('Nereid','Transparency','When underwater, a nereid\'s body becomes transparent, effectively rendering her invisible. She can become visible or transparent on her turn without using an action.','5e SRD','Special','D&D 5e',1),('Zoog','Trap Mastery','','d20web','Special (Ex)','d20',1),('Mogrl','trap the soul','8th level (1 slot)','5e SRD','Special','D&D 5e',1),('Shasalqu','Trapping Cold (Su)','A shasalqu exudes a heat-sapping aura. Any creature that begins its turn within 10 feet of a shasalqu takes 1d6 points of cold damage and becomes entangled. A successful save negates both effects. An affected creature is entangled for as long as remains within the aura\'s area plus 1 additional round. Creatures whose cold immunity or resistance prevents all cold damage are not entangled. When a shasalqu dies, this aura persists around its corpse for 1 hour. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ettercap','Traps','','d20web','Special (Ex)','d20',1),('Ettercap','Traps (Ex)','The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn\'t require gold to build its traps, merely time.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Pirate','Treacherous','Will attack other pirates, if they can profit from it.','OSE','Special','OSR',5),('Dragon Crab','Treacherous Hoards','A heap of the dragon crab\'s treasure hoard collapses over one target within 120 feet that the dragon crab can see. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. The creature can take an action to make a DC 15 Strength check, ending the buried state on a success.','5e SRD','Lair Action','D&D 5e',1),('Camazotz','Tread Flyer','If a camazotz has surprise when it makes its first attack, all surprised creatures within 30 feet of it must succeed on a DC 19 Wisdom saving throw or be frightened of it, and be unable to use Recovery Dice, for 1 minute. A frightened creature can make a new saving throw at the end of each of its turns to overcome the effect.','5e SRD','Special','D&D 5e',1),('Otyugh','Treasure','standard','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dragon Turtle','Treasure','From sunken ships.','OSE','Special','OSR',4),('Buccaneer','Treasure','Divided between vessels. Instead of carrying aboard, may have a map to where it is buried.','OSE','Special','OSR',5),('Dryad','Treasure','Hidden in roots of the tree.','OSE','Special','OSR',5),('Giant Weasel','Treasure','Found in lair on bodies of victims.','OSE','Special','OSR',5),('Pirate','Treasure','Divided between vessels. Instead of carrying with them, may have a map to where it is buried.','OSE','Special','OSR',7),('Merchant','Treasure','Should be reduced, if less than 10 merchants are in the group.','OSE','Special','OSR',8),('Alicanto','Treasure Sense','The alicanto can pinpoint, by scent, the location of precious metals, such as coins and veins, within 60 feet of it.','5e SRD','Special','D&D 5e',1),('Pixiu','Treasure Sense','A pixiu can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.','5e SRD','Special','D&D 5e',1),('Xorn','Treasure Sense','The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.','5e SRD','Special','D&D 5e',1),('Dryad','Tree Dependent (Su)','A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad\'s personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows-eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual and making a successful DC 20 Will save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dryad','Tree Dependent (Su)','','d20web','Special (Su)','d20',1),('Dryad','Tree Meld (Su)','A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dryad','Tree Meld (Su)','','d20web','Special (Su)','d20',1),('Phooka','Tree Stride','Once on its turn, the phooka can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.','5e SRD','Special','D&D 5e',1),('Nian','Tremulous','The nian is inherently fearful of loud noises, fire, and the color red. It will not choose to move toward any red object or any fiery or burning materials. If presented forcefully with a red object, flame, or if it is dealt fire or thunder damage, the nian must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific red object or a particular source of noise (such as clanging a weapon on a shield) or fire (such as the burning hands spell), the nian can\'t be frightened by that same source again for 24 hours.','5e SRD','Special','D&D 5e',1),('Rusalka','Tresses (Su)','A rusalka\'s long hair is strong and capable of making powerful primary natural attacks. When it uses its tresses to grapple an opponent, a rusalka does not gain the grappled condition itself. In addition, a rusalka uses its Charisma modifier in addition to its Strength modifier for all combat maneuver checks made with its tresses.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Orc','Tribal','Orcs of different tribes may fight among themselves, unless their leaders command them not to. Each tribe has its own lair and has as many females as males, and two whelps per two adults.','OSE','Special','OSR',7),('Doppelganger','Trickery','Will attempt to kill a PC, take on their role, then attack the party by surprise (e.g. during a battle).','OSE','Special','OSR',2),('Galluvix','Trickster\'s Egg (Su)','','d20web','Special (Su)','d20',1),('Sequana','Trident','Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 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.','5e SRD','Action','D&D 5e',1),('Shrroth','Trident','Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Trogodon','Trident','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used in two hands.','5e SRD','Action','D&D 5e',1),('Merfolk','trident','2 (1d8+1)','d20web','Action','d20',1),('Sahuagin','trident','4 (1d8+3)','d20web','Action','d20',1),('Skum','trident','4 (1d8+2)','d20web','Action','d20',1),('Wereshark','Trident (Humanoid or Hyrbid Form Only)','Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('Frost Worm','Trill (Su)','As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a DC 18 Will save or be fascinated for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm\'s trill for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Frost Worm','Trill (Su)','','d20web','Special (Su)','d20',1),('Cavern Troll','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Frost Troll','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Gurija','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Hargulka','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Jotund Troll','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('The Misbegotten Troll','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Tombstone Troll','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Troll','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Troll Guard','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Troll King','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Trollhound','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('Two-Headed Troll','Troll','Trolls are giant, brutish creatures and are well known for their ability to regenerate.','fan json','Trait','Pathfinder 2e',1),('City Guard Squadron','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Clockwork Shambler Horde','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Dancing Night Parade','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Ghostly Mob','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Hellknight Cavalry Brigade','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Last Guard','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Necromancer Troop','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Nightmarchers','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Planar Terra-Cotta Squadron','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Rancorous Priesthood','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Shambler Troop','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Skeleton Infantry','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Soul Swarm','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Terra-Cotta Garrison','Troop','A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can\'t be summoned.','fan json','Trait','Pathfinder 2e',1),('Crag Linnorm','True Seeing','','d20web','Special (Ex)','d20',1),('Ice Linnorm','True Seeing','','d20web','Special (Ex)','d20',1),('Linnorm','True Seeing','','d20web','Special (Ex)','d20',1),('Imperial Dragon','Truespeak','The dragon can communicate with any living creature as if they shared a language.','5e SRD','Special','D&D 5e',1),('Whale','Tsunami (Costs 3 Actions)','The whale slams its tail against the water creating a 60-foot cone of water. Each creature in that area must make a DC 19 Strength saving throw. On a failed save, a creature takes 42 (12d6) bludgeoning damage and is pushed 30 feet and knocked prone. On a successful save, a creature takes only half damage.','5e SRD','Action','D&D 5e',1),('Dunewinder','Tunneler','The dunewinder can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.','5e SRD','Special','D&D 5e',1),('Purple Worm','Tunneler','The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.','5e SRD','Special','D&D 5e',1),('Ravager','Tunneler','The ravager can burrow through solid rock at half of its burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake.','5e SRD','Action','D&D 5e',1),('Wako','Tunneler','The wako can burrow through solid rock at half their standard burrow speed leaving a tunnel behind them equal to their size in diameter.','5e SRD','Special','D&D 5e',1),('Grim Jester','Turn Resistance','The jester has advantage on saving throws against any effect that turns undead.','5e SRD','Special','D&D 5e',1),('Lich','Turn Resistance','The hierophant lich has advantage on saving throws against any effect that turns undead.','5e SRD','Special','D&D 5e',1),('Virtuoso Lich','Turn Resistance','The lich has advantage on saving throws against any effect that turns undead.','5e SRD','Special','D&D 5e',1),('Wight','Turn Resistance','The warrior has advantage on saving throws against any effect that turns undead.','5e SRD','Special','D&D 5e',1),('Mothman','Turning Defiance','The Mothman and any other wraiths within 30 feet of him have advantage on saving throws against effects that turn undead.','5e SRD','Special','D&D 5e',1),('Boar','Tusk','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.','5e SRD','Action','D&D 5e',1),('Stormboar','Tusk','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 11 (2d10) lightning damage. In addition, nonmagical metal armor worn by the target is partly devoured by the boar and takes a permanent and cumulative ?2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.','5e SRD','Action','D&D 5e',1),('Boar','tusk','1 * tusk (2d4)','OSE','Action','OSR',1),('Narwhal','Tusk (Ex)','A charging narwhal can make a single gore attack with its tusk in place of its normal bite attack. If it hits, the tusk deals 2d6+14 points of damage with a ×3 critical multiplier.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wereboar','tusk/bite','1 * tusk/bite (2d6)','OSE','Action','OSR',1),('Chang Nam','Tusks','Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d6 - 2) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.','5e SRD','Action','D&D 5e',1),('Walrus','Tusks','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing damage.','5e SRD','Action','D&D 5e',1),('Wereboar','Tusks (Boar or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.','5e SRD','Action','D&D 5e',1),('Insect Swarm','Type and locomotion','A swarm may be composed of creepers (e.g. spiders, ants, centipedes) or flyers (e.g. bees, hornets). Some swarms are capable of both types of movement (e.g. beetles, locusts).','OSE','Special','OSR',1),('Camazotz','Ultrasonic Shriek (Recharge 5-6)','The camazotz emits a high-pitched scream in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. on a failed save, a creature takes 49 (14d6) thunder damage and is deafened and stunned for 1 minute. on a successful save, a creature takes half that damage and is deafened and poisoned for 1 minute. A creature can make a new saving throw at the end of each of its turns, overcoming the stunned or poisoned conditions on a success.','5e SRD','Action','D&D 5e',1),('Umbral Dragon','Umbral Scion','','d20web','Special (Ex)','d20',1),('Vampire','Unarmed Strike','The vampire makes one unarmed strike.','5e SRD','Legendary Action','D&D 5e',1),('Werewolf','Unarmed Strike (Humanoid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Brother Ox','Unarmed Strike (Humanoid or True Form Only)','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Vampire','Unarmed Strike (Vampire Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).','5e SRD','Action','D&D 5e',1),('Nereid','Unarmored Defense','If she wears no armor, a nereid\'s Armor Class equals 10 + her Dexterity modifier + her Charisma modifier.','5e SRD','Special','D&D 5e',1),('Red Jester','Unassailable Mind','The mind of a red jester is a twisted and dangerous place to peer into. If a living creature targets a red jester with an attack that normally causes psychic damage or tries to use telepathy on a red jester, that creature must make a successful DC 13 Intelligence saving throw or be cursed, with an effect identical to a permanent confusion spell. The confusion effect can be ended only by magic that lifts the curse.','5e SRD','Special','D&D 5e',1),('Red Jester','Unassailable Mind','','d20web','Special (Ex)','d20',1),('Cerynitis','Uncanny Dodge (Ex)','This ability functions as the rogue class feature of the same name.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Giant Vampire Bat','Unconsciousness','For 1d10 rounds (save versus paralysis).','OSE','Special','OSR',3),('Shantak','Unctuous Hide','A shantak\'s hide is very slippery. A rider can dismount a shantak without any penalty to movement speed. If an effect moves the shantak against its will while a creature is on it, the creature must succeed on a DC 15 Dexterity saving throw or fall off the shantak, landing prone in a space within 5 feet of it. If a rider is knocked prone or unconscious while mounted, it must make the same saving throw. In addition, the shantak can attempt to shake off a rider as a bonus action, forcing the rider to make the saving throw to stay mounted.','5e SRD','Special','D&D 5e',1),('Virtuoso Lich','Undead','The target regains 18 (4d8) hit points. Healing that exceeds the target\'s hp maximum becomes temporary hit points.','5e SRD','Action','D&D 5e',1),('Abandoned Zealot','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Accursed Forge-Spurned','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Aiudara Wraith','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Aliriel','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Arboreal Snag','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Arboreal Tar Tree','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Arskuva The Gnasher','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Attic Whisperer','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Banshee','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Barnacle Ghoul','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Basiri, Wellspring Keeper','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Baykok','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Beetle Carapace','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Benthic Reaver','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bharlen Sajor','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bhuta','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Binumir','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bishop Keppira D\'bear','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bloodshroud','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bodak','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bog Mummy','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bog Mummy Amalgamation','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bog Mummy Cultist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bone Croupier','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bone Ship','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Bright Walker','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Cadaverous Rake','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Cairn Wight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Cephal Lorentus','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Chancellor Kemnebi','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Charghar','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Childof Urgathoa','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Chimpanzee Visitant','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Clacking Skull Swarm','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Cobblebone Swarm','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Combusted','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Corpselight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Corpseroot','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Corrupted Relic','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Crawling Hand','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Crawling Hand Swarm','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Creeping Crone','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Cursed King','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Cyclops Zombie','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Daqqanoenyent','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Davik Nettles','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Death Coach','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Death Drider','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Deathless Acolyte Of Urgathoa','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Deathless Hierophant Of Urgathoa','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Decrepit Mummy','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Demilich','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Devourer','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Dirge Piper','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Dragonscarred Dead','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Drake Skeleton','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Draugr','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Drazmorgthe Damned','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Dread Wraith','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Drenchdead','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Drowned Mummy','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Dullahan','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Dwandek','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Dybbuk','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Dyzallin Shraen','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ecorche','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ectoplasmic Amalgam','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Elder