can charge the individual, delivering a brutal flesh-ripping blow with its cruelly hooked beak. If the attack hits, it deals an additional 18 (4d8) slashing damage.','5e SRD','Action','D&D 5e',1),('Desert Drake','Speed Surge','','d20web','Special (Ex)','d20',1),('Rift Drake','Speed Surge','','d20web','Special (Ex)','d20',1),('River Drake','Speed Surge','','d20web','Special (Ex)','d20',1),('Coral Drake','Speed Surge (3/day)','A drake can draw on its draconic heritage for a boost of strength and speed that allows it to double its movement speeds that round.','5e SRD','Bonus Action','D&D 5e',1),('Sprite','spell','1 * spell (curse)','OSE','Action','OSR',1),('Scylla','Spell (Costs 2 actions)','The scylla uses one of its spells.','5e SRD','Legendary Action','D&D 5e',1),('Devourer','Spell Deflection (Su)','If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected-success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Doppelganger','Spell immunity','Unaffected by sleep and charm spells.','OSE','Special','OSR',4),('Gargoyle','Spell immunity','Unaffected by sleep or charm spells.','OSE','Special','OSR',4),('Shadow','Spell immunity','Unaffected by charm and sleep spells.','OSE','Special','OSR',4),('Spell Parrot','Spell Mimicry','Whenever the spell parrot hears a cantrip or a 1st through 5th level spell that has a verbal component being cast, it can attempt to mimic the casting of that spell on its next turn. The spell parrot ignores any somatic or material component that the spell requires. When the spell parrot attempts to mimic the spell, roll a d6. If the spell is a cantrip or 1st level spell, the casting succeeds if the result is a 3-6. If the spell is 2nd level or higher, the casting succeeds on the result of a 5 or 6. Once the spell parrot mimics a spell, it forgets the spell. The spell parrot uses the original caster\'s spell save DC and spell attack bonus, and the spell must have a valid target for the spell parrot to use as the target of the mimicked spell.','5e SRD','Special','D&D 5e',1),('Athena','Spell Mirroring Aegis','Any time Athena is targeted by magic missile, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, Athena is affected normally. On a 5 to 6, Athena is unaffected, and the spell is reflected back at the caster as though it originated from Athena, turning the caster into the target.','5e SRD','Special','D&D 5e',1),('Ungern','Spell Resistance','The ungern have advantage on all saving throws against spells.','5e SRD','Special','D&D 5e',1),('Zoog','Spell Sight (Su)','A zoog\'s eyes radiate normal light in a 15-foot cone and increase the light level by one step for an additional 15 feet beyond that area. Any magic effect in this area glows faintly. This glow does not reveal the magic effect\'s school or strength. A zoog can quell or renew this light as a swift action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Androsphinx','Spellcasting','The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('Aranea','Spellcasting','All aranea are 3rd-level wizards. They use Intelligence as their casting ability (DC 13, attack +5) and require no material components for their spells. Typical known spells are listed below, but individual aranea can know different spells.','5e SRD','Special','D&D 5e',1),('Chelicerae','Spellcasting','The chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:','5e SRD','Special','D&D 5e',1),('Dragon Crab','Spellcasting','The dragon crab is a 12th level spellcaster. Its casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The dragon crab can cast the following spells:','5e SRD','Special','D&D 5e',1),('Elf','Spellcasting','The enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following wizard spells prepared:','5e SRD','Special','D&D 5e',1),('Gynosphinx','Spellcasting','The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:','5e SRD','Special','D&D 5e',1),('Gypsosphinx','Spellcasting','The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:','5e SRD','Special','D&D 5e',1),('Kalidah','Spellcasting','The kalidah king is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('Lich','Spellcasting','The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('Lilin','Spellcasting','The lilin is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can cast the following spells:','5e SRD','Special','D&D 5e',1),('Mogrl','Spellcasting','The greater mogrl is an 18th level spellcaster. Its spellcasting ability is intelligence (spell save DC 21, +13 to hit with spell attacks). The mogrl has the following Wizard Spells prepared:','5e SRD','Special','D&D 5e',1),('Naga','Spellcasting','The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('Orcus','Spellcasting','You can use an action to cast the following spells at will: blight, darkness, or speak with dead. The Wand of Orcus has 20 charges, which can be used to cast the following spells: animate dead (3 or more charges), bestow curse (2 charges), circle of death (6 charges), contagion (5 charges), create undead (6 or more charges), finger of death (7 charges), harm (6 charges), or power word kill (9 charges). The Wand of Orcus recovers all charges each midnight.','5e SRD','Regional Effect','D&D 5e',1),('Rakshasa','Spellcasting','The raja is a 12th-level caster. Its spellcasting ability is Charisma (DC 17, +9 to hit).','5e SRD','Special','D&D 5e',1),('Shroom','Spellcasting','The shroom is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared:','5e SRD','Special','D&D 5e',1),('Swamp Naga','Spellcasting','The swamp naga is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It knows the following sorcerer spells:','5e SRD','Special','D&D 5e',1),('Virtuoso Lich','Spellcasting','The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:','5e SRD','Special','D&D 5e',1),('Warrior','Spellcasting','The champion is a 3rd-level spellcaster. Their spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). They have the following cleric spells prepared:','5e SRD','Special','D&D 5e',1),('Akyishigal','Spellcasting (Costs 2 Actions)','The demon lord of cockroaches casts insect plague from its innate spellcasting ability.','5e SRD','Legendary Action','D&D 5e',1),('Couatl','Spells','A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Drider','Spells','A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Garuda','Spells','Garudas cast spells as 7th-level sorcerers.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kirin','Spells','A kirin casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a kirin, meaning that the creature does not need a divine focus to cast them.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lammasu','Spells','A lammasu casts spells as a 7th-level oracle, but does not gain any other class abilities possessed by an oracle. It ignores all divine focus material components for spells it casts.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nymph','Spells','A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Elf','Spells','Each individual has one random 1st level arcane spell.','OSE','Special','OSR',1),('Medium','Spells','Each individual has one 1st level arcane spell memorized. (Choose or select at random.)','OSE','Special','OSR',1),('Vishap','Spells (Sp)','A vishap casts spells as a 15th-level psychic.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nymph','Spells (Su)','','d20web','Special (Su)','d20',1),('Drider','Spells Known (CL 6th)','Spells Known (CL 6th)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lammasu','Spells Known (CL 7th; concentration +9)','Spells Known (CL 7th; concentration +9)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Baalzebal','Spew Flies (recharge 5-6)','Baalzebal spews forth a cloud of biting insects that fill a 60-foot cube. Each creature in the area must make a DC 22 Constitution saving throw, taking 28 (8d6) poison damage on a failure and being blinded for one minute on a failure, or half as much on a success and not being blinded.','5e SRD','Action','D&D 5e',1),('Bhole','Spew Slime (Recharge 5-6)','A bhole can expel a prodigious amount of thick slime from its gullet. This attack has a range of 900 feet and creates a 40-foot-diameter sphere of slime in its targeted area. Creatures within this area are stunned for 1 minute on a failed DC 20 Constitution saving throw which they may repeat at the end of their turn to end the condition. The slime transforms the area it coats into difficult terrain, and any creature entering or beginning its turn within the area is restrained by stickiness of the goop. As an action, the restrained target can make a DC 20 Strength check, bursting out of the slimy restraint on a success. The hardened slime can also be attacked and destroyed (AC 10; hp 50; boiling water instantly melts the slime; immunity to slashing, poison, and psychic damage). Destroying the slime frees the creature. Bhole slime persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty.','5e SRD','Action','D&D 5e',1),('Aranea','Spider Climb','Aranea can climb any surface without making ability checks.','5e SRD','Special','D&D 5e',1),('Asanbosam','Spider Climb','The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Cave Drake','Spider Climb','The cave drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Chelicerae','Spider Climb','Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check.','5e SRD','Special','D&D 5e',1),('Crypt Spider','Spider Climb','The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Drider','Spider Climb','The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Ettercap','Spider Climb','The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Gargoctopus','Spider Climb','The gargoctopus can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Phase Spider','Spider Climb','The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Piercer','Spider Climb','The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Queen Of Scorpions','Spider Climb','The Queen of Scorpions\' can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Riptide Horror','Spider Climb','The riptide horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Sand Spider','Spider Climb','The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Vampire','Spider Climb','The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.','5e SRD','Special','D&D 5e',1),('Jorogumo','Spider Empathy','The jorogumo can speak with any species of spider and control them as her guardians.','5e SRD','Action','D&D 5e',1),('Ettercap','Spider Empathy','','d20web','Special (Ex)','d20',1),('Jorogumo','Spider Empathy','','d20web','Special (Ex)','d20',1),('Ettercap','Spider Empathy (Ex)','This ability functions as the druid\'s wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Jorogumo','Spider Empathy (Ex)','This ability functions as a druid\'s wild empathy, save that it works only on spiders. A jorogumo uses her Hit Dice (normally 14) as her effective druid level. Spiders are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the jorogumo to train them and use them as guardians (though it does not grant them skills or feats).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Jorogumo','Spider Legs','','d20web','Special (Ex)','d20',1),('Jorogumo','Spider Legs (Ex)','A jorogumo\'s spider legs can emerge or retract as a free action. When a jorogumo\'s spider legs are present, she gains a +8 circumstance bonus on Climb checks and gains Deflect Arrows as a bonus feat.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Grimlock','Spiked Bone Club','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.','5e SRD','Action','D&D 5e',1),('Bugbear','Spiked Greatclub','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 5 (2d4) piercing damage.','5e SRD','Action','D&D 5e',1),('Lizardfolk Defender','Spiked Shield','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Hodag','Spiked Tail (Ex)','A hodag\'s tail spikes allow the creature\'s tail slap to deal both bludgeoning and piercing damage. A hodag\'s tail slap is a primary attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vallowex','Spiked Tongue','Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can\'t use its spiked tongue against another target.','5e SRD','Action','D&D 5e',1),('Kobold War Machine','Spiked Wheel','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Araganaqltaa','Spikes','Whenever the araganaqlta\'a is struck in melee, the attacker takes 3 (1d6) piercing damage. A creature that ends its turn grappled by the araganaqlta\'a takes 7 (2d6) piercing damage.','5e SRD','Special','D&D 5e',1),('Ngobou','Spikes','A creature that grapples an ngobou takes 9 (2d8) piercing damage.','5e SRD','Special','D&D 5e',1),('Manticore','Spikes (Ex)','With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ahuizotl','Spiky Coat','A creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage.','5e SRD','Special','D&D 5e',1),('Giant Rockfish','spine','4 * spine (1d4 + poison)','OSE','Action','OSR',1),('Sandwyrm','Spine Trap','When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm\'s stinger attack has advantage against creatures restrained by this trait.','5e SRD','Special','D&D 5e',1),('Erina','Spines','A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the erina takes 5 (2d4) piercing damage at the start of the erina\'s turn.','5e SRD','Special','D&D 5e',1),('Stegocentipede','Spines','A creature that makes a melee attack against a stegocentipede while within five feet of the stegocentipede must make a successful DC 12 Dexterity saving throw or take 6 (1d8 + 2) slashing damage from spines on the stegocentipede\'s carapace.','5e SRD','Special','D&D 5e',1),('Tarrasque','Spines','','d20web','Special (Ex)','d20',1),('Tarrasque','Spines (Ex)','The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine-all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Abandoned Zealot','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Banshee','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Betobeto-san','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Binumir','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Bright Walker','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Candlaron\'s Echo','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Charghar','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Cloudsplitter','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Corrupted Relic','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Cunning Guide','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Dancing Night Parade','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Death Coach','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Dybbuk','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Feathered Bear','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Fionn','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Fluxwraith','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Fortune Eater','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Ghost Commoner','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Ghost Mage','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Ghost Monk','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Ghost Pirate Captain','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Ghostly Guard','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Gliminal','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Grandfather Mantis','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Grappling Spirit','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Gray Death','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Grimbal','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Hantu Belian','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Hantu Denai','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Hungry Ghost','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Jin Durwhimmer','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Kannitri','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Kodama','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Last Guard','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Llorona','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Lyrt Cozurn','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Muse Phantom','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Nemhaith','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Nightmarchers','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Phantom Beast','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Phantom Knight','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Polong','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Poltergeist','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Pyrogeist','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Saggorak Poltergeist','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Screaming Sulfur','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Seething Spirit','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Shikigami','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Sie Goluo','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Soul Swarm','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Spectral Devil','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Syarstik Painted-Tiger','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Talamira','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('The Gardener Creature','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Tollvych','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Toshigami','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Ulthadar','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Waldgeist','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Watchtower Poltergeist','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Witchfire','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Xae','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Zuishin','Spirit','Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.','fan json','Trait','Pathfinder 2e',1),('Kirin','Spirits of the Air (Su)','','d20web','Special (Su)','d20',1),('Guardian Naga','Spit','','d20web','Special (Ex)','d20',1),('Ursikka','Spit','','d20web','Special (Ex)','d20',1),('Wolliped','Spit','','d20web','Special (Ex)','d20',1),('Cave Locust','spit','1 * bite (1d2) or 1 * jump (1d4) or 1 * spit (stench)','OSE','Action','OSR',1),('Cave Locust','Spit','Used defensively. 