Wyrmwraith','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Everburning Mammoths','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Excorion','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Facetbound Cascader','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Factbound Nullifier','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Faithless Ecclesiarach','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Fallen Champion','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Falrok','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Feral Skull Swarm','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Festering Gnasher','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Festrog','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Fiddling Bones','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Fionn','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Flaming Skull','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Fluxwraith','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Forge-Spurned','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Fortune Eater','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Gallowdead','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Gashadokuro','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Geist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghast','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghast Outlaw','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghastly Bear','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Gholdako','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghost Commoner','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghost Mage','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghost Monk','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghost Pirate Captain','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghostly Guard','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghostly Mob','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghoul','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghoul Antipaladin','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghoul Crocodile','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghoul Gnawer','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghoul Razorclaw','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ghul','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Giant Crawling Hand','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Grappling Spirit','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Graveknight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Graveknight Captain','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Graveknight Champion','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Graveknight Warmaster','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Gray Death','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Greater Shadow','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Grim Reaper','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Grimbal','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Guecubu','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Harlo Krant','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Harpy Skeleton','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Hellcrown','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Hereciteof Zevgavizeb','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Herexen','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Hollow Husks','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Hollow Serpent','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Horde Lich','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Hungry Ghost','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Hunter Wight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Husk Zombie','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Hymmir Urath','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Hyrune Loxenna','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ibrique','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ice Mummy','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ichor Slinger','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Iffdahsil','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ileosa\'s Shell','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Iroran Mummy','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Iruxi Ossature','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ixamè','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Jin Durwhimmer','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Kannitri','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Kellid Graveknight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Kieragan Skross','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('King Harral','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Korog','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Kurobozu','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Lacedon','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Last Guard','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Leng Ghoul','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Lesser Death','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Lich','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Lion Visitant','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Little Maninthe Woods','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Llorona','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Long-Horned Bison Beheaded','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Lovelorn','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Lyrt Cozurn','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Minister Of Tumult','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Mohrg','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Mosghuta, Boss Cow','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Mummified Cat','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Mummy Guardian','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Mummy Pharaoh','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Mummy Prophetof Set','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Muse Phantom','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Namorrodor','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Nasurgeth','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Necrohulk Flailer','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Necrohulk Smasher','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Necrohusk','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Necromunculus','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Nemhaith','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Nightmarchers','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Nosferatu Malefactor','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Nosferatu Overlord','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Obrousian','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Onryo','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Opkherab','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Pale Sovereign','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Pale Stranger','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Pesgahithe Poisoner','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Plague Zombie','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Polong','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Poltergeist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Predatory Rabbit','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Priestof Kabriri','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Profane Ghoul','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Provincial Jiang-Shi','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Prowler Wight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Pyrogeist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Queen Sluagh','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Raptor Guard','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ravener','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ravener Husk','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Raw Nerve','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Reborn Sun Hunter','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Reborn Sun Mage','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Reborn Sun Warrior','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Remnantof Barzillai','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Revenant','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Rotbomber','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Runecarved Lich','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Saggorak Poltergeist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Scorned Hound','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Seetangeist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Seething Spirit','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Severed Head','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Shadow','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Shambler Troop','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Shanrigol Behemoth','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Shanrigol Heap','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Shock Zombie','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Shraen Graveknight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Shredskin','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Siabrae','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Silent Stalker','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skaveling','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Champion','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Giant','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Hellknight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Horse','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Hulk','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Knight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Mage','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Soldier','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Tiger Lord','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Titan','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeletal Woolly Rhinoceros','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeleton Guard','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeleton Infantry','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skulltaker','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Sluagh Reaper','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Smiler','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Smog Wraith','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Sodden Sentinel','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Sorcerous Skull Swarm','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Soul Swarm','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Soulbound Ruin','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Specter','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Spectral Devil','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Spellscar Fext','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Squirming Swill','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Starved Staff','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Sthira','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Stone Sister','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Straugh','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Strigoi Progenitor','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Strigoi Servant','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Sulfur Zombie','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Sulvik','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Sunburst Corpse','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Syarstik Painted-Tiger','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Sykever','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Talamira','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Tanglebones','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Taon','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Tar Zombie Mammoth','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Tar Zombie Predator','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Tar Zombie Snatcher','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Taunting Skull','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Tenebric Giant','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Teyam Ishtori','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('The Disciples','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('The Gardener Creature','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('The Lonely Warrior','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Theater Phantasm','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Tollvych','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Tormented','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Totenmaske','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Trailgaunt','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Tyrannosaurus Skeleton','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Tzitzimitl','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ulgrem-Axaan','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Ulthadar','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Umbraex','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Unrisen','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Urveth','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vampire Count','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vampire Guardian','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vampire Mastermind','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vampire Spawn','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vampire Taviah','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vanyver','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vetalarana Emergent','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vetalarana Manipulator','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vice-Chancellor Vikroti Stroh','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Virulak Necromancer','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Virulak Villager','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Void Zombie','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vordakai','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vrykolakas Ancient','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vrykolakas Master','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Vrykolakas Spawn','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Waldgeist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Warsworn','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Watchtower Poltergeist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Watchtower Shadow','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Watchtower Wraith','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Weeping Jack','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Wight','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Wight Commander','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Wight Cultist','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Witchfire','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Withered','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Wolf Skeleton','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Wraith','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Wyrmwraith','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Xae','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Yulthruk','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Yurgak','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zealborn','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Brute','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Chuul','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Dragon','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Horse','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Hound','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Hulk','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Lord','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Mammoth','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Mammoths','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Owlbear','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Shambler','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Zombie Snake','Undead','Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don\'t benefit from healing effects.','fan json','Trait','Pathfinder 2e',1),('Skeleton','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',1),('Spectre','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',1),('Vampire','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',1),('Wight','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',1),('Wraith','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',1),('Ghoul','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',2),('Zombie','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',3),('Mummy','Undead','Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).','OSE','Special','OSR',4),('Lich','Undead Nature','A hierophant lich doesn\'t require air, food, drink, or sleep.','5e SRD','Special','D&D 5e',1),('Bake Kujira','Undead Parasites','A swarm of undead fish and birds surrounds the bakekujira in a 30-foot radius. All creatures starting their turn within this radius must succeed a DC 20 Constitution saving throw or be poisoned for 1 round.','5e SRD','Special','D&D 5e',1),('Centaur','Undersized Weapons','','d20web','Special (Ex)','d20',1),('Drider','Undersized Weapons','','d20web','Special (Ex)','d20',1),('Centaur','Undersized Weapons (Ex)','Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Drider','Undersized Weapons (Ex)','Although a drider is Large, its upper torso is the same size as that of a Medium humanoid\'s upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Octopus','Underwater Camouflage','The octopus has advantage on Dexterity (Stealth) checks made while underwater.','5e SRD','Special','D&D 5e',1),('Vallowex','Underwater Camouflage','The vallowex has advantage on Dexterity (Stealth) checks made while underwater.','5e SRD','Special','D&D 5e',1),('Yann-An-Oed','Underwater Camouflage','The yann-an-oed has advantage on Dexterity (Stealth) checks made while underwater.','5e SRD','Special','D&D 5e',1),('Merman','Underwater villages','Home to 1d3 * 100 individuals.','OSE','Special','OSR',3),('Kundal','Undine','Undines are planar scions descended from marids.','fan json','Trait','Pathfinder 2e',1),('Undine Hydromancer','Undine','Undines are planar scions descended from marids.','fan json','Trait','Pathfinder 2e',1),('Eleinomae','Unearthly Grace','The eleinomae\'s Charisma modifier is added to its armor class (included above).','5e SRD','Special','D&D 5e',1),('Nymph','Unearthly Grace (Su)','A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nymph','Unearthly Grace (Su)','','d20web','Special (Su)','d20',1),('Cerynitis','Unearthly Speed (Ex)','When a creature makes a ranged or melee attack against a cerynitis, targets her with an ability, or includes her in the area of effect of an ability, the cerynitis can move up to half her speed as if she had readied an action to move. If she moves at all, this foils ranged and melee attacks; if she moves out of the area of effect, she avoids an area of effect ability; if she moves out of range of the targeted effect, she avoids a targeted ability. Once she uses this ability, a cerynitis can\'t use it again for 1 round. Each use of this ability counts as a move action for the purpose of triggering Lightning Stance. A cerynitis can\'t use unearthly speed to avoid an attack or ability if she is not aware of the attack or ability, and she cannot use this ability at all if she is rendered immobile or if she bears a rider.