10\' range. Target treated as AC 9 [10]. The affected character is covered in stinking spittle: unable to act for 1 turn (save versus poison). Until the goo is washed off, others who come within 5\' must also save versus poison or be violently sick.','OSE','Special','OSR',4),('Ursikka','Spit (Ex)','As a standard action, an ursikka can spit a 60-foot line of its saliva. Creatures in the area take 8d6 points of cold damage and become entangled. A successful DC 22 Reflex save halves the damage and negates the entangled condition. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Go-zu','Spit Copper (Recharges after Long Rest)','Ranged Spell Attack. +7 to hit, range 10/20 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and 7 (2d6) fire damage. The target must make a DC 16 Dexterity saving throw or be restrained by the molten copper as it begins to harden. The target takes 1d6 fire damage at the beginning of each of its turns until it breaks free (escape DC 16).','5e SRD','Action','D&D 5e',1),('Agnibarra','Spit Fire','Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 9 (2d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('Kobold War Machine','Spit Fire','Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.','5e SRD','Action','D&D 5e',1),('Ssadar','Spit Fire','Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2 (1d4) fire damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('Naga','Spit Poison','Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Nysrock','Spit Poison','Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d8 + 2) poison damage and the target must succeed at a DC 17 Constitution saving throw or be blinded until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Inphidian','Spit Poison (recharge 5-6)','The inphidian spits poison at one target within 20 feet of it. A target creature must succeed on a DC 13 Constitution saving throw or be blinded for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Lou Carcolh','Spit Venom','Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 16 (3d10) poison damage.','5e SRD','Action','D&D 5e',1),('Nagaji','Spit Venom','(Recharges after Short Rest) Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: The target is blinded for 1 minute unless it succeeds on a DC 12 Constitution saving throw. The blinded creature can attempt a new save at the end of each of its turns, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('Ice Bogie','Spiteful Hail','Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 2 (1d4) cold damage, and the target\'s speed is reduced by 10 until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Gibbering Mouther','Spittle','','d20web','Special (Ex)','d20',1),('Gibbering Mouther','Spittle (Ex)','Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Saxra','Splintered Ground (Su)','As a standard action, a saxra can cause splintered bones to erupt from all terrain (except worked stone or open water) in a 100-foot radius. Any creature moving across this area takes 2d6 points of piercing damage and 2d6 points of negative energy damage for every 5 feet of movement, and must succeed at a DC 30 Reflex save or have its land speed reduced by half for 10 minutes. The bones remain and continue to deal damage indefinitely unless someone removes them manually (taking 10 minutes of work for each 5-foot square) or the saxra uses this ability again. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Myceloid','Spore Cloud','','d20web','Special (Ex)','d20',1),('Yellow Mould','Spore cloud','50% chance of attacking if touched (or damaged): releases a cloud of spores affecting all within a 10\' cube area.','OSE','Special','OSR',3),('Myceloid','Spore Cloud (Ex)','Once per day as a standard action, a myceloid can expel a 10-foot-radius burst of spores centered on itself. This cloud persists for 1d3 rounds. Any creature caught in this cloud or that moves through it is exposed to the myceloid\'s purple pox disease-a creature need save only once against any one spore cloud, however, before becoming permanently immune to that particular spore cloud\'s effects. The spore cloud does not hamper vision.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wirbeln Fungi','Spore Cloud(Recharge 5-6)','. The wirbeln ejects spores in a 15- foot cone. All creatures that are not wirbeln fungi must succeed on a DC 13 Constitution saving throw or take 5 (1d10) poison damage and be subject to one of the following effects for 1 minute, depending on the wirbeln\'s color: green is poisoned; red is blinded; yellow is incapacitated; blue is paralyzed; purple is frightened; and black is 5 (2d4) poison damage each round. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Myceloid','Spore Domination (Sp)','This spell-like ability functions as charm monster, but functions only against creatures currently infected with purple pox.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yellow Mold','Spores','1-6 + special','BECMI','Action','OSR',1),('Yellow Mould','spores','1 * spores (1d6 + choking)','OSE','Action','OSR',1),('Vrock','Spores (Ex)','A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vrock','Spores (Recharge 6)','A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.','5e SRD','Action','D&D 5e',1),('Water Termite','spray','1 * spray (stun)','OSE','Action','OSR',2),('Agai','Spriggan','Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants.','fan json','Trait','Pathfinder 2e',1),('Spriggan Bully','Spriggan','Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants.','fan json','Trait','Pathfinder 2e',1),('Spriggan Warlord','Spriggan','Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants.','fan json','Trait','Pathfinder 2e',1),('Spriggan','Spriggan Magic','','d20web','Special (Ex)','d20',1),('Spriggan','Spriggan Skills','','d20web','Special (Ex)','d20',1),('Crocodile','Sprint','','d20web','Special (Ex)','d20',1),('Shadow Demon','Sprint','','d20web','Special (Ex)','d20',1),('Cheetah','Sprint (Ex)','Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Crocodile','Sprint (Ex)','Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Crocotta','Sprinter','The crocotta can use its bonus action to run up to half its speed.','5e SRD','Special','D&D 5e',1),('Catfolk','Sprinter (Ex)','A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Draxie','Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('Grig','Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('Kreeth-Ni','Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('Melixie','Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('Nyktera','Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('Pixie','Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('Sprite','Sprite','A family of diminutive winged fey with a strong connection to primal magic.','fan json','Trait','Pathfinder 2e',1),('Pumpkinhead','Squash Bugs','Targeting one grappled creature within 5 feet of him, Pumpkinhead exhales a swarm of squash bugs which infest the creature, entering orifices and biting skin. The creature must make a DC 14 Constitution saving throw, suffering 6d8 necrotic damage on a failed saving throw, or half as much damage on a successful save.','5e SRD','Action','D&D 5e',1),('Yeti','Squeeze','','d20web','Special (Ex)','d20',1),('Sea Serpent','squeeze','1 * bite (2d6) or 1 * squeeze (1d10 hull damage)','OSE','Action','OSR',1),('Sea Serpent','Squeeze','Coil around and crush a vessel (of equal size or smaller).','OSE','Special','OSR',2),('Noble','Squire and retainers','Accompanied by a 2nd level fighter (a squire) and up to ten 1st level fighters (retainers).','OSE','Special','OSR',2),('Rusalka','staggering touch','16 (stagger)','d20web','Action','d20',1),('Rusalka','Staggering Touch (Su)','A creature touched by a rusalka must make a DC 27 Fortitude save or be staggered for 1 round by overwhelming feelings of desire and shame. This is a mind-affecting effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vampire','Stake through the heart','Permanently kills.','OSE','Special','OSR',22),('Kalidah','Stake to the Chest','If a piercing weapon made of wood is driven into a kalidah\'s chest while it is prone, the kalidah is restrained until the stake is removed.','5e SRD','Special','D&D 5e',1),('Vampire','Stake to the Heart','If a piercing weapon made of wood is driven into the vampire\'s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.','5e SRD','Special','D&D 5e',1),('Snow Cat','Stalker','If the snow cat surprises a creature and hits it with a bite attack, the target is grappled (escape DC 12) if it is a Medium or smaller creature.','5e SRD','Special','D&D 5e',1),('Bugbear','Stalker','','d20web','Special (Ex)','d20',1),('Bugbear','Stalker (Ex)','Perception and Stealth are always class skills for bugbears.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Catfolk','Stalker\'s Reflex (1/Day)','When it makes a Dexterity check, a bast catfolk can choose to have advantage on the roll.','5e SRD','Special','D&D 5e',1),('Antelope','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('Caribou','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('Deer','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('Elk','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('Goat','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('Moose','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('Ox','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',1),('Antelope','Stampede','See main entry.','OSE','Special','OSR',4),('Caribou','Stampede','See main entry.','OSE','Special','OSR',4),('Deer','Stampede','See main entry.','OSE','Special','OSR',4),('Elk','Stampede','See main entry.','OSE','Special','OSR',4),('Goat','Stampede','See main entry.','OSE','Special','OSR',4),('Moose','Stampede','See main entry.','OSE','Special','OSR',4),('Ox','Stampede','See main entry.','OSE','Special','OSR',4),('Horse','Stampede','Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to-hit human-sized or smaller creatures. 1d20 damage.','OSE','Special','OSR',10),('Bulgasari','Stampeding Charge (Recharge 5-6)','The bulgasari moves up to its speed on the ground in a straight line. Creatures in the way of this line must make a DC 14 Dexterity saving throw, taking 20 (3d12) piercing damage on a failed save, or half on a success. Either way, affected creatures are pushed outside of its path. Alternatively, a creature can make a DC 15 Strength saving throw, taking half damage and granting advantage on the next saving throw against the charge on a success.','5e SRD','Action','D&D 5e',1),('Bulette','Standing Leap','The bulette\'s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('Croaker','Standing Leap','The croaker\'s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('Cueyatl','Standing Leap','The cueyatl\'s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('Frog','Standing Leap','The frog\'s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('Frogfolk','Standing Leap','The frogfolk\'s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('Glass Gator','Standing Leap','The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start.','5e SRD','Special','D&D 5e',1),('Horakh','Standing Leap','As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start.','5e SRD','Special','D&D 5e',1),('Toad King','Standing Leap','The Toad King\'s long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.','5e SRD','Reaction','D&D 5e',1),('Tsuchinoko','Standing Leap','The tsuchinoko\'s long jump is up to 15 feet and its high jump is up to 5 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('Vanara','Standing Leap','The vanara\'s long jump is 30 feet and its high jump is up to 15 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('Werewolf','Standing Leap (Hybrid or Wolf Form Only)','The werewolf\'s long jump is up to 30 feet, and its high jump is up to 15 feet, with or without a running start.','5e SRD','Special','D&D 5e',1),('Stank Hog','Stank\'s Revenge','Any piercing attack from the flank or rear has a 10% chance of popping the inflated anal gland of the stank hog, releasing the noxious flatulence and causing the full effect as described under the mephitic gas action. Additionally, any piercing or slashing critical hit from the flank or rear has a 50% chance of popping the inflated anal gland and triggering the mephitic gas action, the mighty blow cutting deep into the stank hog\'s thick hide and puncturing the gas-filled gland. If stank\'s revenge is activated, the hog can no longer use the mephitic gas attack until it is able to heal for one week.','5e SRD','Special','D&D 5e',1),('Cthulhu','Starflight','Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM\'s discretion).','5e SRD','Special','D&D 5e',1),('Mi-Go','Starflight','A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GMï¿1/2s discretion) ï¿1/2 provided the mi-go knows the way to its destination.','5e SRD','Special','D&D 5e',1),('Mi-Go','Starflight (Su)','A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GM\'s discretion)-provided the mi-go knows the way to its destination.