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Akaasit','Unfixed in Time','To those properly fixed in time, the akaasit flickers in and out of time, its position never fully clear. Attack rolls against the akaasit have disadvantage. If it is hit by an attack, this trait ceases to function until the start of its next turn.','5e SRD','Special','D&D 5e',1),('Korrigan','Ungodly Resistance','The korrigan has advantage on saving throws against spells or other magical effects cast or created by a cleric or paladin.','5e SRD','Special','D&D 5e',1),('Charfiend','Unholy Aura','The charfiend exudes an aura of unholy power in a 20-foot radius. Fiends, titanspawn, and undead within the aura (including the charfiend) can roll a d4 and add the number rolled to any attack roll or saving throw. A creature cannot benefit from the unholy aura of more than one charfiend at a time.','5e SRD','Special','D&D 5e',1),('Dagon','Unholy Aura','An unholy aura surrounds Dagon out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 21 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, they are paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Special','D&D 5e',1),('Tsathogga','Unholy Aura','An unholy aura surrounds Tsathogga out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 20 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, they are paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Special','D&D 5e',1),('Nalfeshnee','Unholy Nimbus (Su)','Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lich','Unholy Smite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.','5e SRD','Action','D&D 5e',1),('Lich','Unholy Smite (Costs 2 Actions)','The heirophant lich uses its Unholy Smite.','5e SRD','Legendary Action','D&D 5e',1),('Baregara','unknown','unknown','d20web','Action','d20',1),('Black Dragon','unknown','unknown','d20web','Action','d20',1),('Blue Dragon','unknown','unknown','d20web','Action','d20',1),('Bog Mummy','unknown','unknown','d20web','Action','d20',1),('Brass Dragon','unknown','unknown','d20web','Action','d20',1),('Brine Dragon','unknown','unknown','d20web','Action','d20',1),('Bronze Dragon','unknown','unknown','d20web','Action','d20',1),('Cloud Dragon','unknown','unknown','d20web','Action','d20',1),('Copper Dragon','unknown','unknown','d20web','Action','d20',1),('Crystal Dragon','unknown','unknown','d20web','Action','d20',1),('Garuda','unknown','unknown','d20web','Action','d20',1),('Gold Dragon','unknown','unknown','d20web','Action','d20',1),('Green Dragon','unknown','unknown','d20web','Action','d20',1),('Kongamato','unknown','unknown','d20web','Action','d20',1),('Lunar Dragon','unknown','unknown','d20web','Action','d20',1),('Magma Dragon','unknown','unknown','d20web','Action','d20',1),('Red Dragon','unknown','unknown','d20web','Action','d20',1),('Saxra','unknown','unknown','d20web','Action','d20',1),('Scitalis','unknown','unknown','d20web','Action','d20',1),('Sea Dragon','unknown','unknown','d20web','Action','d20',1),('Silver Dragon','unknown','unknown','d20web','Action','d20',1),('Simurgh','unknown','unknown','d20web','Action','d20',1),('Solar Dragon','unknown','unknown','d20web','Action','d20',1),('Thessalhydra','unknown','unknown','d20web','Action','d20',1),('Time Dragon','unknown','unknown','d20web','Action','d20',1),('Tuatara','unknown','unknown','d20web','Action','d20',1),('Umbral Dragon','unknown','unknown','d20web','Action','d20',1),('Void Dragon','unknown','unknown','d20web','Action','d20',1),('Vortex Dragon','unknown','unknown','d20web','Action','d20',1),('Wakandagi','unknown','unknown','d20web','Action','d20',1),('White Dragon','unknown','unknown','d20web','Action','d20',1),('Zomok','unknown','unknown','d20web','Action','d20',1),('Galluvix','Unlikely Form','','d20web','Special (Ex)','d20',1),('Spectre','Unnatural Aura (Su)','Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wraith','Unnatural Aura (Su)','Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kyton','Unnerving Gaze (Su)','Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent\'s departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mako Shark','Unpredictable','May ignore other creatures, only to attack moments later.','OSE','Special','OSR',4),('Virtuoso Lich','Unrestrained Art (Costs 3 Actions)','The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is forced prone. On a success, a creature takes half the damage and isn\'t forced prone.','5e SRD','Legendary Action','D&D 5e',1),('Cthulhu','Unspeakable Presence','Each non-aberration, non-fiend within 300 feet of Cthulhu and aware of him must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature that becomes frightened drops to 0 hit points and begins dying. A creature that is immune to being frightened and fails the saving throw becomes incapacitated for 1 minute; at the end of each of the target\'s turns it may make a new saving throw, becoming no longer incapacitated on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to CthuluÃ¯Â¿1/2s Unspeakable Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Cthulhu','Unspeakable Presence (Su)','Failing a DC 40 Will save against Cthulhu\'s unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu\'s unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Aniwye','Unstable Form','If the aniwye takes 30 or more points of damage on a single turn while in ogre or giant form, it can immediately shift to its skunk form.','5e SRD','Special','D&D 5e',1),('Boiuna','Unstoppable','The boiÃºna\'s movement is never impeded by difficult terrain.','5e SRD','Special','D&D 5e',1),('Glacier Behemoth','Unstoppable','Difficult terrain composed of ice, rocks, sand, or natural vegetation, living or dead, doesn\'t cost the glacier behemoth extra movement. Its speed can\'t be reduced by any effect.','5e SRD','Special','D&D 5e',1),('Juggernaut','Unstoppable','','d20web','Special (Ex)','d20',1),('Ypotryll','Unstoppable Force (Ex)','A ypotryll\'s bonus on a charge attack is +4, and it may add this bonus on overrun combat maneuver checks attempted using Charge Through. A ypotryll may charge over difficult terrain, provided the terrain does not cost more than 2 squares to enter.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dagon','Unusual Weather','Once per day, Dagon can control the weather surrounding his lair out to a 6-mile radius. The effect is identical to the control weather spell.','5e SRD','Regional Effect','D&D 5e',1),('Satarre','Unveil (1/Day)','The mystic unveils a darker reality to up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Draeden','Up to 40 blows','1-100 each','BECMI','Action','OSR',1),('Huge Black Dragon','Up to 6','4-11 or 28','BECMI','Action','OSR',1),('Huge Blue Dragon','Up to 6','4-13 or 11-38','BECMI','Action','OSR',1),('Huge Gold Dragon','Up to 6','4-16 or 14-44','BECMI','Action','OSR',1),('Huge Green Dragon','Up to 6','3-12 or 11-32','BECMI','Action','OSR',1),('Huge Red Dragon','Up to 6','3-14 or 12-40','BECMI','Action','OSR',1),('Huge White Dragon','Up to 6','3-10 or 10-24','BECMI','Action','OSR',1),('Large Black Dragon','Up to 6','3-8 or 6-24','BECMI','Action','OSR',1),('Large Blue Dragon','Up to 6','3-10 or 7-34','BECMI','Action','OSR',1),('Large Gold Dragon','Up to 6','3-12 or 10-40','BECMI','Action','OSR',1),('Large Green Dragon','Up to 6','2-9 or 7-28','BECMI','Action','OSR',1),('Large Red Dragon','Up to 6','2-11 or 8-36','BECMI','Action','OSR',1),('Large White Dragon','Up to 6','2-7 or 6-20','BECMI','Action','OSR',1),('Greater Night Dragon','Up to 7','Special','BECMI','Action','OSR',1),('Lesser Night Dragon','Up to 7','Special','BECMI','Action','OSR',1),('Diamond \"Dragon','Up to 9','6-20 to 14-56','BECMI','Action','OSR',1),('Opal Dragon','Up to 9','4-18 to 10-52','BECMI','Action','OSR',1),('Pearl Dragon','Up to 9','2-16 or 6-48','BECMI','Action','OSR',1),('Urdefhan Blood Mage','Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('Urdefhan Dominator','Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('Urdefhan High Tormentor','Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('Urdefhan Hunter','Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('Urdefhan Lasher','Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('Urdefhan Tormentor','Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('Urdefhan Warrior','Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('War Champion Kharostan','Urdefhan','Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.','fan json','Trait','Pathfinder 2e',1),('Ankou','Usher of Souls','The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don\'t have to be willing. The ankou can\'t use this ability to banish an unwilling creature.','5e SRD','Legendary Action','D&D 5e',1),('Furcifer','Utopia (Sp)','','d20web','Special (Sp)','d20',1),('Aliriel','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Bishop Keppira D\'bear','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Chancellor Kemnebi','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Hyrune Loxenna','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Minister Of Tumult','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Nosferatu Malefactor','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Nosferatu Overlord','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Provincial Jiang-Shi','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Strigoi Progenitor','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Strigoi Servant','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vampire Count','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vampire Guardian','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vampire Mastermind','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vampire Spawn','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vampire Taviah','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vetalarana Emergent','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vetalarana Manipulator','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vrykolakas Ancient','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vrykolakas Master','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vrykolakas Spawn','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Weeping Jack','Vampire','Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.','fan json','Trait','Pathfinder 2e',1),('Vampire','Vampire Weaknesses','The vampire has the following flaws:','5e SRD','Special','D&D 5e',1),('Ravager','Vampiric Healing','Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum.','5e SRD','Action','D&D 5e',1),('Vanara Disciple','Vanara','Vanaras are monkeylike humanoids who share a devotion to monastic training.','fan json','Trait','Pathfinder 2e',1),('Hydra','Variants','Special hydras sometimes found with venom, fiery breath, etc.','OSE','Special','OSR',3),('Oard','Varies','By weapon','BECMI','Action','OSR',1),('Flytrap','Vegetation Cover','In a forest environment, a giant flytrap has advantage on Dexterity (Stealth) checks.','5e SRD','Special','D&D 5e',1),('Moon Nymph','Veil of Nightmares (1/day)','The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and is frightened. On a success, the creature takes half of the damage and isn\'t frightened. A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp.','5e SRD','Action','D&D 5e',1),('Augur','Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('Eremite','Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('Evangelist','Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('Interlocutor','Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('Ostiarius','Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('Precentor','Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('Sacristan','Velstrac','A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.','fan json','Trait','Pathfinder 2e',1),('Virtuoso Lich','Versatile Artist','At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can\'t give the lich immunity to force, psychic, or radiant damage.','5e SRD','Special','D&D 5e',1),('Bard','Vicious Mockery','Range 60 ft., Spell DC 12, 2 (1d4) psychic damage.','5e SRD','Action','D&D 5e',1),('Juggernaut','Vicious Trample','','d20web','Special (Ex)','d20',1),('Juggernaut','Vicious Trample (Ex)','A juggernaut\'s massive rollers deal 8d6+38 points of damage on a successful trample attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Camazotz','Victorious Round','-Once the camazotz no longer feels threatened by enemies, it makes certain to check each fallen body for any remaining fluids to drain.','5e SRD','Tactic','D&D 5e',1),('Mobogo','Vile Croak (Su)','As a standard action once every 1d4 rounds, a mobogo can unleash a thunderous croak. Any non-boggard or non-mobogo within 50 feet of the mobogo must make a DC 19 Will save or become staggered for 1d4 rounds. Once a creature makes its saving throw against a particular mobogo\'s vile croak, it is immune to that mobogo\'s croak for 24 hours. Any boggards or mobogos within the area of a mobogo\'s vile croak gains a +2 morale bonus on attack rolls and saving throws against fear effects for 1 round. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Pumpkin King','Vine','Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16).','5e SRD','Action','D&D 5e',1),('Viiret','Vine','Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Pumpkin King','Vine Attack','The Pumpkin King makes one vine attack.','5e SRD','Legendary Action','D&D 5e',1),('Vishap','Vishapakar Affinity (Sp, Su)','A vishap automatically succeeds at any attempt to attune itself to a ley line if it makes that attempt while adjacent to a vishapakar. It treats the effects of any such ley line as if the ley line were 5 caster levels higher. By concentrating as a standard action, a vishap can view the surroundings of a vishapakar on one of its attuned ley lines as per greater scrying.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vishkanya Infiltrator','Vishkanya','These faintly ophidian humanoids have venomous blood and saliva.','fan json','Trait','Pathfinder 2e',1),('Ahuizotl','Voice Mimicry','','d20web','Special (Ex)','d20',1),('Ahuizotl','Voice Mimicry (Ex)','An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard. When mimicking a voice, an ahuizotl must make a Bluff check opposed by its listener\'s Sense Motive check. If the listener has never heard the voice the ahuizotl is attempting to mimic, the listener takes a -8 penalty on the Sense Motive check.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Akata','Void Bite','','d20web','Special (Ex)','d20',1),('Satarre','Void Bolt','Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 9 (2d8) necrotic damage.','5e SRD','Action','D&D 5e',1),('Satarre','Void Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Akata','Void Death','The akata\'s mouth is infested with hundreds of invisibly small larval young that transfer to victims of its bite, manifesting as a disease. Within 1 hour of contracting void death a victim suffers muscle cramps and pain. The victim takes 3d6 (10) necrotic damage and must make a DC 13 Constitution saving throw. On a failed save the victim\'s maximum hit points are reduced by an amount equal to the damage taken. As long as a creature suffers from void death this reduction can only be removed by greater restoration or more powerful magic. A creature whose maximum hit points are reduced to 0 dies. The creature must repeat the save when it finishes a long rest. A creature that makes two consecutive saving throws recovers from the disease and can regain its maximum hit point total when it finishes a long rest. A humanoid that dies as a result of void death rises as a void zombie 1 hour later.','5e SRD','Special','D&D 5e',1),('Satarre','Void Deflection','When a creature the mystic can see targets it with a ranged spell attack, the mystic can attempt to deflect the spell. The mystic makes a Constitution saving throw. If the result is higher than the attack roll, the mystic is unaffected by the spell.','5e SRD','Reaction','D&D 5e',1),('Satarre','Void Fortitude','If damage reduces the satarre mystic to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the satarre mystic drops to 1 hp instead.','5e SRD','Reaction','D&D 5e',1),('Light Dragon','Void Traveler','The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.','5e SRD','Special','D&D 5e',1),('Shantak','Void Traveler','The shantak doesn\'t require air, food, drink, or ambient pressure.','5e SRD','Special','D&D 5e',1),('Satarre','Void Weapons','The satarre\'s weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack).','5e SRD','Reaction','D&D 5e',1),('Giant Ferret','Volatile','Unpredictable temper; may turn on trainers or other people.','OSE','Special','OSR',1),('Baalzebal','Vomit','Ranged Weapon Attack: +16 to hit, range 30/100 ft., one target. Hit: 22 (2d12 + 9) acid damage.','5e SRD','Action','D&D 5e',1),('Malignant Mouth','Vomit','. The target must succeed on a DC 14 Dexterity saving throw or be immobilized for 2d4 rounds. On a successful saving throw, the target moves at half speed for 1d4 rounds.','5e SRD','Action','D&D 5e',1),('Juggernaut','Vorpal Pincer','When it rolls a 20 on a Pincer attack roll against a creature of size Huge or less which has at least one head, the juggernaut has cut off one of the creature\'s heads. The creature dies if it cannot survive without the lost head. Creatures who do not have a head cut off instead suffer an extra 6d8 slashing damage from the hit.','5e SRD','Special','D&D 5e',1),('Balor','Vorpal Strike (Su)','Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Jabberwock','Vorpal Vulnerability','Three critical hits from magical swords (during one encounter) will behead the jabberwock and kill it immediately.','5e SRD','Special','D&D 5e',1),('Charybdis','Vortex (Recharge 4-6)','The charybdis draws creatures and ships within 100 feet of it in the water towards it by creating a massive whirlpool. Ships attempting to avoid this require someone at the helm of the ship must make a relevant check (usually a water vehicle proficiency) with a DC of 20, or be drawn 50 feet closer to the charybdis. Creatures in the water must make a similar Strength (Athletics) check to avoid being drawn close 25 feet. Any creature or ship that is drawn to within 10 feet or closer of the charybdis is subject to a claw attack as part of the Vortex action.','5e SRD','Action','D&D 5e',1),('Marid','Vortex (Su)','A marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability, save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vampire','Vulnerabilities','','OSE','Special','OSR',14),('Carbuncle','Vulnerability to Suggestion','','d20web','Special (Ex)','d20',1),('Carbuncle','Vulnerability to Suggestion (Ex)','Any mind-affecting spell can affect a carbuncle regardless of creature type limitations. A spell like charm person, for example, which typically only affects humanoid creatures, can also affect carbuncles.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Anubian','Vulnerability to Water','For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn.','5e SRD','Special','D&D 5e',1),('Lightning Mephit','Vulnerability to Water','','d20web','Special (Ex)','d20',1),('Algoid','Vulnerability to Water Magic','Control water and create/destroy water spells deal 3d6 piercing damage to an algoid.','5e SRD','Special','D&D 5e',1),('Peluda','Vulnerable Tail (Su)','A peluda is vulnerable to attacks against its tail. Any attack that is not an attempt to sever the peluda\'s tail (including area attacks or attacks that cause piercing or bludgeoning damage) affects its body. To sever the tail, an opponent must target the tail and attempt a sunder combat maneuver with a slashing weapon. The tail is considered a separate weapon with hardness 5 and hit points equal to the peluda\'s HD. The opponent must deal enough damage on a single blow to reduce the tail\'s hit points to 0 or fewer. If the tail is severed, the peluda can no longer attack with it and takes 2d6 points of bleed damage each round.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lantern Dragonette','Vulnerable to Magical Darkness','A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure.','5e SRD','Special','D&D 5e',1),('Cetus','Vulnerable to Petrification (Su)','A cetus takes a -4 penalty on saving throws against petrification, and even on a successful save against petrification takes 1d4 points of Dexterity damage. If its Dexterity damage from petrification ever exceeds its Dexterity, a cetus becomes petrified. Being targeted with a petrification effect suppresses a cetus\'s regeneration for 1 minute, even if the creature succeeds at its save.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Giant Bumblebee','Vulnerable to Smoke','','d20web','Special (Ex)','d20',1),('Merchant','Wagons','2 per merchant. Pulled by horses, mules, or camels (by terrain).','OSE','Special','OSR',3),('Kongamato','Wailing Dive (Su)','When a kongamato makes a charge while flying or uses its Flyby Attack feat, the creature\'s body becomes infused with energy, causing its bite to deal an extra +1d6 points of sonic damage on that attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Hydra','Wakeful','While the hydra sleeps, at least one of its heads is awake.','5e SRD','Special','D&D 5e',1),('Dragon Crab','wall of thorns','6th level (1 slot)','5e SRD','Special','D&D 5e',1),('Orcus','Wand of Orcus','Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage and the target must make a DC 17 Charisma saving throw, dropping to 0 hit points on failure, or, on a success, the target takes 21 (6d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('Uraeus','Ward Bond','As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature\'s general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action.','5e SRD','Special','D&D 5e',1),('Insect Swarm','Warding off','Characters inside the swarm who defend themselves by brandishing a weapon (or similar) suffer half damage from the swarm. A brandished torch damages the swarm.','OSE','Special','OSR',5),('Bearfolk','Warhammer','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.','5e SRD','Action','D&D 5e',1),('Firebird','Warming Presence','The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.','5e SRD','Special','D&D 5e',1),('Flail Snail','Warp Magic (Su)','Anytime a spell targets a flail snail, there is an 80% chance that it produces a random effect instead of affecting the snail. Only spells that directly target the flail snail are warped; area effect spells are not affected. If a spell is warped, roll 1d10 and consult the following table.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Flail Snail','Warp Magic (Su)','','d20web','Special (Su)','d20',1),('Crater Drake','Warping Breath (Recharge 5-6)','The drake exhales body-warping magical energy in a 60?foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more develops tumors across its body. A creature with tumors has disadvantage on attack rolls and ability checks that use Strength or Dexterity. These tumors last until cured by a greater restoration spell or similar magic.','5e SRD','Action','D&D 5e',1),('Warrior','Warspear','Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 9 (1d8 + 5) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.','5e SRD','Action','D&D 5e',1),('Desert Giant','Wasteland Stride','The giant ignores difficult terrain caused by sand, gravel, or rocks.','5e SRD','Special','D&D 5e',1),('Adult Brine Dragon','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Adult Bronze Dragon','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Adult Sea Dragon','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Ancient Brine Dragon','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Ancient Bronze Dragon','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Ancient Sea Dragon','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Blizzardborn','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Brine Shark','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Danava Titan','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Defaced Naiad Queen','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Draugr','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Drenchdead','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Elder Elemental Tsunami','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Elemental Tsunami','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Elemental Vessel, Water','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Evindra','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Great Grodair','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Grodair','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Ice Mephit','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Icewyrm','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Icicle Snake','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Ledalusca','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Living Waterfall','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Marid','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Minchgorm','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Mist Stalker','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Mudwretch','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Naiad','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Naiad Queen','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Nereid','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Ooze Mephit','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Quatoid','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Riekanoy','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('River Drake','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Rusalka','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Sea Drake','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Steam Mephit','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Tidal Master','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Tidehawk','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Water Mephit','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Water Orm','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Water Wisp','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Water Yai','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Young Brine Dragon','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Young Bronze Dragon','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Young Sea Dragon','Water','Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.','fan json','Trait','Pathfinder 2e',1),('Camel','Water','After drinking well, can survive 2 weeks without water.','OSE','Special','OSR',2),('Falajitax','Water Bender (Costs 2 Actions)','The falajitax uses its hydrokinesis trait','5e SRD','Action','D&D 5e',1),('Grodair','Water Blast','','d20web','Special (Ex)','d20',1),('Grodair','Water Blast (Ex)','The grodair\'s ranged attack is a pressurized blast of water. This attack has a range of 60 feet with no range increment.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Falajitax','Water Blast (Recharge 5-6)','The falajitax exhales water in a 60-foot cone. Each creature in that area takes 35 (10d6) cold damage on a failed DC 18 Dexterity saving throw, or half as much damage on a successful one. If the target rolls a natural 1 on its saving throw it is also slowed as the spell.','5e SRD','Action','D&D 5e',1),('Wakandagi','Water Bomb (Su)','As a standard action, a wakandagi can spit a ball of water at a target within 60 feet as a ranged touch attack. If successful, the attack is resolved as a bull rush using the wakandagi\'s CMB. This bull rush doesn\'t provoke an attack of opportunity. If the ball of water successfully hits, it remains in the square of the target struck. If the ball of water misses, it continues in a straight line and lands at the extent of its range. This ball is 2 feet across and weighs 50 pounds. One round after the wakandagi spits the ball of water, it explodes, dealing 10d6 points of nonlethal damage to all creatures within a 20-foot radius (Reflex DC 25 half). The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Anzu','Water Breath','The anzu exhales a wave of water in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 38 (11d6) bludgeoning damage and is pushed up to 30 feet away from the anzu and knocked prone. On a success, a creature takes half as much damage and isn\'t pushed or knocked prone.','5e SRD','Action','D&D 5e',1),('Alpha Fish','Water Breathing','The fish can breathe only under water.','5e SRD','Special','D&D 5e',1),('Bunyip','Water Breathing','The bunyip can only breathe underwater.','5e SRD','Special','D&D 5e',1),('Coral Drake','Water Breathing','The drake can only breathe underwater.','5e SRD','Special','D&D 5e',1),('Gar','Water Breathing','The giant gar can only breathe underwater.','5e SRD','Special','D&D 5e',1),('Giant Seahorse','Water Breathing','The sea horse can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Hippocampus','Water Breathing','The hippocampus can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Ikuchi','Water Breathing','The ikuchi can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Isonade','Water Breathing','The isonade can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Jellyfish','Water Breathing','The jellyfish swarm can only breathe underwater.','5e SRD','Special','D&D 5e',1),('Mulyong','Water Breathing','The mulyong can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Octopus','Water Breathing','The octopus can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Sea Serpent','Water Breathing','The sea serpent can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Shark','Water Breathing','The shark can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Stingray','Water Breathing','The medium stingray can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Timingila','Water Breathing','The timingila can breathe only underwater.','5e SRD','Special','D&D 5e',1),('Black Dragon','Water Breathing','','d20web','Special (Ex)','d20',1),('Bronze Dragon','Water Breathing','','d20web','Special (Ex)','d20',1),('Green Dragon','Water Breathing','','d20web','Special (Ex)','d20',1),('Storm Giant','Water Breathing','','d20web','Special (Ex)','d20',1),('Algoid','Water Camouflage','An algoid has advantage on Dexterity (Stealth) checks when it has any type of standing water to blend into.','5e SRD','Special','D&D 5e',1),('Karkinoi','Water Dependency','A karkinoi can only breathe underwater but can hold its breath out of water for 3 hours.','5e SRD','Special','D&D 5e',1),('Monstrous Crayfish','Water Dependency','A monstrous crayfish can survive out of water for seven hours. After this limit, a monstrous crayfish begins suffocating.','5e SRD','Special','D&D 5e',1),('Karkinoi','Water Dependency','','d20web','Special (Ex)','d20',1),('Karkinoi','Water Dependency (Ex)','A karkinoi can survive out of the water for 1 hour per point of Constitution. Beyond this limit, it runs the risk of suffocation, as if it were drowning.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dolphin','Water Dependent','While they are mammals and require air to breathe, dolphins cannot survive out of water. Within 1d4 hours of \"beaching,\" the dolphin will overheat, dry out and die.','5e SRD','Special','D&D 5e',1),('Gray Nisp','Water Dependent','A gray nisp can survive out of water only for 10 minutes. After that, it begins to suffocate.','5e SRD','Special','D&D 5e',1),('Gray Nisp','Water Dependent','','d20web','Special (Ex)','d20',1),('Attercroppe','Water Invisibility','While fully immersed in water, the attercroppe is invisible. If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action.','5e SRD','Special','D&D 5e',1),('Sequana','Water Jet','The sequana genie magically shoots water in a 60-foot line that is five feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the sequana genie and&nbsp;forced prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor forced&nbsp;prone.','5e SRD','Action','D&D 5e',1),('Water Leaper','Water Leap','','d20web','Special (Ex)','d20',1),('Water Leaper','Water Leap (Ex)','Water leapers get their name from their uncanny ability to ambush prey by leaping out of the water. A water leaper that begins its turn in the water can make a special leaping charge attack. This special charge doesn\'t need to be in a straight line with respect to altitude, allowing the water leaper to leap out, up and over the rim of a boat, and down onto its prey. At the end of a water leap, the water leaper can make both a bite and a sting attack.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dagon','Water Mastery','Dagon has advantage on attack rolls, ability checks, and saving throws when even partly immersed in sea water.','5e SRD','Special','D&D 5e',1),('Water Elemental','Water Mastery','','d20web','Special (Ex)','d20',1),('Marid','Water Mastery (Ex)','A marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the marid is touching the ground, the marid takes a -4 penalty on attack and damage rolls.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Haleshi','Water Shield (Recharge 5-6)','The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water.','5e SRD','Reaction','D&D 5e',1),('Cinder Knight','Water Susceptibility','For every 5 feet the cinder knight moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.','5e SRD','Special','D&D 5e',1),('Fire Elemental Dragon','Water Susceptibility','For every 5 feet that the dragon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.','5e SRD','Special','D&D 5e',1),('Water Orm','Water Travel (Su)','As a full-round action once per day, a water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water that looks similar to the passage of a school of fish when viewed from above the water. While in this form, the water orm swims at a speed of 600 feet per round (60 mph) and gains a +40 bonus on all Swim checks. It cannot attack or take any action other than swimming in this form, and can remain in this form for up to 8 hours at a time. A water orm can revert to its solid form from this state as a free action. Water orms are unable to pass into or through salt water when using this ability.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Marid','Water Whip','Melee Weapon Attack: +12 to hit, reach 25 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet toward the marid.','5e SRD','Action','D&D 5e',1),('Marid','Water\'s Fury (Su)','As a standard action, a marid can release a jet of water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC 20 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Water Elemental','Water-bound','Must remain within 60\' of water.','OSE','Special','OSR',7),('Crinaea','Water-bound Form','The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source.','5e SRD','Special','D&D 5e',1),('Crinaea','Watery Form','While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing.','5e SRD','Special','D&D 5e',1),('Bronze Dragon','Wave Mastery (Su)','','d20web','Special (Su)','d20',1),('Abaia','Wave Rider (Su)','An abaia moving onto land brings a sheath of water with it, allowing it to swim on land. Its swim speed drops by 10 feet at the start of its turn if it is out of the water, and the sheath dissipates entirely when the abaia\'s swim speed reaches 20 feet. An abaia wave riding on land retains its spell resistance but loses its bonus to Stealth.