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shantak','Starflight (Su)','','d20web','Special (Su)','d20',1),('Ningyo','Startle (Su)','If an undead ningyo attacks in the surprise round, its target must attempt a DC 11 Will save. Success means the target is shaken for 1 round; failure means it is frightened for 1d4 rounds. The target can only be affected by that ningyo\'s startle once every 24 hours. Creatures with 6 or more Hit Dice are immune to this ability. This is a mind-affecting fear effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Arrowhawk','Static','A creature that touches the elder arrowhawk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.','5e SRD','Special','D&D 5e',1),('Buraq','Static Field (Su)','','d20web','Special (Su)','d20',1),('Fire Monkey','Steal','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The fire monkey can take hold of one possession from the target\'s hands or that is visible on their person.','5e SRD','Action','D&D 5e',1),('Nuckelavee','Steal Luck','The nuckelavee steals the luck of a creature it can see within 120 feet. The creature must succeed on a DC 18 Wisdom saving throw or it is cursed with bad luck. For as long as it remains cursed, attack rolls against the creature are made with advantage and the target has disadvantage on attack rolls to hit the nuckelavee. The curse ends when the nuckelavee ends the effect or dies or when the target receives a remove curse spell.','5e SRD','Legendary Action','D&D 5e',1),('Zouyu','Steal Luck','The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next ability check, attack roll, or saving throw (zouyu\'s choice) it makes before the end of its next turn. If the target fails the saving throw, the zouyu has advantage on one attack roll or saving throw it makes before the start of its next turn.','5e SRD','Action','D&D 5e',1),('Boiuna','Steal Shadow','A creature that ends its turn adjacent to the boiúna must succeed a DC 23 Charisma saving throw or have its shadow stolen from it. Starting on its next turn, and every hour thereafter, a creature that has its shadow stolen must succeed a DC 23 Constitution saving throw or gain 1 level of exhaustion. If the boiúna is killed or if remove curse is cast on a creature whose shadow has been stolen, its shadow returns and they no longer need to save against gaining levels of exhaustion, but any exhaustion already accrued remains. The boiúna can suppress or regain use of this ability as a bonus action.','5e SRD','Special','D&D 5e',1),('Chaneque','Steal Soul (Su)','As a ranged attack, a chaneque can pelt an opponent with a ritually prepared, soul-stealing fey skull. If the skull strikes its target, she must succeed at a DC 14 Will saving throw to prevent it from ripping her soul from her body. If the victim fails the saving throw, the skull temporarily devours her soul, leaving her vulnerable to the commands of whoever holds the skull. Thereafter, the skull\'s possessor can use it to command the victim, as the dominate person spell. The soul remains stolen until the possessor chooses to release the victim or the skull is destroyed. While a chaneque can carry multiple skulls on its belt, it can only manipulate single soul at one time. The save DC is Wisdom-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mogwai','Stealthy','A silent assassin has advantage on all Dexterity (Stealth) checks.','5e SRD','Special','D&D 5e',1),('Shellycoat','Stealthy Observer','The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing.','5e SRD','Special','D&D 5e',1),('Dragon Turtle','Steam Breath (Recharge 5-6)','The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn\'t grant resistance against this damage.','5e SRD','Action','D&D 5e',1),('Water Elemental Dragon','Steam Breath (Recharge 5-6)','The dragon exhales a 60-foot cone of superheated steam that spreads around corners. Creatures within the area must make DC 19 Dexterity saving throws, taking 63 (18d6) fire damage on a failed saving throw, or half as much on a successful one. Being underwater does not provide resistance to this effect.','5e SRD','Action','D&D 5e',1),('Bulgasari','Steam Breath (Recharges after Short or Long Rest)','When a bulgasari feels cornered, it exhales scalding steam from its trunk in a wild circle around its body. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save and half as much on a successful one. The area becomes heavily obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.','5e SRD','Action','D&D 5e',1),('Boiuna','Stench','The awful reek of the boiúna causes non-reptilian creatures within 60 feet to become poisoned unless they succeed on a DC 20 Constitution saving throw. They remain poisoned until they complete a short rest. A successful save grants immunity to the boiúna\'s stench for 24 hours.','5e SRD','Special','D&D 5e',1),('Catoblepas','Stench','Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature\'s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.','5e SRD','Special','D&D 5e',1),('Charfiend','Stench','Any creature other than a charfiend that starts its turn within 5 feet of the charfiend must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature\'s next turn. On a successful saving throw, the creature is immune to the stench of all charfiends for 1 hour.','5e SRD','Special','D&D 5e',1),('Hezrou','Stench','Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou\'s stench for 24 hours.','5e SRD','Special','D&D 5e',1),('Flumph','Stench Spray','(recharge 5-6)The flumph expels a 20-foot cone of foul-smelling liquid. Any creature in the area must succeed on a DC 13 Dexterity saving throw or become coated in the liquid and poisoned. A coated creature has disadvantage on Charisma and Stealth checks. The stench lasts for 1 day or until thorough bathing or magic are employed to remove the odor.','5e SRD','Action','D&D 5e',1),('Flumph','Stench Spray (Ex)','A flumph can spray a 20-foot line of foul- smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Stheno Harpist','Stheno','Stheno are humanoids related to medusas, with snakes for hair.','fan json','Trait','Pathfinder 2e',1),('Lou Carcolh','Sticky Tongue','Melee Weapon Attack: +4 to hit, reach 60 ft., one target. Hit: The target is restrained and the lou carcolh can\'t use the same sticky tongue on another target.','5e SRD','Action','D&D 5e',1),('Toad','Sticky Tongue','Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: the target is pulled up to 20 feet towards the toad and attacked with its Bite.','5e SRD','Action','D&D 5e',1),('Boggard','Sticky Tongue','','d20web','Special (Ex)','d20',1),('Giant Horned Chameleon','Sticky tongue','Can attack targets up to 5\' away. If the attack succeeds, the victim is dragged to the mouth and bitten (2d4 damage).','OSE','Special','OSR',2),('Giant Toad','Sticky tongue','Attack up to 15\' away. On a hit, prey (up to dwarf size) is dragged to the mouth and bitten.','OSE','Special','OSR',2),('Boggard','Sticky Tongue (Ex)','A creature hit by a boggard\'s tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard\'s actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lou Carcolh','Sticky Tongues','Given half an hour, the lou carcolh can extend its 6 sticky tongues up to 60 feet from itself. A creature who touches one of these tongues must succeed on a DC 13 Dexterity saving throw or be restrained as it adheres to the tongue. The tongues can be attacked (AC 12, 10 hp), and any damage done to a tongue is also done to the lou carcolh. Killing a tongue ends the restrained condition, and the lou carcolh can\'t use that tongue for for the next 24.','5e SRD','Special','D&D 5e',1),('Aqrabuamelu','Sting','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 33 (6d10) poison damage and becoming poisoned on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Bee','Sting','Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm\'s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Coral Drake','Sting','Melee Weapon Attack: +7 to hit, 5 ft. reach, one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Mezzalorn','Sting','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and the target must succeed at a DC 15 Constitution saving throw or suffer an additional 9 (2d8) poison damage and be poisoned for one hour.','5e SRD','Action','D&D 5e',1),('Nerizo','Sting','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must succeed at a DC 15 Constitution saving throw or suffer an additional 9 (2d8) poison damage and be poisoned for one hour.','5e SRD','Action','D&D 5e',1),('Nysrock','Sting','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) piercing damage and the target must succeed at a DC 17 Constitution saving throw or suffer an additional 18 (4d8) poison damage and be poisoned for one hour. A creature already suffering the poisoned condition caused by a nysrock is also stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Stegocentipede','Sting','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned. While poisoned, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the start of its turn, ending the effect on itself with a success.','5e SRD','Action','D&D 5e',1),('Stingray','Sting','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour.','5e SRD','Action','D&D 5e',1),('Cave Scorpion','sting','2 (1d4 plus','d20web','Action','d20',1),('Coral Drake','sting','15 (1d4+4 plus','d20web','Action','d20',1),('Crysmal','sting','7 (2d6+3)','d20web','Action','d20',1),('Flumph','sting','5 (1d4 plus acid injection)','d20web','Action','d20',1),('Ghawwas Div','sting','20 (1d6+7 plus','d20web','Action','d20',1),('Giant Bee','sting','2 (1d4 plus poison)','d20web','Action','d20',1),('Giant Bumblebee','sting','4 (1d4+3 plus','d20web','Action','d20',1),('Giant Wasp','sting','6 (1d8+6 plus poison)','d20web','Action','d20',1),('Water Leaper','sting','5 (1d4+1 plus 1','d20web','Action','d20',1),('Wyvern','sting','10 melee (1d6+4 plus','d20web','Action','d20',1),('Killer Bee','sting','1 * sting (1d3 + poison + lodged stinger)','OSE','Action','OSR',1),('Giant Scorpion','sting','2 * claw (1d10), 1 * sting (1d4 + poison)','OSE','Action','OSR',2),('Purple Worm','sting','1 * sting (1d8 + poison)','OSE','Action','OSR',2),('Wyvern','sting','1 * sting (1d6 + poison)','OSE','Action','OSR',2),('Queen Of Scorpions','Sting (Scorpion or True Form Only)','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Crimson Drake','Stinger','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.','5e SRD','Action','D&D 5e',1),('Deep Drake','Stinger','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target takes 1d4 Constitution damage per round. The target can repeat the saving throw at the end of each of its turns, ending the effect with a success. When animate dead is cast on creatures killed by this poison, the caster requires no material components.','5e SRD','Action','D&D 5e',1),('Diminution Drake','Stinger','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or have its size reduced by one category until it completes a short or long rest. This attack can reduce a creature\'s size to no smaller than Tiny.','5e SRD','Action','D&D 5e',1),('Megapede','Stinger','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or become poisoned for 1 minute.','5e SRD','Action','D&D 5e',1),('Sandwyrm','Stinger','Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn\'t end the poisoning or paralysis.','5e SRD','Action','D&D 5e',1),('Trumpet Bloom','Stinger','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The target is paralyzed while poisoned in this way. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Water Leaper','Stinger','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('Wyvern','Stinger','Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Xhkarsh','Stinger','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target\'s fate can be restored by a dispel evil and good spell or comparable magic.','5e SRD','Action','D&D 5e',1),('Wasp','Stings','Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm\'s space. Hit: 12 (2d6 + 5) piercing damage, or 6 (1d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 15 Constitution saving throw. On a failed save, it takes 21 (6d6) poison damage and is poisoned until the end of its next turn. On a successful saving throw, it takes half as much poison damage and is not poisoned.','5e SRD','Action','D&D 5e',1),('Nuckelavee','Stolen Destiny','When the nuckelavee is hit by an attack or fails a saving throw, it can end its Steal Luck legendary action on one creature within 120 feet that it can see as a reaction. If it does, instead the attack misses or the nuckelavee succeeds on the saving throw.','5e SRD','Reaction','D&D 5e',1),('Bison','Stomp','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Cryoceros','Stomp','Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 20 (3d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Elephant','Stomp','Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Loxoda','Stomp','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Mammoth','Stomp','Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Mastodon','Stomp','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 48 (6d12 + 9) bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the mammoth\'s next turn.','5e SRD','Action','D&D 5e',1),('Mei Jiao Shou','Stomp','Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 28 (4d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Minotaur','Stomp','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Mogaru','Stomp','Melee Weapon Attack: +19 to hit, 60 ft. reach, all targets in a 10-foot-radius cylinder, 30 feet high. Hit: 42 (5d12 + 10) bludgeoning damage, and creatures struck must succeed on a DC 25 Dexterity saving throw or be knocked prone and restrained (escape DC 25) until Mogaru moves or makes another Stomp attack.','5e SRD','Action','D&D 5e',1),('Ngobou','Stomp','Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Nian','Stomp','Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 15 (2d10 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Titan','Stomp','Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and all creatures within 20 feet of the titan must succeed on a DC 20 Dexterity saving throw or be knocked prone as the titan causes the ground to heave.','5e SRD','Action','D&D 5e',1),('Tusk Lord','Stomp','Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 32 (4d10 + 10) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Ychen Bannog','Stomp','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Cave Drake','Stone Camouflage','The cave drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('Grick','Stone Camouflage','The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('Grimlock','Stone Camouflage','The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('Korred','Stone Camouflage','The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('Stone Giant','Stone Camouflage','The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('Xorn','Stone Camouflage','The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.','5e SRD','Special','D&D 5e',1),('Gargoyle','Stone Form','When there are no more tasks to be accomplished, the gargoyle returns to its stone form, becoming a solid block of stone, 5 feet on each side. It becomes petrified and remains that way until its current master commands it to awaken. If it has no master, a riddle appears on the stone cube and it remains inactive until the riddle is solved.','5e SRD','Action','D&D 5e',1),('Kirin','Storm Horn','','d20web','Special (Ex)','d20',1),('Thunderbird','Storm Rider','The thunderbird is continuously surrounded by stormy weather, as if it had cast control weather, making all weather conditions within 5 miles one step more severe and all conditions within 500 feet two steps more severe. Its movement and senses are never impeded by wind, fog, rain, snow, or other weather effects. If the thunderbird is killed, these stormy weather conditions persist for 1d6 days centered on the site of its death.','5e SRD','Special','D&D 5e',1),('Storm Dragon','Storm Vision','The storm dragon can see normally through light or heavy obscurement caused by high winds, heavy rain, fog, clouds, or mist.','5e SRD','Special','D&D 5e',1),('Peri','Storm Wave (1/Day)','The peri throws its arms forward, releasing a blast of stormy wind in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a creature takes 7 (2d6) lightning damage and 7 (2d6) thunder damage and is pushed up to 10 feet away from the peri. On a success, a creature takes half the damage and isn\'t pushed.','5e SRD','Action','D&D 5e',1),('Amaru','Stormwing','While flying an amaru\'s movement is unaffected by wind and weather conditions.','5e SRD','Special','D&D 5e',1),('Alastor','Strafe','The Executioner moves up to 60 feet, and this movement does not provoke opportunity attacks. At any point during this movement, he may make one Hellfire attack.','5e SRD','Legendary Action','D&D 5e',1),('Neh-thalggu','Strange Knowledge','A neh-thalggu may add its proficiency bonus to all knowledge related ability checks.','5e SRD','Special','D&D 5e',1),('A-Mi-Kuk','Strangle','The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage, can\'t breathe, speak, or cast spells, and begins suffocating. On a success, the target takes half the bludgeoning damage and is no longer grappled. Until this strangling grapple ends (escape DC 16), the target takes 13 (3d8) bludgeoning damage at the start of each of its turns. The a-mi-kuk can strangle up to two Medium or smaller targets or one Large target at a time.','5e SRD','Action','D&D 5e',1),('Shadow','Strength drain','Victims lose 1 STR per hit. Recovers after 8 turns. If reduced to 0 STR, the victim becomes a shadow.','OSE','Special','OSR',2),('Wolf','Strength in numbers','Packs of 4 or more wolves have morale 8. If the pack