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wayang Whisperblade','Wayang','Small humanoids who emigrated from the Shadow Plane long ago, wayangs still wield shadow magic.','fan json','Trait','Pathfinder 2e',1),('Archaeopteryx','Weak Flier','','d20web','Special (Ex)','d20',1),('Vexxeh','Weak Willed','The vexxeh has disadvantage on saving throws against being charmed.','5e SRD','Special','D&D 5e',1),('Gold Dragon','Weakening Breath','The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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),('Gold Dragon','Weakening Breath (Su)','','d20web','Special (Su)','d20',1),('Bandit','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Berserker','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('Bone Golem','weapon','2 or 4 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Brigand','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Buccaneer','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Bugbear','weapon','1 * weapon (2d4 or by weapon +1)','OSE','Action','OSR',1),('Dervish','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Dwarf','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('Elf','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('Gnoll','weapon','1 * weapon (2d4 or by weapon + 1)','OSE','Action','OSR',1),('Gnome','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Goblin','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Hill Giant','weapon','1 * weapon (2d8)','OSE','Action','OSR',1),('Hobgoblin','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('Human','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Kender','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Kobold','weapon','1 * weapon (1d4 or by weapon -1)','OSE','Action','OSR',1),('Lizard Man','weapon','1 * weapon (1d6+1 or by weapon + 1)','OSE','Action','OSR',1),('Merchant','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Merman','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Neanderthal','weapon','1 * weapon (2d4 or by weapon + 1)','OSE','Action','OSR',1),('Noble','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('Nomad','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Orc','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Pirate','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Skeleton','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Storm Giant','weapon','1 * weapon (8d6)','OSE','Action','OSR',1),('Thoul','weapon','2 * claw (1d3 + paralysis) or 1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Trader','weapon','1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Veteran','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('Wererat','weapon','1 * bite (1d4) or 1 * weapon (1d6 or by weapon)','OSE','Action','OSR',1),('Zombie','weapon','1 * weapon (1d8 or by weapon)','OSE','Action','OSR',1),('Centaur','weapon','1 * weapon (1d6 or by weapon),','OSE','Action','OSR',2),('Harpy','weapon','2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)','OSE','Action','OSR',2),('Minotaur','weapon','1 * weapon (1d6 + 2 or by weapon + 2)','OSE','Action','OSR',2),('Ferrous Giant','Weapon and Armor Proficiency','','d20web','Special (Ex)','d20',1),('Sand Giant','Weapon and Armor Proficiency','','d20web','Special (Ex)','d20',1),('Flind','Weapon Familiarity',': Flinds are always proficient with flindbars.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ahool','Weapon Familiarity','','d20web','Special (Ex)','d20',1),('Jackalwere','Weapon Intuition','','d20web','Special (Ex)','d20',1),('Centaur','Weapons','Bows, clubs, lances.','OSE','Special','OSR',1),('Gnome','Weapons','Typically use war hammers and crossbows.','OSE','Special','OSR',1),('Hill Giant','Weapons','Wield giant clubs and spears.','OSE','Special','OSR',1),('Lizard Man','Weapons','Favour spears or large clubs.','OSE','Special','OSR',1),('Merchant','Weapons','Sword and dagger.','OSE','Special','OSR',1),('Merman','Weapons','Spears, tridents, or daggers.','OSE','Special','OSR',1),('Minotaur','Weapons','Prefer axes, clubs, or spears.','OSE','Special','OSR',1),('Neanderthal','Weapons','Prefer stone axes, stone hammers, clubs, or spears.','OSE','Special','OSR',1),('Rock Baboon','Weapons','Wield bones or branches as clubs. (Do not use other tools.)','OSE','Special','OSR',1),('Stone Giant','Weapons','Stone clubs made from huge stalactites.','OSE','Special','OSR',1),('Nixie','Weapons','Daggers and small tridents (as spears).','OSE','Special','OSR',2),('Orc','Weapons','Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons (e.g. crossbows, catapults).','OSE','Special','OSR',2),('Bone Golem','Weapons','4*1-handed or 2*2-handed.','OSE','Special','OSR',6),('Wererat','Weapons','May also use weapons in animal form.','OSE','Special','OSR',12),('Shriezyx','Web','You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check. Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.','aquilae','Special','OSR',1),('Crypt Spider','Web (Recharge 5-6)','Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hp, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.','5e SRD','Action','D&D 5e',1),('Ettercap','Web (Recharge 5-6)','Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.','5e SRD','Action','D&D 5e',1),('Drow','Web Cannon (1/Day)','The drow fires a ball of concentrated webbing from his hand crossbow, targeting a point he can see within 30 feet. On impact, it creates a Spider\'s Trap hazard that occupies a 10-foot-by-10-foot square centered on the chosen point, detailed in the \"Terrain\" section.','5e SRD','Action','D&D 5e',1),('Crypt Spider','Web Sense','While in contact with a web, the spider knows the exact location of any other creature in contact with that web.','5e SRD','Special','D&D 5e',1),('Ettercap','Web Sense','While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.','5e SRD','Special','D&D 5e',1),('Crypt Spider','Web Walker','The spider ignores movement restrictions caused by webbing.','5e SRD','Special','D&D 5e',1),('Drider','Web Walker','The drider ignores movement restrictions caused by webbing.','5e SRD','Special','D&D 5e',1),('Ettercap','Web Walker','The ettercap ignores movement restrictions caused by webbing.','5e SRD','Special','D&D 5e',1),('Phase Spider','Web Walker','The spider ignores movement restrictions caused by webbing.','5e SRD','Special','D&D 5e',1),('Giant Black Widow','Webs','Creatures caught in webs become entangled and unable to move. Breaking free depends on Strength: 2d4 turns for strength in the normal human range; 4 rounds for strength above 18; 2 rounds for creatures with giant strength. The webs can be destroyed by fire in two rounds. All creatures in a flaming web suffer 1d6 points of damage.','OSE','Special','OSR',2),('Aranea','Webs (recharge 5, 6)','Ranged Weapon Attack: +5 to hit (range 30 ft./60 ft.; one creature). Hit: The target is restrained by webs. A webbed creature can use its action to attempt a DC 12 Str (Athletics) check to escape. The web can also be destroyed by 5 points of slashing or fire damage against AC 10.','5e SRD','Action','D&D 5e',1),('Ratatosk','Weird Insight','The ratatosk targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the ratatosk\'s Wisdom (Insight) check. If the ratatosk wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.','5e SRD','Action','D&D 5e',1),('Alasen','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Gaetane','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Kundal','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Wereant Disciple','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Wereant Poisoner','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Wereant Sentinel','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Werebat','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Werebear','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Wereboar','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Werecrocodile','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Wererat','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Weretiger','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Werewolf','Werecreature','These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.','fan json','Trait','Pathfinder 2e',1),('Balor','Whip','Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.','5e SRD','Action','D&D 5e',1),('Balor','Whip Mastery (Ex)','A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe\'s armor.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Marid','Whirlpool','(recharge 5-6)Water swirls rapidly around the marid. Each creature within 20 feet of the marid must make a DC 17 Dexterity saving throw. On a failure, a creature takes 56 (16d6) cold damage and is knocked prone. On a success, a creature takes half the damage and isn\'t knocked prone.','5e SRD','Action','D&D 5e',1),('Air Elemental Dragon','Whirlwind','(recharge 5-6)The dragon creates a cyclone in a 30-foot radius centered on itself. Creatures, other than the dragon, within the area can only move half their normal movement, nonmagical ranged attacks automatically fail, and all nonmagical unprotected flames are automatically extinguished. Large or smaller creatures within the area must also succeed on a DC 21 Strength saving throw. On a failed saving throw, the creature takes 20 (3d8 + 7) bludgeoning damage and is knocked prone and pushed 30 in a random direction. On a successful saving throw, the creature takes half damage and is not affected further.','5e SRD','Action','D&D 5e',1),('Air Elemental','Whirlwind','Creatures with less than 2HD swept aside (save versus death).','OSE','Special','OSR',7),('Peri','Whirlwind Dance (Su)','Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 26 Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage and is subject to the peri\'s burn special attack. The save DC is Dexterity-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Lesser Djinni','Whirlwind form','5 rounds to transform (or change back). 70\' tall, 20\' wide at top, 10\' wide at base. Moves at 120\' (40\'). 2d6 damage to all in path. Creatures with less than 2HD swept aside (save vs death).','OSE','Special','OSR',3),('Kirin','Whisper on the Wind (Su)','','d20web','Special (Su)','d20',1),('Brother Ox','Wholeness','Brother Ox regains 10 hp, is cured of all diseases, and ends one effect lowering his ability scores or hp maximum. Brother Ox can\'t use this legendary action again until the end of his next turn.','5e SRD','Legendary Action','D&D 5e',1),('Cairn Wight','Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('Drazmorgthe Damned','Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('Hunter Wight','Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('Prowler Wight','Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('The Lonely Warrior','Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('Wight','Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('Wight Commander','Wight','A wight is an undead creature that drains life and stands vigil over its burial site.','fan json','Trait','Pathfinder 2e',1),('Nixie','Wild Empathy (Ex)','This ability works like the druid ability of the same name. The nixie\'s total includes a +8 racial bonus on wild empathy checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dryad','Wild Empathy (Su)','This works like the druid\'s wild empathy class feature, except the dryad has a +6 racial bonus on the check. Dryads with druid levels add this racial modifier to their wild empathy checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nymph','Wild Empathy (Su)','This works like the druid\'s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph\'s effective druid level is equal to her HD for determining her total modifer to the check.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Unicorn','Wild Empathy (Su)','This works like the druid\'s wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dryad','Wild Empathy (Su)','','d20web','Special (Su)','d20',1),('Nymph','Wild Empathy (Su)','','d20web','Special (Su)','d20',1),('Unicorn','Wild Empathy (Su)','','d20web','Special (Su)','d20',1),('Wild Hunt Archer','Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('Wild Hunt Horse','Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('Wild Hunt Hound','Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('Wild Hunt Monarch','Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('Wild Hunt Scout','Wild Hunt','Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.','fan json','Trait','Pathfinder 2e',1),('Kuunganisha','Will of the Master','The master of the kuunganisha can cast a spell through the familiar, using the fiend\'s senses to target the spell. The range limitations are treated as if the spell originated from the kuunganisha, not the master. The spell effect occurs on the kuunganisha\'s turn, though the master must cast the spell during the master\'s turn. Concentration spells must still be maintained by the master.','5e SRD','Special','D&D 5e',1),('Baba Yaga','Willful','The iron teeth are usually content sitting firmly in Baba Yaga\'s mouth, assisting the witch. However, should she anger the dentures, either by ignoring their request to visit some forgotten tower or scolding them too much for insolence, the dentures may abandon her for a while. They may work against her if the two are particularly at odds.','5e SRD','Reaction','D&D 5e',1),('Snowcloak','Wind Rider (Su)\n','','d20web','Special (Su)','d20',1),('Peri','Wind Slash','Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) lightning damage or thunder damage (the peri\'s choice).','5e SRD','Action','D&D 5e',1),('Galazon','Windstorm (recharge 6)','If Galazon is not using its hover action, it can direct a massive rush of wind with its titanic wings. This attack takes the form of a 120-foot cone. All creatures within this space must make a DC 22 Dexterity save or be thrown backward 10d10 feet and take 1d6 bludgeoning damage for each 10 feet traveled and be knocked prone. If the thrown creature hits a building, cliff, or other solid object, it stops its movement, but takes an additional 14 (4d6) points of bludgeoning damage. If the save is successful, the creature is still thrown and knocked prone, but takes half damage.','5e SRD','Action','D&D 5e',1),('Arrowhawk','Wing','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 6) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Garuda','Wing','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Kongamato','Wing','Melee Weapon Attack: +13 to hit, reach 5 ft., all creatures in range not grappled by the kongamato. Hit: 19 (3d6 + 8) bludgeoning damage and the targets are knocked back 10 feet and fall prone on a failed DC 16 Dexterity or Strength saving throw (target\'s choice).','5e SRD','Action','D&D 5e',1),('Amaru','Wing <a href=\"https://www.5esrd.com/gamemastering/combat#TOC-Attack\">Attack</a> (2 Actions)','The amaru beats its wings. Each creature within 10 feet of the amaru must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The amaru can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Black Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Blue Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Boreal Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be forced prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Brass Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Bronze Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Copper Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Earth Elemental Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Fire Elemental Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Gold Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Green Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Light Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Mogrl','Wing Attack (Costs 2 Actions)','The mogrl beats its wings. Each creature within 10 feet of the mogrl must succeed on a Dexterity save (DC 20) or take 15 (2d6+8) bludgeoning damage and be knocked prone.','5e SRD','Legendary Action','D&D 5e',1),('Red Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Silver Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Storm Dragon','Wing Attack (Costs 2 Actions)','The storm dragon beats its wings. Each creature within 10 feet of the storm dragon must succeed on a DC 22 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The storm dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Water Elemental Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('White Dragon','Wing Attack (Costs 2 Actions)','The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.','5e SRD','Legendary Action','D&D 5e',1),('Eala','Wing Blades','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Alastor','Wing Buffet (costs 2 actions)','The Executioner buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from the Executioner.','5e SRD','Legendary Action','D&D 5e',1),('Baaphel','Wing Buffet (costs 2 actions)','Baaphel buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Baaphel.','5e SRD','Legendary Action','D&D 5e',1),('Belial','Wing Buffet (costs 2 actions)','Belial buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Belial.','5e SRD','Legendary Action','D&D 5e',1),('Lilith','Wing Buffet (costs 2 actions)','Lilith buffets the air with her wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Lilith.','5e SRD','Reaction','D&D 5e',1),('Succubus','Wings of Insanity','While in its demonic form, the succubus can unfurl its wings, revealing bizarre magical patterns. Any creature viewing the wings must make a Wisdom save (DC 14). Anyone who fails the save is immediately paralyzed. At the end of each of their turns, any paralyzed creature can repeat the save, removing the paralysis if they succeed. Should a creature fail three consecutive saves, the paralysis ends and the creature is immediately feebleminded. The feeblemind condition remains until removed with a greater restoration.','5e SRD','Special','D&D 5e',1),('Kamaitachi','Wintry Assault (Wintry Swirl Form Only)','Each creature in the kamaitachi\'s space must make a DC 15 Dexterity saving throw. On a failure, the creature takes 9 (2d8) slashing damage plus 9 (2d8) cold damage and is blinded until the end of its next turn. On a success, it takes half the damage and isn\'t blinded.','5e SRD','Action','D&D 5e',1),('Janni','Wiry','The janni has advantage on Strength and Dexterity ability checks and saving throws against effects that would grapple or restrain it and on checks to escape a grapple.','5e SRD','Special','D&D 5e',1),('Alastor','wish','1/week','5e SRD','Special','D&D 5e',1),('Baalzebal','wish','1/week','5e SRD','Special','D&D 5e',1),('Belial','wish','1/week','5e SRD','Special','D&D 5e',1),('Lilith','wish','1/week','5e SRD','Special','D&D 5e',1),('Tusk Lord','Wish Granting','At its discretion, the tusk lord may grant the wish of a creature (as the wish spell). The tusk lord does so only if presented with a pleasing whale song. Magical reproductions of such a noise automatically qualify; otherwise, a creature must succeed on a DC 20 Charisma (Performance) check to create a reasonable facsimile by mundane means. The tusk lord may grant only one wish per creature.','5e SRD','Special','D&D 5e',1),('Rusalka','Withered Tresses','If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.','5e SRD','Special','D&D 5e',1),('Mammon','Withering Touch','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage and the target must make a DC 22 Constitution saving throw. The target takes 36 (8d8) necrotic damage and has a random limb (see Random Withered Limb table below) rendered useless for 24 hours on a failure, or half as much damage and no withered body part on a successful save.','5e SRD','Action','D&D 5e',1),('Goblin','Wolf riders','20% of goblin groups encountered have wolf riders: &#188; of the group mounted on dire wolves.','OSE','Special','OSR',3),('Devil Swine','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('Werebear','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('Wereboar','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('Wererat','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('Weretiger','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('Werewolf','Wolfsbane','If hit, must save versus poison or flee in terror.','OSE','Special','OSR',6),('Savager','Wondrous item, uncommon (requires attunement)','This hat grants a non-scheznyki wearer the ability to become invisible or fly once per day (self only) for up to 1 minuteThe wearer must use an action to trigger the hat\'s ability. The hats normally appear to be rough burlap tams, but a true seeing spell reveals them to be golden, bejeweled coronets.','5e SRD','Action','D&D 5e',1),('Dryad','Woodcraft','','d20web','Special (Ex)','d20',1),('Dryad','Woodcraft (Ex)','A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan\'s woodworking tools when making such checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Troll','Woodland Camouflage','The forest troll has advantage on Dexterity (Stealth) checks made to hide while in the forest.','5e SRD','Special','D&D 5e',1),('Troll','Woodland Stalker','The forest troll can attempt to hide even when only lightly obscured by foliage.','5e SRD','Special','D&D 5e',1),('Green Dragon','Woodland Stride','','d20web','Special (Ex)','d20',1),('Aiudara Wraith','Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('Dread Wraith','Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('Elder Wyrmwraith','Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('Smog Wraith','Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('Watchtower Wraith','Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('Wraith','Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('Wyrmwraith','Wraith','A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life','fan json','Trait','Pathfinder 2e',1),('Harionago','Wrathful Rejection','A harionago does not handle the rejection of its advances very well. Whenever a creature successful saves against one of the harionago\'s spells the harionago reduced its Wisdom by 1 point and gains advantage to its attack rolls and saving throws. This bonus lasts as long as the harionago has any Wisdom reduction. This Wisdom reduction can only be restored when the harionago kills the character that successfully saved against her ability. If that creature gets killed by some means other than the harionago, it must kill a member of their family to remove the Wisdom reduction. In order to remove all of its Wisdom reduction, the harionago must kill everyone (or a family member of everyone) that has successfully saved against its spells.','5e SRD','Special','D&D 5e',1),('Wyrwood Sneak','Wyrwood','A wyrwood is a small, sapient living construct crafted of wood and powered with an aeon stone or a similar magical stone.','fan json','Trait','Pathfinder 2e',1),('Cavnakash','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Headless Xulgath','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Hooklimb Xulgath','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Kirosthrek','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Sarvel Ever-Hunger','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Thessekka','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Bilebearer','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Bomber','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Deepmouth','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Demon-Caller','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Gutrager','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Hardscale','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Leader','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Mage','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Roughrider','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Skirmisher','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Skulker','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Spinesnapper','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Stoneliege','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Thoughtmaw','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Xulgath Warrior','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Zashathal Head-Taker','Xulgath','These subterranean reptilian creatures tend to have darkvision and smell awful.','fan json','Trait','Pathfinder 2e',1),('Mammon','You Get Damned Coins, and You Get Damned Coins','Mammon recharges his Avalanche of Greed and uses it.','5e SRD','Legendary Action','D&D 5e',1),('Yowler','Yowl','The yowler lets loose a horrid scream. Each hostile creature within 30 feet of the yowler that can hear it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the yowler\'s Yowl for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Cliff Giant','z','Earth Attunement A cliff giant has tremorsense 30 feet when standing on unworked stone or natural Rock Catching Rock Throwing earth.','aquilae','Special','OSR',1),('Constrictor Snake','z','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Criosphinx','z','A charging criosphinx deals 2d6 additional piercing damage with its gore attack. A flying criosphinx who drops at least 20 feet in altitude as part of a charge doubles this additional damage instead (only the additional damage is doubled).','aquilae','Special','OSR',1),('Dryad','z','Speak with Plants This creature has the constant spell-like ability speak with plants, as the spell.','aquilae','Special','OSR',1),('Homunculus','z','Bite-injury; save Death; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.','aquilae','Special','OSR',1),('Ice Troll','z','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing.','aquilae','Special','OSR',1),('Maenad','z','Infectious Dance Any creature viewing a dancing maenad from within 60 feet of her must succeed at Mad Feast Poison a Paralysis save or be affected as if by confusion for 1 hour. For every four creatures affected by this ability, the maenad gains 1d10 hit points and her Charisma score increases by 1; these benefits end if the affected creatures break free of the dance.','aquilae','Special','OSR',1),('Minotaur','z','Powerful Charge When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.','aquilae','Special','OSR',1),('Moose','z','Powerful Charge When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.','aquilae','Special','OSR',1),('Phase Spider','z','Ethereal Ambush A phase spider that attacks foes on the Material Plane in a surprise round can take a Ethereal Jaunt Poison full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.','aquilae','Special','OSR',1),('Rhinoceros','z','Powerful Charge When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.','aquilae','Special','OSR',1),('Shocker Lizard','z','Electricity Sense Shocker lizards automatically detect any electrical discharges within 100 feet.','aquilae','Special','OSR',1),('Skulk','z','Skulks can pass through forest and subterranean settings almost without a trace.','aquilae','Special','OSR',1),('Skunk','z','Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet. With a successful ranged touch attack, the creature struck by this spray must make a Death save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only affected by this musk.','aquilae','Special','OSR',1),('Spectre','z','You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',1),('Sprite','z','A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.','aquilae','Special','OSR',1),('Strix','z','Strix gain a +2 racial bonus on perception and stealth based checks in dim light or darkness.','aquilae','Special','OSR',1),('Tarrasque','z','The tarrasque\'s scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.','aquilae','Special','OSR',1),('Tendriculos','z','You can render your victims immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Paralysis saving throw. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can\'t swim and may drown.','aquilae','Special','OSR',1),('Tengu','z','Tengu gain a +2 racial bonus on Perception and Stealth.','aquilae','Special','OSR',1),('Tiger','z','Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',1),('Wraith','z','Channel Resistance You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of Constitution Drain Create Spawn Incorporeal Lifesense Sunlight Powerlessness Unnatural Aura channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',1),('Cavnakash','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Chimeric Manticore','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Clockwork Shambler Horde','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Cyclops Zombie','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Dirge Piper','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Harlo Krant','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Hollow Husks','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Husk Zombie','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Mosghuta, Boss Cow','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Plague Zombie','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Shambler Troop','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Shock Zombie','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Sulfur Zombie','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Tar Zombie Mammoth','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Tar Zombie Predator','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Tar Zombie Snatcher','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Withered','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Brute','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Chuul','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Dragon','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Horse','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Hound','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Hulk','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Lord','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Mammoth','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Mammoths','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Owlbear','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Shambler','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Zombie Snake','Zombie','These undead are mindless rotting corpses that hunger for living flesh.','fan json','Trait','Pathfinder 2e',1),('Babau','zz','You can See Invisibility, as per the spell, as a constant ability.','aquilae','Special','OSR',2),('Buggane','zz','If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent\'s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.','aquilae','Special','OSR',2),('Cliff Giant','zz','You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Breath save to catch it as a free action. You must be aware of the attack in order to make a rock catching attempt.','aquilae','Special','OSR',2),('Dryad','zz','Tree Dependent Tree Meld A dryad is mystically bonded to a single, enormous tree and must never stray more than having subtle influences on a specific dryad\'s personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must make a Death save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows- eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual. Lost ability score damage from this effect is recovered following a long rest.','aquilae','Special','OSR',2),('Homunculus','zz','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.','aquilae','Special','OSR',2),('Ice Troll','zz','Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',2),('Maenad','zz','A maenad can conjure a supernatural feast. Creatures eating from this feast gain a +2 bonus to Strength and Constitution, 1d8 hit points, and a +4 bonus on fear saves for 12 hours. Creatures affected also suffer a -4 penalty on saving throws (this penalty does not apply on saves against fear), and find it more compelling to engage in debauchery, excess, and violence.','aquilae','Special','OSR',2),('Phase Spider','zz','A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action).','aquilae','Special','OSR',2),('Shocker Lizard','zz','Shocker lizards can deliver an electrical shock to a single opponent within 5 feet.','aquilae','Special','OSR',2),('Skulk','zz','Camouflaged Add +10 to the DC to track a skulk in these environments.','aquilae','Special','OSR',2),('Spectre','zz','Create Spawn Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -4 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d4 points of maximum HP on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.','aquilae','Special','OSR',2),('Tendriculos','zz','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',2),('Wraith','zz','Creatures hit by a wraith\'s touch attack must succeed on a Death save or take suffer 1d4 points of Constitution damage. On each successful attack, the wraith gains 5 hit points.','aquilae','Special','OSR',2),('Babau','zz','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('Cliff Giant','zzz','You are an accomplished rock thrower and have a +4 bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size.','aquilae','Special','OSR',3),('Dryad','zzz','A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.','aquilae','Special','OSR',3),('Ice Troll','zzz','If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent\'s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.','aquilae','Special','OSR',3),('Maenad','zzz','Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('Phase Spider','zzz','Bite-injury; save Death; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('Shocker Lizard','zzz','Shock This attack deals electricity damage to living opponents (Breath save halves).','aquilae','Special','OSR',3),('Skulk','zzz','Step Chameleon Skin A skulk\'s racial bonus to Stealth comes from his ability to change the color of his skin to match his surroundings, even complex or regular patterns like bricks and mortar. A skulk loses this conditional bonus if he is wearing armor, or if he wears any clothing that covers more than one-quarter of his body, as skulks can only change their own flesh, not things they carry. A skulk normally conceals small items behind his body; by putting his back to a wall and changing his front half, he can hide the item because observers don\'t have line of sight to the item.','aquilae','Special','OSR',3),('Spectre','zzz','Energy Drain You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d6 necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this damage.','aquilae','Special','OSR',3),('Tendriculos','zzz','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting 647 your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',3),('Wraith','zzz','A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only have a 75% chance of inflicting the Drained condition on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.','aquilae','Special','OSR',3),('Cliff Giant','zzzz','A \"rock\" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage.','aquilae','Special','OSR',4),('Shocker Lizard','zzzz','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 twice this amount of electricity damage for each lizard contributing to the shock. A Breath save (-1 for each additional lizard beyond the first) halves the damage.','aquilae','Special','OSR',4),('Spectre','zzzz','Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.','aquilae','Special','OSR',4),('Wraith','zzzz','You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.','aquilae','Special','OSR',4),('Spectre','zzzzz','Resurrection Vulnerability A raise dead or similar spell cast on a spectre destroys it (Death save negates). Using the spell in this way does not require a material component.','aquilae','Special','OSR',5),('Wraith','zzzzz','A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.','aquilae','Special','OSR',5),('Spectre','zzzzzz','Sunlight Powerlessness Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.','aquilae','Special','OSR',6),('Wraith','zzzzzz','A wraith caught in sunlight cannot attack and is staggered.','aquilae','Special','OSR',6),('Wraith','zzzzzzz','Animals do not willingly approach within 30 feet of a wraith.','aquilae','Special','OSR',7),('Nependis','|Abduct|Roar','When a nependis successfully grabs a creature at least two size categories smaller than itself, on that turn it can spend an action to move up to its speed with that creature in its grasp.','aquilae','Special','OSR',1),('Nependis','|Abduct|Roar','A nependis can let out a savage roar. Nependises within 60 feet gain a +2 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 (Paralysis save negates); this is a mind-affecting sonic fear effect.','aquilae','Special','OSR',2),('Ankheg','|Acid Bite|Spit Acid','An Ankheg\'s bite does an additional 1d4 acid damage.','aquilae','Special','OSR',1),('Seps','|Acid Blood|Liquefacation|Poison','A metal, wooden, or natural weapon that deals piercing or slashing damage to a seps takes 1d6 acid damage unless the weapon\'s wielder succeeds at a Breath save.','aquilae','Special','OSR',1),('Seps','|Acid Blood|Liquefacation|Poison','Any creature killed by seps poison dissolves into an acidic liquid that deals 1d6 acid damage each round to anything in its square (including the dead creature\'s equipment).','aquilae','Special','OSR',2),('Seps','|Acid Blood|Liquefacation|Poison','Bite—injury; save Death; frequency 1/round for 10 rounds; effect 1d8 acid damage and 1d4 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('Flumph','|Acid Injection|Stench Spray','When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d6 acid damage immediately and another, equal, amount of acid damage on the round after the attack. The target can end the acid\'s effects by submerging the wound in water for a round or by being treated with a Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.','aquilae','Special','OSR',1),('Flumph','|Acid Injection|Stench Spray','A flumph can spray a 20-foot line of foul-smelling liquid 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 Death save or be sickened for 5 rounds. 