is reduced to less than 50% of its original size, this morale bonus is lost.','OSE','Special','OSR',2),('Strix Kinmate','Strix','Winged humanoids, most of whom live in and around Cheliax.','fan json','Trait','Pathfinder 2e',1),('Mulyong','Strong Tail','The mulyong can jump from the water up to 15 ft. into the air if it moves at least 20 feet straight towards the surface of the water right before it jumps.','5e SRD','Special','D&D 5e',1),('Shoggoth','Strong-Willed','','d20web','Special (Ex)','d20',1),('Cetaceal Agathion','Stun','','d20web','Special (Ex)','d20',1),('Nymph','Stunning Glance','A nymph can stun a creature within 30 feet with a look. The target must succeed on a Spell save or be stunned for 2d4 rounds.','aquilae','Special','OSR',1),('Nymph','Stunning Glance (Su)','As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nymph','Stunning Glance (Su)','','d20web','Special (Su)','d20',1),('Scitalis','Stunning Scales','Each creature of the scitalis\' choice that is within 60 feet of the scitalis and can see it must succeed on a DC 14 Wisdom saving throw or be stunned 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 scitalis\' Stunning Scales for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Vrock','Stunning Screech (1/Day)','The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn\'t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock\'s next turn.','5e SRD','Action','D&D 5e',1),('Vrock','Stunning Screech (Su)','Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vargouille','Stunning Shriek','The vargouille unleashes a piercing shriek. Creatures within 30 feet of the vargouille that hear the shriek must succeed on a DC 12 Wisdom saving throw or be frightened and stunned until the end of the vargouille\'s next turn. While frightened in this way, a target is stunned. If the creature\'s saving throw is successful, then it is immune to the vargouille\'s shrieks for the next hour.','5e SRD','Action','D&D 5e',1),('Nazalor','Stunning Strike','If a creature is hit by the nazalor\'s bite attack and one of its claw attacks in the same round, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Special','D&D 5e',1),('Upasunda','Stunning Strike (12/Day)','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage. If the target is a creature it must succeed a DC 17 Constitution saving throw or be stunned for 1 round.','5e SRD','Action','D&D 5e',1),('Brother Ox','Stunning Strike (Costs 2 Actions)','Brother Ox makes one unarmed strike. If it hits a creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Legendary Action','D&D 5e',1),('Haleshi','Stupefying Touch','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Niutomi','Subdue Undead','The niutomi takes an action to force all undead within 10 feet to make a DC 14 Wisdom saving throw or be incapacitated for 1d6 rounds.','5e SRD','Action','D&D 5e',1),('Black Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('Blue Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('Gold Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('Green Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('Red Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('Sea Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('White Dragon','Subduing','Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.','OSE','Special','OSR',11),('Rhagodessa','sucker','1 * sucker (grab)','OSE','Action','OSR',1),('Rhagodessa','Suckers','Front legs equipped with suckers for grabbing prey.','OSE','Special','OSR',1),('Snallygaster','Sucking Tentacles','','d20web','Special (Ex)','d20',1),('Snallygaster','Sucking Tentacles (Ex)','A snallygaster uses its retractable tentacles to suck blood from its victim\'s bleeding wounds. If a target has a bleed effect and the snallygaster grabs it with tentacles or maintains a grapple against it, the target takes double the normal bleed damage at the beginning of its next turn. When the snallygaster is using its tentacles, it cannot make bite attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Flail Snail','Suction','','d20web','Special (Ex)','d20',1),('Flail Snail','Suction (Ex)','A flail snail\'s foot adheres to surfaces so well that its 10-foot climb speed applies even to perfectly sheer surfaces and ceilings, with no chance of the flail snail falling off unless it is actively pinned and peeled away as part of a grapple.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Axe Beak','Sudden Charge (Ex)','When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nereid','Suggestion','The nereid suggests an action to a creature she can see within 30 feet that can hear and understand her. If the target fails a DC 15 Wisdom saving throw, it pursues the suggested course of action to the best of its ability. The effect ends when the action is completed, after 8 hours, or if the creature is harmed by the nereid or her allies, whichever comes first. Self-destructive suggestions are ignored, and creatures that can\'t be charmed are immune.','5e SRD','Action','D&D 5e',1),('Suli Dune Dancer','Suli','Sulis are planar scions descended from jann.','fan json','Trait','Pathfinder 2e',1),('Babau','Summon','(1/day)The babau has a 40% chance to summon 1 babau. The summoned demon appears in an unoccupied space within 60 feet of the babau, but can\'t summon other demons. It remains for 1 minute, until it or the first babau is slain, or until the first babau takes an action to dismiss it.','5e SRD','Action','D&D 5e',1),('Cacodemon','Summon (1/day)','The cacodemon has a 35% chance to summon 1d3 derghodemons (see Tome of Horrors 5e) or a cacodemon. The summoned demon appears in an unoccupied space within 60 feet of the cacodemon, but can\'t summon other demons. It remains for one minute, until it or the first cacodemon is slain, or until the first cacodemon takes an action to dismiss it.','5e SRD','Action','D&D 5e',1),('Tsathogga','Summon (1/day)','Tsathogga summons 2d6 hezrous, 2d4 greruors, 1 nalfeshnee, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Tsathogga, and can\'t summon other demons. It remains for 1 minute, until it or Tsathogga is slain, or until Tsathogga takes an action to dismiss it.','5e SRD','Action','D&D 5e',1),('Devil Swine','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('Werebear','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('Wereboar','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('Wererat','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('Weretiger','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('Werewolf','Summon animals','Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.','OSE','Special','OSR',5),('Vampire','Summon beasts','In human form only. Creatures from the surrounding area: 1d10 * 10 rats, 5d4 giant rats, 1d10 * 10 bats, 3d6 giant bats, 3d6 wolves, or 2d4 dire wolves.','OSE','Special','OSR',12),('Hydra','Summon Crab (Costs 2 Actions)','The hydra summons a karkinos.','5e SRD','Action','D&D 5e',1),('Demodand','Summon Demodand','(1/day)The tarry demodand has a 30% chance of summoning one tarry demodand to aid it for up to 1 minute. The summoned demodand appears in an unoccupied space within 60 feet of the summoning demodand and acts on the summoner\'s initiative.','5e SRD','Action','D&D 5e',1),('Akyishigal','Summon Demon (1/Day)','The demon lord of cockroaches can summon a chasme demon. The chasme appears in an unoccupied space within 60 feet of Akyishigal, acts as an ally of Akyishigal, and can\'t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.','5e SRD','Special','D&D 5e',1),('Chaaor','Summon Demon (1/day)','The demon chooses what to summon and attempts a magical summoning. A chaaor has a 30% chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\'t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.','5e SRD','Action','D&D 5e',1),('Nixie','Summon giant bass','Each nixie can summon one fish to aid in combat (see Giant Bass).','OSE','Special','OSR',4),('Mouse King','Summon Rodents (2/day)','The Mouse King magically calls 2d4 swarms of rats. In an urban environment, he can call 1d4 wererats instead. The called creatures arrive in 1d4 rounds, acting as allies of the Mouse King and obeying his spoken commands. The creatures remain for 1 hour, until the Mouse King dies, or until the Mouse King dismisses them as a bonus action.','5e SRD','Action','D&D 5e',1),('Yedae','Summon Storm','Once per day, the yedae can cast Storm of Vengeance with a DC of 17.','5e SRD','Special','D&D 5e',1),('Storm Giant','Summon storm','Takes 1 turn.','OSE','Special','OSR',1),('Rakshasa','Summon Swordspirit (2/Day)','The raja summons two rakshasa swordspirits (see below) to fight for it. The swordspirits appear within 30 feet and act immediately.','5e SRD','Special','D&D 5e',1),('Myconid','Sun Sickness','While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.','5e SRD','Special','D&D 5e',1),('Vampire','Sunlight','Save versus death each round or be disintegrated.','OSE','Special','OSR',21),('Vampire','Sunlight Hypersensitivity','The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.','5e SRD','Special','D&D 5e',1),('Shadow Demon','Sunlight Powerlessness','','d20web','Special (Ex)','d20',1),('Wraith','Sunlight Powerlessness','','d20web','Special (Ex)','d20',1),('Spectre','Sunlight Powerlessness (Ex)','Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wraith','Sunlight Powerlessness (Ex)','A wraith caught in sunlight cannot attack and is staggered.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Alp','Sunlight Sensitivity','While in sunlight, the alp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Drider','Sunlight Sensitivity','While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Drow','Sunlight Sensitivity','While in sunlight, the drow has disadvantage on attack rolls as well as on Wisdom (Perception) ability checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Mothman','Sunlight Sensitivity','While in sunlight, the Mothman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Sema','Sunlight Sensitivity','While in sunlight, the sema has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Shellycoat','Sunlight Sensitivity','The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight.','5e SRD','Special','D&D 5e',1),('Spawn Of Chernobog','Sunlight Sensitivity','While in sunlight, the spawn of Chernobog has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Wight','Sunlight Sensitivity','While in sunlight, the warrior has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Wraith','Sunlight Sensitivity','While in sunlight, the oblivion wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Xill','Sunlight Sensitivity','While in sunlight, the oblivion wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.','5e SRD','Special','D&D 5e',1),('Nalusa Falaya','Sunlight Weakness','While in sunlight, the nalusa falaya has disadvantage on ability checks, attack rolls, and saving throws.','5e SRD','Special','D&D 5e',1),('Faerie Dragon','Superior Invisibility','As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries turns invisible with it.','5e SRD','Special','D&D 5e',1),('Siehnam','Supine Slaughter','A siéhnam\'s advantage on attack rolls against a prone creature cannot be negated even if the siéhnam normally would have disadvantage. In addition, if the siéhnam is adjacent to a prone creature on its turn, it can make a bloody bite attack against that creature as a bonus action.','5e SRD','Special','D&D 5e',1),('Gnoll','Sure-Footed','The warrior has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.','5e SRD','Special','D&D 5e',1),('Mountain Strider','Sure-Footed','The mountain strider has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.','5e SRD','Special','D&D 5e',1),('Mule','Sure-Footed','The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.','5e SRD','Special','D&D 5e',1),('Karkadann','Sure-Footed','','d20web','Special (Ex)','d20',1),('Karkadann','Sure-Footed (Ex)','A karkadann takes no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sea Serpent','Surge (Costs 1 Action)','The sea serpent swims its base movement rate, without provoking opportunity attacks.','5e SRD','Action','D&D 5e',1),('Bugbear','Surprise','On a 1-3, due to stealth.','OSE','Special','OSR',1),('Gelatinous Cube','Surprise','On a roll of 1-4, due to near-invisibility.','OSE','Special','OSR',1),('Giant Horned Chameleon','Surprise','On a 1-5, due to camouflage.','OSE','Special','OSR',1),('Giant Toad','Surprise','On a 1-3, in forests or dark dungeons, due to the ability to change colour to match their surrounding.','OSE','Special','OSR',1),('Green Slime','Surprise','Drops down on surprised characters from above.','OSE','Special','OSR',1),('Robber Fly','Surprise','Hunt patiently. Surprise on a 1-4, when waiting in shadows for prey.','OSE','Special','OSR',1),('Shadow','Surprise','On a 1-5.','OSE','Special','OSR',1),('Crab Spider','Surprise','On a 1-4, due to camouflage.','OSE','Special','OSR',2),('Invisible Stalker','Surprise','On a 1-5, unless target can detect invisibility.','OSE','Special','OSR',2),('Pixie','Surprise','Always surprise, if invisible.','OSE','Special','OSR',2),('Treant','Surprise','On a 1-3, in a forest, due to being mistaken for a tree. Encounter occurs at 30 yards or less.','OSE','Special','OSR',2),('Troglodyte','Surprise','On a 1-4, due to the ability to change colour to match their surroundings. Lurk by rock walls and await victims.','OSE','Special','OSR',2),('Tiger','Surprise','On a 1-4, in woodland, due to camouflage.','OSE','Special','OSR',5),('Wererat','Surprise','On a 1-4; set ambushes.','OSE','Special','OSR',10),('Weretiger','Surprise','On a 1-4, due to stealth.','OSE','Special','OSR',10),('Cavern Lizard','Surprise Attack','If the cavern lizard surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.','5e SRD','Special','D&D 5e',1),('Flind','Surprise Attack','If the flind surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.','5e SRD','Special','D&D 5e',1),('Gnasher Lizard','Surprise Attack','If the cavern lizard surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.','5e SRD','Special','D&D 5e',1),('Sabretooth Jaguar','Surprise Attack','If the sabertooth jaguar surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.','5e SRD','Special','D&D 5e',1),('Stonehorn','Surprise Attack','If the stonehorn is motionless when first encountered, it gains advantage on initiative unless its opponent succeeds at a Wisdom (perception) check against its passive stealth of 20.','5e SRD','Special','D&D 5e',1),('Giant Piranha','Surround opponents','A target can be attacked by up to 8 giant piranhas.','OSE','Special','OSR',1),('Banelight','Susceptible to Darkness','','d20web','Special (Ex)','d20',1),('Shantak','Susceptible to Fear','','d20web','Special (Ex)','d20',1),('Soulbound Doll','Susceptible to Mind-Affecting Effects','','d20web','Special (Ex)','d20',1),('Soulbound Doll','Susceptible to Mind-Affecting Effects (Ex)','The weakened conviction of a soulbound doll\'s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mogaru','Susceptible to Song','Mogaru is susceptible to song, provided it notices. A creature must succeed at three consecutive DC 20 Charisma (Performance) ability checks within 1,000 feet of Mogaru in order to get its attention. If it succeeds at all three ability checks, it can influence Mogaru is if with the spell suggestion. If Mogaru is engaged in battle, there is only a 20% chance each round that it notices the singing. Mogaru can only be influenced in this way once per day.','5e SRD','Special','D&D 5e',1),('Behir','Swallow','The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir\'s turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Devil Shark','Swallow','The devil shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark\'s turns. A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. If the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Fenrir','Swallow','The fenrir makes one bite attack against a prone Medium (Large if the fenrir is Huge, Huge if the Fenrir is Gargantuan) or smaller target. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the fenrir, and it takes 10 (3d6) acid damage at the start of each of the fenrir\'s turns. This damage doubles with each size increase to 20 (6d6) for Huge and 40 (12d6) for Gargantuan. The fenrir can have one target swallowed at a time when Large, two when Huge, and four when Gargantuan. If the fenrir dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. If a target dies, the fenrir regains 10 (3d6) hit points and depending on the number of corpses consumed, gains one additional use of its Growth ability. It takes four corpses to grow from Large to Huge, and 16 corpses to grow from Huge to Gargantuan.','5e SRD','Action','D&D 5e',1),('Gar','Swallow','The gar makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gar, and it takes 21 (6d6) acid damage at the start of each of the gar\'s turns. The gar can have only one target swallowed at a time. If the gar dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Grendel','Swallow','The grendel makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the grendel, and it takes 10 (3d6) acid damage at the start of each of the grendel\'s turns. The grendel can have only one target swallowed at a time. If the grendel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Lindworm','Swallow','The lindworm makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the lindworm, and it takes 21 (6d6) acid damage at the start of each of the lindworm\'s turns. A lindworm can have only one creature swallowed at a time. If the lindworm takes 30 damage or more on a single turn from the swallowed creature, the lindworm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the lindworm. If the lindworm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Lindwyrm','Swallow','The lindworm makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the lindworm, and it takes 21 (6d6) acid damage at the start of each of the lindworm\'s turns. A lindworm can have only one creature swallowed at a time. If the lindworm takes 30 damage or more on a single turn from the swallowed creature, the lindworm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the lindworm. If the lindworm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Magui','Swallow','The magüi makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained and it has total cover against attacks and other effects outside the magüi. An magüi can only have one Medium or Large creature swallowed at a time. If the magüi takes 30 damage or more on a single turn from the swallowed creature, the magüi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the magüi. If the magüi dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Remorhaz','Swallow','The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite\'s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz\'s turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Shark','Swallow','The shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the shark, and it takes 14 (4d6) acid damage at the start of each of the shark\'s turns. The shark can hold up to two Large-sized or three Medium-sized or smaller creatures at a time. If the shark takes 30 damage or more on a single turn from a creature inside it, the shark must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the shark. If the shark dies, all swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Tarrasque','Swallow','The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite\'s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque\'s turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Toad','Swallow','The toad makes another Bite attack against a Small or smaller target it has grappled with a bite. If this second Bite attack hits, the target is swallowed, and the grapple ends. The target is blinded, restrained, has total cover from attacks and effects outside the toad. The victim suffers 5 (2d4) acid damage at the start of each of the toad\'s turns.','5e SRD','Action','D&D 5e',1),('Vallowex','Swallow','The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex\'s turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Water Leaper','Swallow','The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper\'s turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse.','5e SRD','Action','D&D 5e',1),('Yann-An-Oed','Swallow','The yann-an-oed makes a bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the yann-an-oed, and it takes 7 (2d6) acid damage at the start of each of the yann-an-oed\'s turns. A yannan- oed can have only one creature swallowed at a time. If the yann-an-oed takes 10 damage or more on a single turn from the swallowed creature, the yann-an-oed must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the yann-an-oed. If the yann-an-oed dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Isonade','Swallow Whole','When the isonade\'s bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade\'s turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Caecilia','Swallow whole','On a natural 19 or 20 attack roll. Inside the monster\'s belly: suffer 1d8 damage per round (until the caecilia dies); may attack with a dagger at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',1),('Giant Sturgeon','Swallow whole','On a natural 18, 19, or 20 attack roll. Inside the fish\'s belly: suffer 2d6 damage per round (until the fish dies); save versus death or be paralysed; may attack with sharp weapons at -4 to hit (inside belly has AC 7 [12]); body digested in 6 turns after death.','OSE','Special','OSR',1),('Killer Whale','Swallow whole','A natural 20 attack roll indicates a halfling-sized (or smaller) victim is swallowed. Inside the whale\'s belly: suffer 1d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; drown after 10 rounds; body digested in 6 turns after death.','OSE','Special','OSR',1),('Purple Worm','Swallow whole','A bite attack roll of 20, or 4 or more than the target number required, indicates that a human-sized (or smaller) victim is swallowed. Inside the worm\'s belly: suffer 3d6 damage per round (until the worm dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',1),('Sperm Whale','Swallow whole','An attack roll of 4 or more than the target number required indicates a human-sized (or smaller) victim is swallowed. Inside the whale\'s belly: suffer 3d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',1),('Narwhal','Swallow whole','An attack roll of 4 or more than the target number required indicates a human-sized (or smaller) victim is swallowed. Inside the whale\'s belly: suffer 3d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',2),('Giant Toad','Swallow whole','A natural 20 attack roll indicates a small victim is swallowed. Inside the toad\'s belly: suffer 1d6 damage per round (until the toad dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.','OSE','Special','OSR',3),('Frogfolk','Swamp Camouflage','The frogfolk has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.','5e SRD','Special','D&D 5e',1),('Swamp Troll','Swamp Camouflage','The swamp troll has advantage on Dexterity (Stealth) checks made to hide while in swamps or murky water.','5e SRD','Special','D&D 5e',1),('Tsathogga','Swamp Mist','Tsathogga causes swamp mist to rise. This acts as if Tsathogga had cast the fog cloud spell as a 9th level spell. Tsathogga does not need to maintain concentration on this effect.','5e SRD','Lair Action','D&D 5e',1),('Black Dragon','Swamp Stride','','d20web','Special (Ex)','d20',1),('Boggard','Swamp Stride','','d20web','Special (Ex)','d20',1),('Grippli','Swamp Stride','','d20web','Special (Ex)','d20',1),('Boggard','Swamp Stride (Ex)','A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Grippli','Swamp Stride (Ex)','A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mobogo','Swamp Stride (Ex)','A mobogo can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects it normally.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Eala','Swan Song','When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0.','5e SRD','Reaction','D&D 5e',1),('Bee','Swarm','The swarm can occupy another creature\'s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\'t regain hit points or gain temporary hit points.','5e SRD','Special','D&D 5e',1),('Jellyfish','Swarm','The swarm can occupy another creature\'s space and vice versa, and the swarm can move through any opening large enough for a Tiny jellyfish. The swarm can\'t regain hit points or gain temporary hit points..','5e SRD','Special','D&D 5e',1),('Wasp','Swarm','The swarm can occupy one or more other creatures\' spaces and vice versa, and the swarm can move through an opening large enough for a Tiny hellwasp. The swarm can\'t regain hit points or gain temporary hit points.','5e SRD','Special','D&D 5e',1),('Algea','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Amoeba Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Animated Silverware Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Army Ant Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Aukashungi Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Bone Skipper Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Bore Worm Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Brood Leech Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Centipede Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Chew Spider','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Clacking Skull Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Cobblebone Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Cobbleswarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Cockroach Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Consonite Choir','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Crawling Hand Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Fen Mosquito Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Feral Skull Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Fire Jellyfish Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Flea Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Gibtas Spawn Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Hellwasp Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Hermit Crab Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Karumzek Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Mandragora Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Monkey Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Murder Of Crows','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Penqual','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Phalanx Of Phalanges','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Piranha Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Rat Snake Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Rat Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Raven Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Scorpion Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Seetangeist','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Silverfish Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Sorcerous Skull Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Spider Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Sportlebore Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Squirrel Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Sturzstromer','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('The Kingof Biting Ants','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('The Wriggling Man','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Tick Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Tooth Fairy Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Trapjaw Tangle','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Trilobite Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Vampire Bat Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Vicious Army Ant Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Viper Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Wasp Swarm','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Wizard Sponge','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Worm That Walks Cultist','Swarm','A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.','fan json','Trait','Pathfinder 2e',1),('Bat','swarm','1 * swarm (confusion)','OSE','Action','OSR',1),('Insect Swarm','swarm','1 * swarm (2 or 4hp)','OSE','Action','OSR',1),('Bat','Swarm','10 bats can swarm around a target\'s head, causing confusion: -2 to attack rolls and saves; unable to cast spells.','OSE','Special','OSR',3),('Insect Swarm','Swarm attack','Automatically damages characters within swarm area: 2hp if wearing armour, 4hp without.','OSE','Special','OSR',4),('Pazuzu','Swarm Master (Su)','Pazuzu is immune to swarm damage and other swarm effects (such as distraction). As a swift action, he can direct the movement of any swarm within 30 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dossenus','Swarming (Ex)','Dossenuses are brutally efficient at swarming foes and often skitter atop one another in their haste to overwhelm and devour prey. Up to two dossenuses can share the same square at the same time. If two dossenuses sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ningyo','Swarming (Ex)','Up to two ningyos can share the same square at the same time. If two ningyos in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Baalzebal','Swarms of Insects (costs 2 actions)','Baalzebal summons 1d4 insect swarms to appear within 60 feet of it.','5e SRD','Legendary Action','D&D 5e',1),('Hippopotamus','Sweat','','d20web','Special (Ex)','d20',1),('Ghole','Swift','A ghole can use a bonus action to Attack (one weapon attack only), Dash, Dodge, or Hide.','5e SRD','Special','D&D 5e',1),('Jorogumo','Swift Shapechanger','','d20web','Special (Ex)','d20',1),('Jorogumo','Swift Shapechanger (Ex)','A jorogumo can assume spider or human form as a swift action.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Polar Bear','Swimming','Excellent swimmers.','OSE','Special','OSR',2),('Amon','Swing Around','Ammon makes a Mace attack.','5e SRD','Legendary Action','D&D 5e',1),('Queen Of Cats','Swipe (Cat or True Form Only)','The Queen of Cats makes a claw attack.','5e SRD','Legendary Action','D&D 5e',1),('Hawk','Swoop','Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).','OSE','Special','OSR',1),('Roc','Swoop','Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).','OSE','Special','OSR',2),('Hawk','Swoop','See main entry.','OSE','Special','OSR',3),('Hawk','Swoop','See main entry.','OSE','Special','OSR',5),('Garuda','Swooping <a href=\"../bestiary/universalMonsterRules.html#pounce\" >Pounce</a> (Ex)','When a garuda makes a diving aerial charge, it can make a full attack with its natural weapons.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Criosphinx','Swooping Charge (Ex)','A charging criosphinx deals 4d4+12 points of damage with its gore attack. A flying criosphinx who drops at least 20 feet in altitude as part of a charge deals 6d4+18 points instead.