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 attack. If the target is hit, it must make a 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).','aquilae','Special','OSR',2),('Forest Drake','|Acidic Cloud|Aquatic|Adaptation','A forest drake can, as a standard action, spit a ball of acid that bursts into a cloud on impact. This attack has a range of 60 feet and deals acid damage (Breath save halves) to all creatures within the resulting 10-foot-radius spread. The cloud remains for 1d4 rounds once created, acting as a 10-foot-radius obscuring mist (it no longer causes damage), but a strong wind disperses it in a single round. Once a forest drake has used its acidic cloud breath, it cannot do so again for 1d4 rounds.','aquilae','Special','OSR',1),('Forest Drake','|Acidic Cloud|Aquatic|Adaptation','A forest drake can breathe underwater indefinitely and can freely use its breath weapon and other abilities while underwater. The acidic cloud created by that attack dissipates after 1 round if used underwater.','aquilae','Special','OSR',2),('Jubjub Bird','|Adaptive|Defense|Deadly Bite','When first encountered, a jubjub bird has no energy resistance. When damaged by an attack that causes cold, electricity, fire, or sonic damage, it gains resistance to that energy type until the end of its next turn. If an attack causes more than one type of energy damage, the jubjub bird gains resistance to all the types of energy damage dealt.','aquilae','Special','OSR',1),('Jubjub Bird','|Adaptive|Defense|Deadly Bite','Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.','aquilae','Special','OSR',2),('Jubjub Bird','|Adaptive|Defense|Deadly Bite','Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',3),('Jubjub Bird','|Adaptive|Defense|Deadly Bite','Planar Acclimation Shriek 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.','aquilae','Special','OSR',4),('Jubjub Bird','|Adaptive|Defense|Deadly Bite','Swallow Whole The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',5),('Jubjub Bird','|Adaptive|Defense|Deadly Bite','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 Spell save or be stunned for 1d4 rounds. This is a sonic effect.','aquilae','Special','OSR',6),('Jubjub Bird','|Adaptive|Defense|Deadly Bite','A successful critical bite attack decapitates and instantly slays a victim of size equal to or smaller than this creautre (Death save negates decapitation; creatures without a head are immune to this effect) and deals triple normal damage regardless of the decapitation result. .','aquilae','Special','OSR',7),('Derhii','|Aerial Charge|Booming Voice','When airborne, a derhii can dive at twice its normal flying speed.','aquilae','Special','OSR',1),('Derhii','|Aerial Charge|Booming Voice','A derhii can use its own booming voice as a signal. The sound can be heard up to minutes.','aquilae','Special','OSR',2),('Djinni','|Air Mastery|Telepathy','Airborne creatures take a -1 penalty on attack and damage rolls against this creature.','aquilae','Special','OSR',1),('Djinni','|Air Mastery|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',2),('Air Elemental','|Air Mastery|Whirlwind','Airborne creatures take a -1 penalty on attack and damage rolls against this creature.','aquilae','Special','OSR',1),('Air Elemental','|Air Mastery|Whirlwind','You can transform yourself into a whirlwind and remain in that form for up to 10 rounds. If you have a fly speed, you can continue to fly at that same speed while in whirlwind form, otherwise you gain a fly speed equal to your base land speed peak is always equal to half of its height. You control the exact height, but it must be at least 10 feet and at most 60 feet high.','aquilae','Special','OSR',2),('Air Elemental','|Air Mastery|Whirlwind','The whirlwind form does not provoke attacks of opportunity, even if you enter the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature\'s space. In whirlwind form you cannot make your normal attacks, and you do not threaten the area around you.','aquilae','Special','OSR',3),('Air Elemental','|Air Mastery|Whirlwind','Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal your slam attack) and may be lifted into the air. An affected creature must succeed on a Spell save when it comes into contact with the whirlwind or take damage as if it were hit by the your slam attack. It must also succeed on a second save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a Spell save to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and Dexterity-related checks, and a -2 penalty on attack rolls.','aquilae','Special','OSR',4),('Kyton','|Aligned','Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of resolving resistance.','aquilae','Special','OSR',1),('Peri','|Aligned','Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of resolving resistance.','aquilae','Special','OSR',1),('Shadow Demon','|Aligned','Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving resistance.','aquilae','Special','OSR',1),('Vargouille','|Aligned','Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving resistance.','aquilae','Special','OSR',1),('Xill','|Aligned','Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving resistance.','aquilae','Special','OSR',1),('Kyton','|Aligned','Chain Armor The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.','aquilae','Special','OSR',2),('Peri','|Aligned','Burn You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Breath save to avoid catching on fire.','aquilae','Special','OSR',2),('Shadow Demon','|Aligned','Cold Incorporeal This creature inflicts an additional 1d6 cold damage with each successful melee attack.','aquilae','Special','OSR',2),('Vargouille','|Aligned','Kiss A vargouille can kiss a helpless target by making a successful melee attack (this provokes attacks of opportunity).','aquilae','Special','OSR',2),('Xill','|Aligned','Implant A xill can lay 2d6 eggs in a helpless creature. A xill\'s eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1d6 Constitution damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals Multiweapon Mastery Paralysis A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.','aquilae','Special','OSR',2),('Kyton','|Aligned','Dancing Chains A kyton can control up to four chains within 20 feet, making the chains dance or move as it wishes. In addition, a kyton can increase these chains\' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature\'s possession, the creature can attempt a Wand save to break the kyton\'s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature\'s possession. A kyton can climb chains it controls at its normal speed without making Climb checks.','aquilae','Special','OSR',3),('Peri','|Aligned','Flame Jump A peri can enter any fire equal to the peri\'s size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.','aquilae','Special','OSR',3),('Shadow Demon','|Aligned','Shadow Blend During any conditions other than bright light, a shadow demon can disappear into the shadows as a move equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.','aquilae','Special','OSR',3),('Vargouille','|Aligned','A kissed opponent must succeed on a Spell save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).','aquilae','Special','OSR',3),('Xill','|Aligned','Planewalk 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 811 the second. A xill can take a single willing or helpless creature with it when it switches planes.','aquilae','Special','OSR',3),('Kyton','|Aligned','Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within Unnerving Gaze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving gaze has a range of 30 feet, and can be negated by a Spell save. Failure means the target creature is dazed for 1d4 rounds. All kytons are immune to the unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting fear effect.','aquilae','Special','OSR',4),('Peri','|Aligned','Smoke Sight Telepathy A peri can see through fire, fog, and smoke without penalty.','aquilae','Special','OSR',4),('Shadow Demon','|Aligned','Sprint Sunlight Powerlessness Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.','aquilae','Special','OSR',4),('Vargouille','|Aligned','First, over a period of 1d6 hours, all the victim\'s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs.','aquilae','Special','OSR',4),('Xill','|Aligned','You can render your victims immobile for 1d4 hours with a successful Bite attack; the victim may resist with a Paralysis save.','aquilae','Special','OSR',4),('Peri','|Aligned','Whirlwind Dance Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability damage and is subject to the peri\'s burn special attack.','aquilae','Special','OSR',5),('Shadow Demon','|Aligned','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('Vargouille','|Aligned','During the next 1d6 hours, the victim suffers 1d4 points of Intelligence damage each hour. The transformation is complete 1d6 hours thereafter, when the victim\'s head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation\'s progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect.','aquilae','Special','OSR',5),('Peri','|Aligned','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('Shadow Demon','|Aligned','You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.','aquilae','Special','OSR',6),('Vargouille','|Aligned','Poison Bite-injury; save Death; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save.','aquilae','Special','OSR',6),('Shadow Demon','|Aligned','A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a Sunbeam or Sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically.','aquilae','Special','OSR',7),('Vargouille','|Aligned','Shriek Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a Paralysis save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille\'s shriek for 24 hours.','aquilae','Special','OSR',7),('Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','Your natural weapons, as well as any weapons you wield, are treated as Lawful for the purpose of resolving resistance.','aquilae','Special','OSR',1),('Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','A shinigami possesses six gems in which it encapsulates souls with its soul bind spell-like ability.','aquilae','Special','OSR',2),('Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','These gems are only useful to the shinigami that owns them, and if the shinigami dies, the gems are destroyed as well. Once per day, a shinigami can hold up a gem that currently contains a soul and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative energy that inflicts 6d8 points of psychic damage on all creatures in the area of effect. A successful Death save reduces this by half. The soul destroyed in the process of using this ability can only be brought back to life by means of a miracle or wish spell. This is a death effect.','aquilae','Special','OSR',3),('Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',4),('Shinigami','|Aligned|Destroy Soul|Fast Healing|Fear Aura','aura functions like the fear spell. A fear aura is an area effect.','aquilae','Special','OSR',5),('Howler','|Aligned|Howl|Pain|Quill Defense','Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving resistance.','aquilae','Special','OSR',1),('Howler','|Aligned|Howl|Pain|Quill Defense','A howler\'s constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a Death save or become cursed by the creature\'s howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers\' howls until the current howler curse is lifted. This is a sonic mindaffecting effect. Howler Howl: Curse; save Death negates; frequency 1/hour; effect Whenever a creature takes damage from a howler\'s quill attack or its quill defense, that creature must make a Breath save or a quill breaks off in its flesh, causing the target to become sickened until the quill is removed.','aquilae','Special','OSR',2),('Howler','|Aligned|Howl|Pain|Quill Defense','Any creature that strikes a howler with a non-reach melee weapon, unarmed strike, or natural weapon takes 2d4 piercing damage from the howler\'s quills and suffers from the howler\'s pain attack.','aquilae','Special','OSR',3),('Xorn','|All-Around|Vision|Earth Glide','You can see in all directions at once. You cannot be flanked.','aquilae','Special','OSR',1),('Xorn','|All-Around|Vision|Earth Glide','This creature, while burrowing, can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.','aquilae','Special','OSR',2),('Gibbering Mouther','|Amorphous','Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.','aquilae','Special','OSR',1),('Gibbering Mouther','|Amorphous','Blood Drain The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid damage.','aquilae','Special','OSR',2),('Gibbering Mouther','|Amorphous','Engulf The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover.','aquilae','Special','OSR',3),('Gibbering Mouther','|Amorphous','Each victim may attempt a Breath save to avoid being engulfed - on a success, they are pushed back or aside are trapped within the creature\'s body until they are no longer pinned, and may be subject to other special attacks from the creature.','aquilae','Special','OSR',4),('Gibbering Mouther','|Amorphous','Gibbering As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a Spell save or be confused for 1 round. This is a mind affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther\'s gibbering for 24 hours.','aquilae','Special','OSR',5),('Gibbering Mouther','|Amorphous','Ground Manipulation At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.','aquilae','Special','OSR',6),('Gibbering Mouther','|Amorphous','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 Death save.','aquilae','Special','OSR',7),('Voonith','|Amphibious|Blood-Freezing|Howl','The creature can breathe air and/or water.','aquilae','Special','OSR',1),('Ghawwas Div','|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','The creature can breathe air and/or water.','aquilae','Special','OSR',1),('Ghawwas Div','|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','A ghawwas can cause the waters around it to boil. Any creature within 50 feet of the ghawwas, within the same body of water, and at least half submerged takes 2d6 fire/heat damage (Breath save halves this damage).','aquilae','Special','OSR',2),('Ghawwas Div','|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','Sting- injury; save Death; frequency 1/round for 6 rounds; effect 1d6 Strength damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('Ghawwas Div','|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','Ghawwas have rough hides studded with jagged barbs and spiny protrusions. Any creature striking a ghawwas with a natural weapon or an unarmed strike takes 1d6 points of slashing and piercing damage.','aquilae','Special','OSR',4),('Ghawwas Div','|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',5),('Ghawwas Div','|Amphibious|Boiling Sea|Poison|Rough Hide|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('Giant Owl','|Animal|Telepathy|Piercing Stare','A giant owl can telepathically communicate with other animals as if under the effects of speak with animals.','aquilae','Special','OSR',1),('Giant Owl','|Animal|Telepathy|Piercing Stare','Up to three times per day as a swift action, a giant owl can gain the effects of true seeing (as the spell) for 1 round.','aquilae','Special','OSR',2),('Korred','|Animated Hair|Stone Stride|Stunning Laugh','A korred\'s hair is constantly writhing and twitching. As a free action, a korred can cause its long hair to reach out and interfere with adjacent creatures - tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself. The korred can select which adjacent targets are affected by its animated hair. These targets must make a successful Breath save each round to avoid becoming entangled for 1 round.','aquilae','Special','OSR',1),('Korred','|Animated Hair|Stone Stride|Stunning Laugh','This ability works like tree stride, except it requires loose boulders at least as large as the korred, and only has a range of 30 feet. The korred can use this ability once per round as a standard action.','aquilae','Special','OSR',2),('Korred','|Animated Hair|Stone Stride|Stunning Laugh','Three times per day as a standard action, a korred can unleash a strange laugh that stuns all creatures within a 30-foot burst for 1d2 rounds (Spell save negates). This is a sonic, mind-affecting effect. Fey are immune to this ability.','aquilae','Special','OSR',3),('Grootslang','|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample','A grootslang that is fully immersed in water can teleport to another body of water without error. This ability functions like tree stride, but the grootslang can exit from any body of water within 1 mile so long as both the entry and exit are wide enough for the creature to enter.','aquilae','Special','OSR',1),('Grootslang','|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample','A grootslang can make a bite attack against any creature it is grappling with its tail. If this attack hits, it is automatically treated as a critical hit.','aquilae','Special','OSR',2),('Grootslang','|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample','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 Breath save or be knocked prone.','aquilae','Special','OSR',3),('Grootslang','|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',4),('Adlet','|Arctic Stride|Frozen Breath','An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects an adlet normally.','aquilae','Special','OSR',1),('Adlet','|Arctic Stride|Frozen Breath','An adlet’s breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as a result. Once every 1d4 rounds, it can exhale, filling a and staggers those in the area with numbing cold. A Breath save negates the staggered effect but not the cold damage.','aquilae','Special','OSR',2),('Weasel','|Attach','When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage each round so long as you are attached. Enemies of this creature who succeed in striking it in melee can forego inflicting damage in favor of removing the attached creature from the victim.','aquilae','Special','OSR',1),('Stirge','|Attach|Blood Drain|Disease','When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage each round so long as you are attached. Enemies of this creature who succeed in striking it in melee can forego inflicting damage in favor of removing the attached creature from the victim.','aquilae','Special','OSR',1),('Stirge','|Attach|Blood Drain|Disease','The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid damage.','aquilae','Special','OSR',2),('Stirge','|Attach|Blood Drain|Disease','Any creature subjected to a stirge\'s blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.','aquilae','Special','OSR',3),('Vulnudaemon','|Aura of Doom|Bleed|Telepathy','Creatures within 30\' must save vs. Spell or suffer -2 to attack rolls and saves while within this range.','aquilae','Special','OSR',1),('Vulnudaemon','|Aura of Doom|Bleed|Telepathy','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',2),('Vulnudaemon','|Aura of Doom|Bleed|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('Simurgh','|Aura of Peace','Creatures within a 50-foot spread from a simurgh feel a sensation of peace wash over them, as if affected by calm emotions, except the simurgh can choose which creatures are affected. A Will save negates the effects of this aura for 1 round, but a new save must be made each round to continue to resist the effects.','aquilae','Special','OSR',1),('Simurgh','|Aura of Peace','Banishing Swipe A simurgh can use its radiant tail to return creatures to their native planes. In addition to taking damage, any extraplanar creature touched by a simurgh\'s tail must succeed at a Wand save or be banished to its home plane or dimension. A creature that makes this save cannot be affected by the same simurgh\'s banishing swipe for the next 24 hours.','aquilae','Special','OSR',2),('Simurgh','|Aura of Peace','A simurgh can blast a fiery ray of brilliant light from its eyes as a standard action to a Glaring Ray range of 100 feet.','aquilae','Special','OSR',3),('Sea Drake','|Ball Lightning|Breath|Electricity','A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of After it strikes, the ball lightning can arc to 15 secondary targets within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt. Once a sea drake has used its ball lightning breath, it cannot do so again 1d4 rounds.','aquilae','Special','OSR',1),('Sea Drake','|Ball Lightning|Breath|Electricity','This creature\'s melee attack inflicts an additional 1d4 electricity damage.','aquilae','Special','OSR',2),('Rusalka','|Beckoning Call|Constrict|Staggering|Touch','As a standard action, a rusalka can sing or speak, causing all non-fey creatures within a 300-foot spread to approach its position as if compelled to do