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Iron Golem','Sword','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Mus','Sword','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Tengu','Swordtrained','','d20web','Special (Ex)','d20',1),('Tengu','Swordtrained (Ex)','Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sylph Sneak','Sylph','Sylphs are planar scions descended from djinn.','fan json','Trait','Pathfinder 2e',1),('Dryad','Sylvan Allies (Recharge 5-6)','If the hamadryad is in a forest, she can summon a woodland animal (a Medium or smaller beast of CR 1/2 or less) which arrives at the end of her next turn. The beast will fight to protect the hamadryad at any cost.','5e SRD','Special','D&D 5e',1),('Aboleth','Tail','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Addanc','Tail','Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 6 (1d4 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Air Elemental Dragon','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Alastor','Tail','Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and the target is grappled (escape DC 25). A creature that starts its turn grappled by the Executioner suffers 11 (2d10) bludgeoning damage. The Executioner has only one tail and can grapple only one creature with it at a time.','5e SRD','Action','D&D 5e',1),('Bake Kujira','Tail','Melee Weapon Attack: +17 to hit, 20 ft. reach, one target. Hit: 55 (8d8 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Black Dragon','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Blue Dragon','Tail','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Boiuna','Tail','Melee Weapon Attack: +17 to hit, 60 ft. reach, all targets in a 20-foot line, 5 feet wide. Hit: 48 (14d10 + 10) bludgeoning damage and targets must succeed on a DC 25 Strength or Dexterity saving throw (target\'s choice) or be pushed 10 feet in a direction chosen by the boiúna.','5e SRD','Action','D&D 5e',1),('Boreal Dragon','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Brass Dragon','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Bronze Dragon','Tail','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Catoblepas','Tail','Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the catoblepas and knocked prone.','5e SRD','Action','D&D 5e',1),('Chaceklain','Tail','Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage and the target must succeed on a DC 16 Dexterity saving throw or be stunned for 1d4 turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Cloaker','Tail','Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Copper Dragon','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Dragon Turtle','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.','5e SRD','Action','D&D 5e',1),('Drakon','Tail','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Earth Elemental Dragon','Tail','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Eel','Tail','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) lightning damage. On a critical hit, the target must succeed on a DC 13 Constitution saving throw or be stunned. At the end of each of its turns, the target can make a new saving throw; on a success, it is no longer stunned.','5e SRD','Action','D&D 5e',1),('Fire Elemental Dragon','Tail','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Gold Dragon','Tail','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Green Dragon','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Hodag','Tail','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Huecambra','Tail','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Hydra','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Imperial Dragon','Tail','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Jabberwock','Tail','Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Kongamato','Tail','Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Light Dragon','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Marilith','Tail','Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can\'t make tail attacks against other targets.','5e SRD','Action','D&D 5e',1),('Mogaru','Tail','Melee Weapon Attack: +19 to hit, 120 ft. reach, all targets in a 10-foot cube or 20-foot line, 5 feet wide. Hit: 48 (7d10 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Mogrl','Tail','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (3d6+8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Monkey King','Tail','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Dexterity saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Orcus','Tail','Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage plus 22 (4d10) poison damage.','5e SRD','Action','D&D 5e',1),('Piasa','Tail','Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the piasa can\'t make tail attacks against other targets. When the piasa moves, any Medium or smaller creature it is grappling moves with it.','5e SRD','Action','D&D 5e',1),('Red Dragon','Tail','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Sailback Behemoth','Tail','Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Salamander','Tail','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) fire damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can\'t make tail attacks against other targets.','5e SRD','Action','D&D 5e',1),('Shark','Tail','Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Silver Dragon','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Succubus','Tail','Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4+1) Piercing damage.','5e SRD','Action','D&D 5e',1),('Tarrasque','Tail','Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Trogodon','Tail','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Vallowex','Tail','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Voonith','Tail','Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained and the voonith can\'t attack other targets with its tail.','5e SRD','Action','D&D 5e',1),('Water Elemental Dragon','Tail','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Whale','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('White Dragon','Tail','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Giant Horned Chameleon','tail','1 * tongue/bite (2d4), 1 * horn (1d6), 1 * tail (knock down)','OSE','Action','OSR',3),('Orcus','Tail 2','Orcus makes one tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Whale','Tail 2','The whale makes a tail attack.','5e SRD','Action','D&D 5e',1),('Air Elemental Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Action','D&D 5e',1),('Bake Kujira','Tail Attack','The bakekujira makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Black Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Blue Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Boreal Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Brass Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Bronze Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Copper Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Earth Elemental Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Falajitax','Tail Attack','The falajitax makes a tail attack.','5e SRD','Action','D&D 5e',1),('Fire Elemental Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Gold Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Green Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Hydra','Tail Attack','The dragon makes a tail attack.','5e SRD','Action','D&D 5e',1),('Imperial Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Action','D&D 5e',1),('Light Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Mogrl','Tail Attack','The mogrl makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Red Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Silver Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Storm Dragon','Tail Attack','Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Legendary Action','D&D 5e',1),('Water Elemental Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('White Dragon','Tail Attack','The dragon makes a tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Kongamato','Tail Attack (Costs 2 Actions)','The kongamato makes one tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Sailback Behemoth','Tail Attack (Costs 2 Actions)','The spinosaurus makes one tail attack.','5e SRD','Action','D&D 5e',1),('Ahuizotl','Tail Grab','The ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage. If the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature. After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonus.','5e SRD','Action','D&D 5e',1),('Araganaqltaa','Tail Hook','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) piercing damage. Instead of dealing damage, the araganaqlta\'a can grapple the target (escape DC 17).','5e SRD','Action','D&D 5e',1),('Akhlut','Tail Slam','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 +4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Caiman','Tail Slap','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be forced prone.','5e SRD','Action','D&D 5e',1),('Hippocampus','Tail Slap','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Isonade','Tail Slap','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Porcupine','Tail Slap','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Seahorse','Tail Slap','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Timingila','Tail Slap','Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the timingila and forced&nbsp;prone.','5e SRD','Action','D&D 5e',1),('Walrus','Tail Slap','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Ankou','tail slap','9 (1d8+4 plus','d20web','Action','d20',1),('Catoblepas','tail slap','12 (2d6+7 and push)','d20web','Action','d20',1),('Desert Drake','tail slap','9 (1d8+3 plus','d20web','Action','d20',1),('Flame Drake','tail slap','5 (1d6+2)','d20web','Action','d20',1),('Forest Drake','tail slap','3 (1d8+2)','d20web','Action','d20',1),('Frost Drake','tail slap','8 (1d8+3)','d20web','Action','d20',1),('Furcifer','tail slap','17 (2d6+3) or tongue +22','d20web','Action','d20',1),('Grootslang','tail slap','25 (2d6+6)','d20web','Action','d20',1),('Hodag','tail slap','11 (1d4+4)','d20web','Action','d20',1),('Huldra','tail slap','7 (1d6+4 plus 1d4','d20web','Action','d20',1),('Mokele-Mbembe','tail slap','14 (2d8+5)','d20web','Action','d20',1),('Ophiotaurus','tail slap','25 (2d8+7 plus','d20web','Action','d20',1),('Peluda','tail slap','13 (3d6+4 plus','d20web','Action','d20',1),('Porcupine','tail slap','2 (1d3)','d20web','Action','d20',1),('River Drake','tail slap','2 (1d4+1)','d20web','Action','d20',1),('Sea Drake','tail slap','7 (1d8+3)','d20web','Action','d20',1),('Shasalqu','tail slap','8 (1d8+4 plus 1d6 cold)','d20web','Action','d20',1),('Sea Serpent','Tail Slap (Costs 2 Actions)','The sea serpent makes a melee attack: +11 to hit, reach 20 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage, and the target must make a DC 19 Strength saving throw. On a failed save, the target is knocked prone.','5e SRD','Action','D&D 5e',1),('Hippocampus','tail slap -1 (1d4+1)','1)','d20web','Action','d20',1),('Manticore','Tail Spike','Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Tricenatorus','Tail Spike','Ranged Weapon Attack: +12 to hit, range 150/300 ft., one target. Hit: 26 (4d8 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Manticore','tail spike','6 * tail spike (1d6)','OSE','Action','OSR',2),('Manticore','Tail Spike Regrowth','The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.','5e SRD','Special','D&D 5e',1),('Tricenatorus','Tail Spike Regrowth','The tricenatorus has twenty-four tail spikes. Used spikes regrow when the tricenatorus finishes a long rest.','5e SRD','Special','D&D 5e',1),('Manticore','Tail spikes','180\' range. 24 in total; 2 regrow each day.','OSE','Special','OSR',1),('Sepia Snake','Tail Sting','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage and 27 (6d8) poison damage, and the target must make a successful DC 16 Constitution saving throw or is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.','5e SRD','Action','D&D 5e',1),('Mantari','tail sting','3 (1d6)','d20web','Action','d20',1),('Purple Worm','Tail Stinger','Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Aboleth','Tail Swipe','The adult aboleth makes one tail attack.','5e SRD','Legendary Action','D&D 5e',1),('Werecrocodile','Tail Swipe (Crocodile or Hybrid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target not grappled by the werecrocodile. Hit: 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be forced prone.','5e SRD','Action','D&D 5e',1),('Kapi','Tail Trip','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Screaming Devilkin','tail-barb','7 (1d4)','d20web','Action','d20',1),('Deep One','Take to the Water','','d20web','Special (Ex)','d20',1),('August Rooster','Talon','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Garuda','Talon','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Peryton','Talon','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Troll','talon','2 * talon (1d6)','OSE','Action','OSR',1),('Wereowl','Talon (Hybrid or Owl Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereowl lycanthropy.','5e SRD','Action','D&D 5e',1),('Garuda','Talon or Wing','','d20web','Special (Ex)','d20',1),('Garuda','Talon or Wing (Ex)','A garuda cannot use its wing attacks while flying, and cannot use its talon attacks while not flying.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Alicanto','Talons','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Anzu','Talons','Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Ara','Talons','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.','5e SRD','Action','D&D 5e',1),('Archaeopteryx','Talons','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.','5e SRD','Action','D&D 5e',1),('Death Vulture','Talons','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Eagle','Talons','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Gargoyle','Talons','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is knocked prone.','5e SRD','Action','D&D 5e',1),('Hawk','Talons','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.','5e SRD','Action','D&D 5e',1),('Roc','Talons','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can\'t use its talons on another target.','5e SRD','Action','D&D 5e',1),('Scarlet Ibis','Talons','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Shantak','Talons','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (1d10) necrotic damage.','5e SRD','Action','D&D 5e',1),('Shriekbat','Talons','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the shriekbat can\'t use its talons on another target.','5e SRD','Action','D&D 5e',1),('Snallygaster','Talons','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Stryx','Talons','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.','5e SRD','Action','D&D 5e',1),('Thunderbird','Talons','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can\'t use its talons on another target.','5e SRD','Action','D&D 5e',1),('Vrail','Talons','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Vrock','Talons','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Hawk','talons','1 * talons','OSE','Action','OSR',1),('Wereraven','Talons (Hybrid or Raven Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Karina','Talons (Owl Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Sailback Behemoth','Tamed','The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid.','5e SRD','Special','D&D 5e',1),('Griffon','Taming','Captured young can be trained as loyal mounts. Their fierce nature cannot be trained out: they still instinctively attack horses.','OSE','Special','OSR',3),('Hippogriff','Taming','Can be trained as mounts.','OSE','Special','OSR',3),('Horse','Taming','Wild horses can be trained as mounts (riding horses).','OSE','Special','OSR',11),('Jabberwock','Tane','The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.','fan json','Trait','Pathfinder 2e',1),('Lesser Jabberwock','Tane','The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.','fan json','Trait','Pathfinder 2e',1),('Primal Bandersnatch','Tane','The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.','fan json','Trait','Pathfinder 2e',1),('Sard','Tane','The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.','fan json','Trait','Pathfinder 2e',1),('Thrasfyr','Tane','The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.','fan json','Trait','Pathfinder 2e',1),('Manananggal','Tanggal','This family of cannibalistic aberrations consists of various humanoid-shaped creatures that can separate their body into two pieces while hunting.','fan json','Trait','Pathfinder 2e',1),('Penanggalan','Tanggal','This family of cannibalistic aberrations consists of various humanoid-shaped creatures that can separate their body into two pieces while hunting.','fan json','Trait','Pathfinder 2e',1),('Dau','Tangible Illusion (1/Day)','After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet.','5e SRD','Action','D&D 5e',1),('Grindylow','Tangling Tentacles (Ex)','Although a grindylow can\'t attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow\'s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can\'t attempt to trip the grindylow in retaliation.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mi-Go','Tech-Magic','A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. Each encountered mi-go will have some type of special equipment. Unlike other technological weapons mi-go tech-magic items are biological in nature and require a Wisdom (Medicine) check to figure out (see Alien Technology in Chapter 9 of the Official 5th Edition Guide for Game Masters)','5e SRD','Special','D&D 5e',1),('Shoggoth','Tekeli-li (Su)','','d20web','Special (Su)','d20',1),('Poltergeist','telekinesis (see below)','telekinesis (see below)','d20web','Action','d20',1),('Aether Elemental','Telekinetic Invisibility','','d20web','Special (Ex)','d20',1),('Aether Elemental','Telekinetic Throw','','d20web','Special (Ex)','d20',1),('Homunculus','Telepathic Bond','While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.','5e SRD','Special','D&D 5e',1),('Homunculus','Telepathic Link (Su)','A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Akyishigal','Teleport','The demon lord of cockroaches may teleport within line of sight.','5e SRD','Legendary Action','D&D 5e',1),('Balor','Teleport','The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Action','D&D 5e',1),('Baregara','Teleport','The baregara magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Action','D&D 5e',1),('Lilin','Teleport','The lilin magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Action','D&D 5e',1),('Marilith','Teleport','The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Action','D&D 5e',1),('Nalfeshnee','Teleport','The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Action','D&D 5e',1),('Orcus','Teleport','Orcus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Action','D&D 5e',1),('Unicorn','Teleport','Once per day, up to 360\' (including rider).','OSE','Special','OSR',2),('Buraq','Teleport (1/Day)','The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away.','5e SRD','Action','D&D 5e',1),('Unicorn','Teleport (1/Day)','The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.','5e SRD','Action','D&D 5e',1),('Androsphinx','Teleport (Costs 2 Actions)','The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Legendary Action','D&D 5e',1),('Gynosphinx','Teleport (Costs 2 Actions)','The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Legendary Action','D&D 5e',1),('Gypsosphinx','Teleport (Costs 2 Actions)','The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.','5e SRD','Legendary Action','D&D 5e',1),('Mule','Tenacious','Can be taken underground, if the referee allows it.','OSE','Special','OSR',1),('Ahuizotl','Tenacious Grapple (Ex)','An ahuizotl does not gain the grappled condition when it grapples a foe.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kraken','Tenacious Grapple (Ex)','A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Trumpet Bloom','Tendril','Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 14) if it is a Medium or smaller creature. The trumpetbloom has two tendrils, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('Falajitax','Tendril Insertion','If a creature is grappled or otherwise helpless (including being unconscious, stunned or paralyzed) and that creature is within 20 feet of the falajitax, it may use grisly puppeteer.','5e SRD','Reaction','D&D 5e',1),('Tengu Sneak','Tengu','A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus.','fan json','Trait','Pathfinder 2e',1),('Aboleth','Tentacle','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\'s skin becomes translucent and slimy, the creature can\'t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.','5e SRD','Action','D&D 5e',1),('Akata','Tentacle','Melee Weapon Attack: +2 to hit, 5 ft., 1 target. Hit: 4 (1d4 + 2) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Cthulhu','Tentacle','Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 29). Until this grapple ends, the target is restrained. Cthulhu has four tentacles with which to grapple targets; while a tentacle is being used to grapple, it cannot be used to attack a different target.','5e SRD','Action','D&D 5e',1),('Decapus','Tentacle','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12) and restrained until the grapple ends. The decapus has many tentacles but can only grapple two targets at any given time.','5e SRD','Action','D&D 5e',1),('Flumph','Tentacle','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage and the target is smeared with acid. It takes 5 (2d4) acid damage immediately and 2 (1d4) acid damage at the end of its next turn.','5e SRD','Action','D&D 5e',1),('Gargoctopus','Tentacle','Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, the gargoctopus can automatically hit the target with its tentacle, and it can\'t use the same tentacle on another target. The gargoctopus can grapple up to four creatures at one time.','5e SRD','Action','D&D 5e',1),('Kraken','Tentacle','Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.','5e SRD','Action','D&D 5e',1),('Moonflower','Tentacle','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Otyugh','Tentacle','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.','5e SRD','Action','D&D 5e',1),('Scylla','Tentacle','Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained. The scylla has eight tentacles, each of which can grapple one target.','5e SRD','Action','D&D 5e',1),('Shrroth','Tentacle','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (1d12 +7) bludgeoning damage and the target is grappled (escape DC 19) by the shrroth. The shrroth has six tentacles and can only grapple up to six creatures at a time. A creature that starts its turn grappled by the shrroth suffers 9 (2d8) bludgeoning damage. Each tentacle has an AC of 20, 15 hit points, and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the shrroth and severed tentacles regrow at a rate of one per day.','5e SRD','Action','D&D 5e',1),('Ulnorya','Tentacle','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Yaoguai','Tentacle','Melee Weapon Attack: +9 to hit, 1reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Carcass Crawler','tentacle','8 * tentacle (paralysis)','OSE','Action','OSR',1),('Displacer Beast','tentacle','2 * tentacle (2d4)','OSE','Action','OSR',1),('Giant Octopus','tentacle','8 * tentacle (1d3 + constriction), 1 * bite (1d6)','OSE','Action','OSR',1),('Scylla','Tentacle 2','The scylla makes one attack with its tentacle.','5e SRD','Legendary Action','D&D 5e',1),('Kraken','Tentacle Attack or Fling','The kraken makes one tentacle attack or uses its Fling.','5e SRD','Legendary Action','D&D 5e',1),('Otyugh','Tentacle Slam','The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh\'s next turn. On a successful save, the target takes half the bludgeoning damage and isn\'t stunned.','5e SRD','Action','D&D 5e',1),('Gargoctopus','Tentacle Slam (Recharge 5-6)','The gargoctopus slams the creatures grappled by it into a solid surface. Each grappled creature must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is stunned until the end of the gargoctopus\' next turn. On a success, a target takes half the damage and isn\'t stunned.','5e SRD','Action','D&D 5e',1),('Chuul','Tentacles','One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Grick','Tentacles','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Moon-Beast','Tentacles','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, plus the creature must make a DC17 Intelligence saving throw or take 7 (2d6) psychic damage. The moon beast regains a number of hit points equal to half the psychic damage dealt by its tentacles.','5e SRD','Action','D&D 5e',1),('Octopus','Tentacles','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can\'t use its tentacles on another target.','5e SRD','Action','D&D 5e',1),('Riptide Horror','Tentacles','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour. While the target is poisoned, it is paralyzed. The riptide horror can have up to 6 creatures grappled with its six tentacles.','5e SRD','Action','D&D 5e',1),('Sand Kraken','Tentacles','A sand kraken has 10 tentacles, each of which can grapple one creature. Each tentacle has an AC of 20, 15 hit points, and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the sand kraken, and severed tentacles regrow at a rate of 1 per day.','5e SRD','Special','D&D 5e',1),('Yann-An-Oed','Tentacles','Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained. The yann-an-oed can have only two targets grappled at a time.','5e SRD','Action','D&D 5e',1),('Giant Jellyfish','Tentacles','1-10 each + paralysis','BECMI','Action','OSR',1),('Marauder Jellyfish','Tentacles','1-10 each + paralysis','BECMI','Action','OSR',1),('Decapus','Tentacles','','d20web','Special (Ex)','d20',1),('Giant Squid','tentacles','12 (4d6+3/19-20 plus','d20web','Action','d20',1),('Squid','tentacles','2 (1d4+1 plus','d20web','Action','d20',1),('Cthulhu','Tentacles (Ex)','Cthulhu\'s tentacles are a primary attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Boggard','Terrifying Croak (Su)','Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of the boggard must make a DC 13 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard\'s croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Boggard','Terrifying Croak (Su)','','d20web','Special (Su)','d20',1),('Vukodlak','Terrifying Gaze','Paralyzed with fear for 1 round, 30 feet, Will DC 14 negates. This is a mind-affecting fear effect. A creature that succeeds at its saving throw is immune to the vukodlak\'s gaze for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nalusa Falaya','Terrifying Glare','The nalusa falaya targets one creature it can see within 30 feet of it. If the target can see the nalusa falaya, the target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the nalusa falaya\'s next turn.','5e SRD','Action','D&D 5e',1),('Giant Shrew','Territorial','Ferociously defend their hunting area from all intruders.','OSE','Special','OSR',4),('Hodag','Territorial Display (Recharge 6)','The hodag rears and stomps on the ground then roars a territorial challenge. Each creature within 10 feet of the hodag must make a DC 14 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more is also knocked prone.','5e SRD','Action','D&D 5e',1),('Rhacos','Territorial Reflexes','The rhacos can make any number of opportunity attacks in one round, but no more than one on any turn.','5e SRD','Special','D&D 5e',1),('Kobold War Machine','That Way! (Three or More Operators)','The kobold war machine can take the Dash or Disengage action as a bonus action on each of its turns.','5e SRD','Special','D&D 5e',1),('Athena','The Art of War','Once per turn, when Athena hits a target with an attack she can use one of the following manoeuvers on top of dealing damage:','5e SRD','Special','D&D 5e',1),('Shinigami','The End','If the shinigami scored a critical hit, the shinigami rolls its damage dice three times.','5e SRD','Special','D&D 5e',1),('Seahorse','The giant seahorse can only breathe underwater.','<a class=\"spell\" href=\"https://www.5esrd.com/database/spell/water-breathing\">Water Breathing</a>','5e SRD','Special','D&D 5e',1),('Kraken','The kraken uses Lightning Storm.','Lightning Storm (Costs 2 Actions)','5e SRD','Legendary Action','D&D 5e',1),('Baalzebal','The Lord of Lies','The buzzing of Baalzebal sows discontent and confusion to those who hear his voice. Baalzebal may cause any creature within 30 feet who hears his voice to make a DC 19 Wisdom saving throw, suffering one of the following effects on a failure:','5e SRD','Special','D&D 5e',1),('Queen Of Scorpions','The Queen of Scorpions makes one scimitar attack.','Scimitar (Costs 2 Actions; Humanoid or True Form Only)','5e SRD','Legendary Action','D&D 5e',1),('Wereraven','The wereraven makes two weapon attacks.','Multiattack (Humanoid or Hybrid Form Only)','5e SRD','Action','D&D 5e',1),('Whale','The whale uses Engulf.','Engulf (Costs 2 Actions)','5e SRD','Action','D&D 5e',1),('Androsphinx','Third Roar','Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn\'t knocked prone.','5e SRD','Action','D&D 5e',1),('Gnasher Lizard','Thrash','The gnasher lizard rapidly shakes its head, and any grappled target takes 39 (6d10 + 6) slashing damage. If this damage is enough to drop the target to 0 hit points, the target is dismembered and portions of it are swallowed. A creature who suffers this cannot be brought back to life with anything less than true resurrection.','5e SRD','Action','D&D 5e',1),('Magui','Thrash','Melee Weapon Attack: +9 to hit, reach 10 ft., up to three creatures within 10 ft. of each other. Hit: 12 (2d6 + 5) bludgeoning damage, and each creature must succeed on a DC 17 Strength saving throw or be Shoved 5 feet away and knocked prone.','5e SRD','Action','D&D 5e',1),('Subek','Thrash','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.','5e SRD','Action','D&D 5e',1),('Erina','Throw Spine','Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the spine sticks in the target until a creature uses an action to remove it. While the spine is stuck, the target has disadvantage on weapon attacks that use Strength.','5e SRD','Action','D&D 5e',1),('Dire Ape','Throw Tree','Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('White Ape','thrown rock','2 * claw (1d4) or 1 * thrown rock (1d6)','OSE','Action','OSR',1),('Wikkawak','Thuggery (Ex)','Intimidate and Perception are class skills for wikkawaks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Iguanodon','Thumb Spike','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage and the target must succeed on a DC 12 Constitution saving throw or lose 4 (1d8) hit points at the start of each of its turns until healed with magic.','5e SRD','Action','D&D 5e',1),('Kongamato','Thunder Breath (Recharge 5-6)','The kongamato exhales a thunderous screech in a 50-foot cone. Each creature in that cone must succeed on a DC 19 Dexterity saving throw, taking 49 (14d6) thunder damage and deafened on a failed save, or half as much damage and not deafened on a successful one.','5e SRD','Action','D&D 5e',1),('Stormboar','Thunder Charge','If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 11 (2d10) thunder damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be forced&nbsp;prone.','5e SRD','Special','D&D 5e',1),('Stormboar','Thunder Leap (Recharge 6)','The boar moves up to 20 feet, jumping over obstacles in its way. Difficult terrain doesn\'t cost it extra movement when it leaps. Each creature within 10 feet of the boar when it leaps and each creature within 10 feet of where it lands must make a DC 15 Constitution saving throw. On a failure, a creature takes 16 (3d10) thunder damage and is pushed up to 10 feet away from the boar. On a success, a creature takes half the damage and isn\'t pushed.','5e SRD','Action','D&D 5e',1),('Clamor','Thunder Touch','Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) thunder damage, and the target is pushed 5 feet directly away from the clamor.','5e SRD','Action','D&D 5e',1),('Thunderbird','Thunderflash','When the is struck in melee with a metal weapon, the attacker takes 7 (2d6) lightning and 7 (2d6) thunder damage and must make two saving throws as the thunderbird\'s thunderstrike ability, as if struck by three attacks in the same round.','5e SRD','Reaction','D&D 5e',1),('Ypotryll','Thundering Path (Ex)','A ypotryll\'s charge shakes the ground it crosses. The path of its charge is considered difficult terrain until the start of the ypotryll\'s next turn, and creatures with tremorsense that are within 100 feet of the end of the ypotryll\'s charge are blinded for that same amount of time.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ophiotaurus','Thundering Trample','','d20web','Special (Ex)','d20',1),('Ophiotaurus','Thundering Trample (Ex)','An ophiotaurus can expend one use of its mythic power when using its trample attack to make a single combat maneuver check and apply the result as a bull rush maneuver against the CMD of each creature that fails to save against its trample. These combat maneuvers do not provoke attacks of opportunity.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mountain Strider','Thunderous Bleat (Recharge 6)','The mountain strider releases a loud bleat in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Grootslang','Thunderous Stomp','','d20web','Special (Ex)','d20',1),('Grootslang','Thunderous Stomp (Ex)','As a full-round action, a grootslang can rear up on its serpentine body to bring its massive forelimbs down with awesome force. The grootslang chooses two adjacent targets to be affected as though trampling them. In addition, each creature within 10 feet must make a DC 28 Reflex save or be knocked prone. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Amon','Thundersmash','Ammon strikes the ground with his mace. All creatures within a 20-foot cube centered on Ammon must make a DC 24 Strength saving throw, taking 27 (6d8) thunder damage and being pushed to the edge of the area of effect on a failure, or taking half as much damage and not being pushed on a success.','5e SRD','Legendary Action','D&D 5e',1),('Tiefling Adept','Tiefling','A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from fiends. An ability with this trait can be used or selected only by tieflings.','fan json','Trait','Pathfinder 2e',1),('Claws Of Time','Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('Hatred Siktempora','Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('Hound Of Tindalos','Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('Love Siktempora','Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('Mastiff Of Tindalos','Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('Misery Siktempora','Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('Morrowkin','Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('Ravager Of Tindalos','Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('Triumph Siktempora','Time','Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.','fan json','Trait','Pathfinder 2e',1),('Akaasit','Time-Assisted Counterattack','The akaasit\'s awareness of the near future allows it to see attacks before they happen. When a creature the akaasit can see attacks it while within 5 feet of it, the akaasit can attack the creature before the creature\'s attack hits. The akaasit makes a single arm blade attack against the creature. If the creature is reduced to 0 hp as a result of the akaasit\'s attack, the creature\'s attack doesn\'t hit the akaasit.','5e SRD','Reaction','D&D 5e',1),('Danava Titan','Titan','Titans are enormous, primordial creatures of neargodlike power who predate the mortal races.','fan json','Trait','Pathfinder 2e',1),('Elysian Titan','Titan','Titans are enormous, primordial creatures of neargodlike power who predate the mortal races.','fan json','Trait','Pathfinder 2e',1),('Hekatonkheires Titan','Titan','Titans are enormous, primordial creatures of neargodlike power who predate the mortal races.','fan json','Trait','Pathfinder 2e',1),('Thanatotic Titan','Titan','Titans are enormous, primordial creatures of neargodlike power who predate the mortal races.','fan json','Trait','Pathfinder 2e',1),('Colossal Ape','Titanic Tosser','','d20web','Special (Ex)','d20',1),('Tonberry','Tonberry Light (Su)','','d20web','Special (Su)','d20',1),('Balbal','Tongue','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus the target takes an additional 7 (2d6) necrotic damage, or half as much on a successful DC 12 Constitution saving throw. If the save is failed, the target takes this damage again at the beginning of its next turn, with a saving throw allowed each round to halve damage and end the effect.','5e SRD','Action','D&D 5e',1),('Tsathogga','Tongue','Tsathogga chooses one creature that it can see within 40 feet of it. That target must make a DC 28 Dexterity saving throw. On a failed saving throw, the target takes 37 (8d6 + 9) bludgeoning damage plus 35 (10d6) acid damage and is grappled. Tsathogga can use a bonus action to pull a creature grappled by it up to 40 feet towards it.','5e SRD','Action','D&D 5e',1),('Furcifer','Tongue','','d20web','Special (Ex)','d20',1),('Mobogo','Tongue','','d20web','Special (Ex)','d20',1),('Tizheruk','Tongue','','d20web','Special (Ex)','d20',1),('Mobogo','Tongue (Ex)','A mobogo\'s tongue is a primary attack with reach equal to three times the mobogo\'s normal reach (45 feet for a typical mobogo). A mobogo does not gain the grappled condition when using its tongue to grapple a foe.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tizheruk','Tongue (Ex)','A tizheruk\'s tongue is a primary attack with a reach equal to double the tizheruk\'s normal reach (20 feet for a Large tizheruk). A tizheruk\'s tongue deals no damage on a hit, but can be used to grab a creature and pull it closer. A tizheruk does not gain the grappled condition while using its tongue in this manner.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Boggard','tongue -1 touch (sticky tongue)','tongue -1 touch (sticky tongue)','d20web','Action','d20',1),('Malignant Mouth','Tongue Lash','. Ranged Weapon Attack: +8 to hit, range 10/20 ft., one creature. Hit: the target is pulled next to the malignant mouth, which can then make a bite attack against it with advantage.','5e SRD','Action','D&D 5e',1),('Giant Horned Chameleon','tongue/bite','1 * tongue/bite (2d4), 1 * horn (1d6), 1 * tail (knock down)','OSE','Action','OSR',1),('Alpha Fish','Too Aggressive','The alpha fish attacks anything it thinks is threatening, even inanimate objects or illusions. It automatically fails ability checks and saving throws to detect or see through illusions.','5e SRD','Special','D&D 5e',1),('Devourer','Torment Soul (Recharge 6)','The devourer creates a howling whirlwind of necrotic energy in a 20-foot radius centered on itself. Each creature in that area that is not undead or a construct must succeed on a DC 18 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Raggoth','Tormenting Howl (Recharge 5-6)','The raggoth unleashes a piercing howl. All creatures within 60 feet of the raggoth that can hear it 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 raggoth\'s Tormenting Howl for 24 hours.','5e SRD','Action','D&D 5e',1),('Yaoguai','Tortured Mind','The spawned yaoguai has advantage on any effects that would make it charmed or frightened.','5e SRD','Special','D&D 5e',1),('Karkadann','Toss','One Large or smaller creature impaled by the karkadann is thrown up to 30 feet in a random direction and forced 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 15 Dexterity saving throw or take the same damage and be forced prone.','5e SRD','Action','D&D 5e',1),('Hodag','Toss (Ex)','A hodag charging 20 feet or more that damages a foe with an attack can throw its foe with a special combat maneuver check. The opponent must be corporeal and at least one size category smaller than the hodag. If the combat maneuver check succeeds, the hodag\'s opponent is thrown 10 feet through the air in a direction chosen by the hodag and falls prone. The hodag can only toss its opponent in a straight line. If an obstacle prevents the creature\'s movement, both the creature tossed and the object struck take 1d6 points of damage, and the creature falls prone in the space adjacent to the obstacle. A hodag can also toss an opponent 10 feet up into the air. The victim lands in the same square it started in, falls prone, and takes 1d6 points of damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lich','touch','5 (1d8+5 plus paralyzing touch)','d20web','Action','d20',1),('Stirge','touch','7 (attach)','d20web','Action','d20',1),('Black Pudding','touch','1 * touch (3d8)','OSE','Action','OSR',1),('Gelatinous Cube','touch','1 * touch (2d4 + paralysis)','OSE','Action','OSR',1),('Green Slime','touch','1 * touch (consume flesh)','OSE','Action','OSR',1),('Grey Ooze','touch','1 * touch (2d8)','OSE','Action','OSR',1),('Mummy','touch','1 * touch (1d12 + disease)','OSE','Action','OSR',1),('Ochre Jelly','touch','1 * touch (2d6)','OSE','Action','OSR',1),('Shadow','touch','1 * touch (1d4 + strength drain)','OSE','Action','OSR',1),('Spectre','touch','1 * touch (1d8 + energy drain)','OSE','Action','OSR',1),('Wight','touch','1 * touch (energy drain)','OSE','Action','OSR',1),('Wraith','touch','1 * touch (1d6 + energy drain)','OSE','Action','OSR',1),('Kting Voar','Toughened Skin','','d20web','Special (Ex)','d20',1),('Shroom','Toxic Flesh','Any creature that tastes the flesh of a shroom must make a DC 13 Constitution saving throw or be overwhelmed by the deliciousness of the shroom, proceeding to gorge on the shroom flesh until it cannot keep any more down or until someone stops them. An hour after consuming even the smallest morsel of shroom flesh, the eater\'s Intelligence and Charisma scores become 1. The creature can\'t cast spells, activate magic items, understand language, or communicate in any intelligible way (as if affected by feeblemind). The creature can, however, identify its friends, follow them, and even protect them. A successful saving throw indicates the eater is unaffected by the toxins in the shroom\'s flesh. At the end of every 30 days, the creature can repeat its saving throw against these effects. If it succeeds on its saving throw, the effects end. The effects can also be ended by greater restoration, heal, or wish.','5e SRD','Special','D&D 5e',1),('Chaceklain','Toxic Touch','If a creature comes into contact with the adult chaceklain, or hits it with a melee attack and is within 5 ft. of the adult chaceklain, the creature must succeed on a DC 13 Constitution saving throw. On a failure, the creature takes 10 (3d6) poison damage.','5e SRD','Reaction','D&D 5e',1),('Manticore','Track and ambush','Follow humans and attack with tail spikes when they stop to rest.','OSE','Special','OSR',2),('Invisible Stalker','Tracking','Without fault.','OSE','Special','OSR',1),('Giant Weasel','Tracking','By scent, favouring wounded prey.','OSE','Special','OSR',4),('Amber Golem','Tracking','Without error.','OSE','Special','OSR',6),('Hodag','Trackless','','d20web','Special (Ex)','d20',1),('Hodag','Trackless (Ex)','A hodag sweeps its tail behind itself in a way that obscures its tracks. Attempts to track a hodag have their normal DC increased by +10.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Green Dragon','Trackless Step','','d20web','Special (Ex)','d20',1),('Nomad','Traders','Often carry trade route tales of faraway lands.','OSE','Special','OSR',8),('Hawk','Trainable','Can be trained as guards or hunting animals.','OSE','Special','OSR',2),('Roc','Trainable','Can be trained, if captured when young.','OSE','Special','OSR',4),('Dire Wolf','Training','At the referee\'s discretion, captured cubs may be trained like dogs. Dire wolves are ferocious and extremely difficult to train.','OSE','Special','OSR',1),('Wolf','Training','At the referee\'s discretion, captured cubs may be trained like dogs. Wolves are difficult to train.','OSE','Special','OSR',1),('Pegasus','Training','If captured when young, will serve Lawful characters.','OSE','Special','OSR',3),('Bison','Trample','If the bison moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the bison can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Jung-mule','Trample','If the jung-mule can move at least 15 feet towards a target and then makes a successful attack with its slam, it gets to trample the target. The target must make a Dexterity save (DC 14). On a failed save, the target is forced prone and takes an additional 11 (2d10) bludgeoning damage from the creature\'s feet stomping it. On a successful save, the target takes half damage and is not forced prone.','5e SRD','Action','D&D 5e',1),('Elephant','trample','2 * tusk (2d4) or 1 * trample (4d8)','OSE','Action','OSR',1),('Hornface Behemoth','trample','1 * gore (3d6) or 1 * trample (3d6)','OSE','Action','OSR',1),('Mastodon','trample','2 * tusk (2d6) or 1 * trample (4d8)','OSE','Action','OSR',1),('Petalspine Behemoth','trample','1 * tail (2d8) or 1 * trample (2d8)','OSE','Action','OSR',1),('Titanothere','trample','1 * butt (2d6) or 1 * trample (3d8)','OSE','Action','OSR',1),('Elephant','Trample','3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.','OSE','Special','OSR',2),('Mastodon','Trample','3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.','OSE','Special','OSR',2),('Rhinoceros','trample','1 * trample (2d12)','OSE','Action','OSR',2),('Titanothere','Trample','3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.','OSE','Special','OSR',2),('Hornface Behemoth','Trample','3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.','OSE','Special','OSR',3),('Cthulhu','Trample (Costs 2 Actions)','Cthulhu moves or swims his movement rate without provoking opportunity attacks. He may move through the spaces of other creatures of less than Gargantuan size, ending in an unoccupied space. Each creature whose space he passed through must succeed on a DC 27 Dexterity saving throw or take 19 (2d8 + 10) bludgeoning damage and be knocked prone.','5e SRD','Legendary Action','D&D 5e',1),('Mogaru','Trample (Costs 2 Actions)','Mogaru can move up to half its speed and make a single Stomp attack at any point during its movement.','5e SRD','Action','D&D 5e',1),('Cryoceros','Trampling Charge','If the cryoceros moves at least 20 feet straight toward a target and then hits it with its gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cryoceros can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Daeodon','Trampling Charge','If the daeodon moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone. If the target is prone, the daeodon can make one Slam attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Elephant','Trampling Charge','If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Gorgon','Trampling Charge','If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Gugalanna','Trampling Charge','If a gugalanna moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, a gugalanna can make one kick attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Hippopotamus','Trampling Charge','If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the hippo can make one additional slam attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Kting Voar','Trampling Charge','If the kting voar moves at least 20 feet towards an opponent and hit with its gore attack, the target takes an extra 2d8 damage. The target must make a DC 14 Strength saving throw or be forced&nbsp;prone.','5e SRD','Special','D&D 5e',1),('Kting-Voar','Trampling Charge','If the kting voar moves at least 20 feet towards an opponent and hit with its gore attack, the target takes an extra 2d8 damage. The target must make a DC 14 Strength saving throw or be forced&nbsp;prone.','5e SRD','Special','D&D 5e',1),('Loxoda','Trampling Charge','If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Mammoth','Trampling Charge','If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Mastodon','Trampling Charge','If the mastodon moves at least 20 feet straight towards a creature and then hits with a gore attack on the same turn, that creature must succeed on a DC 19 Strength check or be knocked prone. If the target is prone, the mastodon can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Mei Jiao Shou','Trampling Charge','If the mei jiao shou moves at least 20 feet straight toward a creature and then hits it with a head bash attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be&nbsp;forced prone. If the target is prone, the mei jiao shou can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Minotaur','Trampling Charge','If the minotaur moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the minotaur can make one stomp attack against it as a bonus action','5e SRD','Special','D&D 5e',1),('Ngobou','Trampling Charge','If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Nian','Trampling Charge','If the nian moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced&nbsp;prone. If the target is prone, the nian can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Titan','Trampling Charge','If the elysian titan moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, that target must succeed on a DC 24 Strength saving throw or be knocked prone. If the target is prone, the elysian titan can make one stomp attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Warhorse','Trampling Charge','If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Araganaqltaa','Transformation','The araganaqlta\'a can transform into a Small or Medium humanoid or back into its original form. In this humanoid form, it loses its slam attack. The araganaqlta\'a can appear as a humanoid but its features always give it away as the araganaqlta\'a.','5e SRD','Action','D&D 5e',1),('Dagon','Transformation (Su)','A creature swallowed by Dagon is assaulted by demonic enzymes, rasping talons, sucking tendrils, and vile gases. At the start of the swallowed creature\'s turn, it must succeed at a DC 41 Fortitude save or be nauseated, and must succeed at a DC 36 Will save or take 1d6 points of Dexterity and Charisma drain. Once the creature\'s Dexterity and Charisma are drained to 0, the creature transforms into a horrifically deformed version of itself that Dagon can then disgorge into any adjacent square as a swift action. The transformed creature gains the half-fiend template, its Dexterity and Charisma return to their normal values, and it is under Dagon\'s control (as dominate monster, caster level 28th). The transformation can be reversed by casting break enchantment and atonement on the victim during the first 24 hours (after that, it can be reversed only via miracle or wish). The Fortitude save DC is Constitution-based, and the Will save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Glass Gator','Transparency','The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light.','5e SRD','Special','D&D 5e',1),