so via a suggestion spell (Paralysis save negates). A creature that successfully saves is not subject to the same rusalka\'s beckoning call for 24 hours. When an affected creature begins its turn adjacent to the rusalka, it is dazed for that round. These effects continue as long as the rusalka takes a standard action to maintain the effect, plus 1 additional round. This is a mind-affecting effect.','aquilae','Special','OSR',1),('Rusalka','|Beckoning Call|Constrict|Staggering|Touch','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',2),('Rusalka','|Beckoning Call|Constrict|Staggering|Touch','A creature touched by a rusalka must make a Death save or be staggered for 1 round by overwhelming feelings of desire and shame. This is a mindaffecting effect.','aquilae','Special','OSR',3),('Slurk','|Belly Grease|Slime','The slurk exudes a slippery grease from its belly that grants it a +4 bonus on all checks to escape a physical restraint. One per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease.','aquilae','Special','OSR',1),('Slurk','|Belly Grease|Slime','The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.','aquilae','Special','OSR',2),('Slurk','|Belly Grease|Slime','A slurk\'s back is crusted with thick, dry slime and dozens of nodules. As an 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. Anyone the slurk successfully grapples with or chrages is automatically squirted with back slime. The hardened slime can be removed as a full-round action with a Strength check. The slurk\'s back slime grants a creature riding it a +8 bonus on checks made to stay in the saddle, but a -8 penalty on checks to dismount.','aquilae','Special','OSR',3),('Clay Golem','|Berzerk|Cursed Wound|Haste','When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.','aquilae','Special','OSR',1),('Clay Golem','|Berzerk|Cursed Wound|Haste','The damage a clay golem deals doesn\'t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a Death save, or the healing has no effect on the injured creature.','aquilae','Special','OSR',2),('Clay Golem','|Berzerk|Cursed Wound|Haste','After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.','aquilae','Special','OSR',3),('Scylla','|Bleed','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('Scylla','|Bleed','Change Shape You have the ability to assume the appearance of one humanoid form, but retain most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as an alter self spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',2),('Scylla','|Bleed','Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',3),('Scylla','|Bleed','Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.','aquilae','Special','OSR',4),('Scylla','|Bleed','Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',5),('Scylla','|Bleed','Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge.','aquilae','Special','OSR',6),('Scylla','|Bleed','Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.','aquilae','Special','OSR',7),('Scylla','|Bleed','Improved Evasion You can avoid damage from many area-effect attacks. If you make a successful save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.','aquilae','Special','OSR',8),('Scylla','|Bleed','You can See Invisibility, as per the spell, as a constant ability.','aquilae','Special','OSR',9),('Bunyip','|Bleed|Blood Rage|Roar','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('Bunyip','|Bleed|Blood Rage|Roar','When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +4 bonus on Constitution and Strength checks, but attacks made against it gain +4 bonus.. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.','aquilae','Special','OSR',2),('Bunyip','|Bleed|Blood Rage|Roar','A bunyip\'s roar is supernaturally loud and horrifying. When a bunyip roars, all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a Paralysis save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours.','aquilae','Special','OSR',3),('Bunyip','|Bleed|Blood Rage|Roar','This is a sonic, mind-affecting fear effect.','aquilae','Special','OSR',4),('Harionago','|Bleed|Channel|Resistance|Infectious|Laughter','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('Harionago','|Bleed|Channel|Resistance|Infectious|Laughter','You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',2),('Harionago','|Bleed|Channel|Resistance|Infectious|Laughter','As a full-round action, a harionago can emit a scornful laugh ringing out in a 60-foot burst. A creature that hears the laughter must succeed at a Spell saving thrown or be affected as the hideous laughter spell (CL 14th), except that a laughing creature is considered helpless to the harionago. A creature that successfully saves against a harionago\'s scornful laughter can\'t be affected by that same harionago\'s laughter for class feature.','aquilae','Special','OSR',3),('Rift Drake','|Bleed|Clinging|Corrosion','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('Rift Drake','|Bleed|Clinging|Corrosion','A rift drake can spit a ball of caustic gas that bursts into a cloud upon impact. This attack has a range of 60 feet and deals 4d8 acid damage to all creatures within the resulting 15-foot-radius spread (Breath save halves). Additionally, any creature damaged by this attack is affected as though by the spell slow for 1d4 rounds. Once a rift drake uses its breath weapon, it cannot do so again for another 1d4 rounds.','aquilae','Special','OSR',2),('Ankou','|Bleed|Cold Iron Killer|Shadow Doubles','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('Ankou','|Bleed|Cold Iron Killer|Shadow Doubles','All of an ankou\'s natural weapons are treated as cold iron.','aquilae','Special','OSR',2),('Ankou','|Bleed|Cold Iron Killer|Shadow Doubles','Once per day as an action, an ankou can conjure up to four shadowy duplicates, which appear anywhere within 60 feet of the ankou and last a number of rounds equal to the ankou\'s Charisma modifier. These shadow doubles are identical to the original in all respects except that when conjured they have a number of hit points equal to 20% of the true ankou\'s total hit points. The doubles have all of the true ankou\'s melee attacks and abilities, except they can\'t create more shadow doubles or use the ankou\'s spell-like abilities except for deeper darkness. Any creature that interacts with a shadow double can attempt a Spell save to disbelieve the duplicate. Against a creature that recognizes a shadow double for what it is, the double functions as a shadow. Shadow doubles take double damage from spells with the light descriptor. If the true ankou is slain, is rendered unconscious, or is ever more than 120 feet from a shadow double, the duplicates instantly vanish.','aquilae','Special','OSR',3),('Zoog','|Bleed|Otherworldly|Touch|Spell Sight','You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature\'s turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.','aquilae','Special','OSR',1),('Zoog','|Bleed|Otherworldly|Touch|Spell Sight','A zoog\'s natural attacks can strike incorporeal creatures as if they were not incorporeal.','aquilae','Special','OSR',2),('Zoog','|Bleed|Otherworldly|Touch|Spell Sight','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.','aquilae','Special','OSR',3),('Nymph','|Blinding Beauty','This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on Spell save or be blinded permanently. A nymph can suppress or resume this ability as a free action.','aquilae','Special','OSR',1),('Nymph','|Blinding Beauty','A nymph can choose an intelligent creature to inspire and serve as a muse by giving Inspirations that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph\'s token, the creature gains +4 bonus on all Wisdom saving throws, and checks to craft or perform. A bard who has a nymph for a muse in this way can use his bardic performance for an additional 8 rounds per day. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.','aquilae','Special','OSR',2),('Blindheim','|Blinding Gaze','A blindheim\'s eyes emit bright light to a range of 30 feet. Any creature within the area must make a Paralysis save or be blinded for 1 hour. Blindheims can see normally in the light generated by their eyes, which illuminates a 30-foot spread with bright light. Creatures with light blindness or light sensitivity take the normal penalties within 30 feet of a blindheim that is using its blinding gaze. A blindheim can activate or suppress this ability at will.','aquilae','Special','OSR',1),('Yrthak','|Blind|Explosion|Sonic Lance','A yrthak sees and senses exclusively through its blindsight ability, which is based on sound and movement - beyond 120 feet, it is considered blind. A deaf yrthak is effectively blinded as well except against adjacent foes - its weak eyesight functions enough for it to attack targets this close, although in such cases these creatures still gain the benefit of concealment (20% miss chance) because of the creature\'s poor vision. It is invulnerable to all sight-based effects and attacks, including gaze attacks.','aquilae','Special','OSR',1),('Yrthak','|Blind|Explosion|Sonic Lance','A yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or a similar nonmagical object within 60 feet to create an explosion. This attack deals 2d8 piercing damage to all within 10 feet of the effect\'s center.','aquilae','Special','OSR',2),('Yrthak','|Blind|Explosion|Sonic Lance','Once per round, a yrthak can focus sonic energy in a 60-foot ray that deals 2d8 sonic damage to one target.','aquilae','Special','OSR',3),('Blink Dog','|Blink','You can blink as a constant ability. This imparts a 50% miss chance for all melee and ranged attacks and spells that target you.','aquilae','Special','OSR',1),('Dire Weasel','|Blood Drain|Blood Rage|Compression','The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d4 Constitution damage.','aquilae','Special','OSR',1),('Dire Weasel','|Blood Drain|Blood Rage|Compression','When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty on AC.','aquilae','Special','OSR',2),('Dire Weasel','|Blood Drain|Blood Rage|Compression','The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.','aquilae','Special','OSR',3),('Dire Weasel','|Blood Drain|Blood Rage|Compression','The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.','aquilae','Special','OSR',4),('Vampire','|Blood Drain|Change Shape','The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid damage.','aquilae','Special','OSR',1),('Vampire','|Blood Drain|Change Shape','Channel Resistance You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',2),('Vampire','|Blood Drain|Change Shape','Children of the Night Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.','aquilae','Special','OSR',3),('Vampire','|Blood Drain|Change Shape','Create Spawn A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire\'s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master\'s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become freewilled undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.','aquilae','Special','OSR',4),('Vampire','|Blood Drain|Change Shape','Dominate Energy Drain Fast Healing A vampire can crush a humanoid opponent\'s will. Anyone the vampire targets must succeed on a Wand save or fall instantly under the vampire\'s influence, as though by a dominate person spell. The ability has a range of 30 feet. At the GM\'s discretion, some vampires might be able to affect different creature types with this power.','aquilae','Special','OSR',5),('Vampire','|Blood Drain|Change Shape','Gaseous Form Grasp of the Dead Grave Touch As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.','aquilae','Special','OSR',6),('Vampire','|Blood Drain|Change Shape','Incorporeal Form You can become incorporeal for 16 rounds. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.','aquilae','Special','OSR',7),('Vampire','|Blood Drain|Change Shape','A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.','aquilae','Special','OSR',8),('Vampire','|Blood Drain|Change Shape','You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d8 points of necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.','aquilae','Special','OSR',9),('Vampire','|Blood Drain|Change Shape','You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',10),('Vampire','|Blood Drain|Change Shape','You can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 2d6 slashing damage. Those caught in the area receive a Breath save for half damage. Those who fail the save are unable to move for 1 round. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. You can use this ability once per day. This power has a range of 60 feet.','aquilae','Special','OSR',11),('Vampire','|Blood Drain|Change Shape','You can make a melee attack that causes a living creature to become shaken for 9 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 19 Hit Dice. You can use this ability a number of times per day equal to your Hit Dice, minus 2.','aquilae','Special','OSR',12),('Vampire','|Blood Drain|Change Shape','A vampire casts no shadows and shows no ref lection in a mirror.','aquilae','Special','OSR',13),('Badger','|Blood Rage','When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty on AC.','aquilae','Special','OSR',1),('Dire Badger','|Blood Rage','When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty on AC.','aquilae','Special','OSR',1),('Badger','|Blood Rage','The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.','aquilae','Special','OSR',2),('Dire Badger','|Blood Rage','The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.','aquilae','Special','OSR',2),('Ypotryll','|Bloody-Minded','A ypotryll is not easily swayed from its bloody business. It gains a +6 bonus on saves against charm and compulsion effects.','aquilae','Special','OSR',1),('Ypotryll','|Bloody-Minded','Push After making a successful melee strike, you may attempt another strike using the same attack bonus. If successful, this check pushes a creature directly away. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature. Any creature moved by a this push attack must make a Wand saving throw or be Stunned for 1 round.','aquilae','Special','OSR',2),('Ypotryll','|Bloody-Minded','Thundering Path 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.','aquilae','Special','OSR',3),('Ypotryll','|Bloody-Minded','Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',4),('Ypotryll','|Bloody-Minded','Unstoppable A ypotryll gains a +4 bonus on attack rolls and checks when it charges. A ypotryll may charge over difficult terrain, provided the terrain does not cost more than 2 squares to enter.','aquilae','Special','OSR',5),('Hobgoblin','|Bravery|Sneaky|Temperate Hills|Environment','You gain a +3 bonus to saves against fear effects.','aquilae','Special','OSR',1),('Hobgoblin','|Bravery|Sneaky|Temperate Hills|Environment','Hobgoblins gain a +4 racial bonus on Stealth checks.','aquilae','Special','OSR',2),('Bhole','|Breath Weapon','Once every minute, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a Paralysis save or be stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a Breath save or be entangled by the slime. Bhole slime persists for 2d6 hours and bhole lairs are typically precaked with the stuff. A bhole can move through bhole slime without penalty.','aquilae','Special','OSR',1),('Crag Linnorm','|Breath Weapon','Once every 1d4 rounds, a crag linnorm can expel a 120-foot line of magma, dealing 8d8 fire damage to all creatures struck (Breath save halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take one-half this fire damage the second round (Breath save negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does half this damage (Breath save negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that\'s turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses.','aquilae','Special','OSR',1),('Ice Linnorm','|Breath Weapon','Once every 1d4 rounds, an ice linnorm can expel a 60-foot cone of freezing, viscous ooze, dealing 4d8 cold damage to all creatures struck (Breath save halves). The freezing ooze clings to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can break free with a Strength check (same DC). Each round a creature remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don\'t have supernatural flight fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.','aquilae','Special','OSR',1),('Iron Golem','|BReath Weapon','Once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud\'s poisonous effects. This poison is magically created each time the golem uses this power. Inhaled; save Death; frequency 1/round for 4 rounds; effect -2 Constitution damage; cure 2 saves. Ability damage suffered from this effect is restored only via magic healing.','aquilae','Special','OSR',1),('Zomok','|Breath Weapon','A zomok\'s breath weapon is a cone of flying dirt, bark, stones, and moss, which takes root as soon as it touches the ground.','aquilae','Special','OSR',1),('Bhole','|Breath Weapon','Swallow Whole The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone.','aquilae','Special','OSR',2),('Crag Linnorm','|Breath Weapon','Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',2),('Ice Linnorm','|Breath Weapon','Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',2),('Zomok','|Breath Weapon','Creatures suffer 4d8 bludgeoning damage but may attempt a Breath saving throw to halve it. Any creature that fails its save and is touching the ground is entangled for 1d6 rounds by this material. A creature can break free with a Paralysis check.','aquilae','Special','OSR',2),('Bhole','|Breath Weapon','Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',3),('Crag Linnorm','|Breath Weapon','Death Curse When a creature slays a crag linnorm, the slayer is affected by the curse of fire. Curse of Fire: save Spell negates; effect creature gains vulnerability to fire (2x damage suffered from fire sources).','aquilae','Special','OSR',3),('Ice Linnorm','|Breath Weapon','Death Curse When a creature slays an ice linnorm, the slayer is affected by the curse of frost. Curse of Frost: save Paralysis; effect creature gains vulnerability to cold (2x damage from cold sources).','aquilae','Special','OSR',3),('Zomok','|Breath Weapon','Forest Step A zomok in a forest area may teleport up to 120 feet by moving the essence of its being to another forested area. The zomok is cured of 60 points of damage when it does this. It may use this ability once every 1d6+1 rounds but no more than three times per day. If the zomok has swallowed a foe, the foe is left behind when the zomok teleports.','aquilae','Special','OSR',3),('Bhole','|Breath Weapon','Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',4),('Crag Linnorm','|Breath Weapon','Poison Bite - Injury; save Death; Frequency 1/round for 10 rounds; Effect fire damage and 1d4 Constitution damage; Cure 2 consecutive saves.','aquilae','Special','OSR',4),('Ice Linnorm','|Breath Weapon','POison Bite-injury; save Death; frequency 1/round for 10 rounds; effect cold damage and 1d6 Constitution damage; cure 3 consecutive saves.','aquilae','Special','OSR',4),('Zomok','|Breath Weapon','Swallow Whole The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',4),('Crag Linnorm','|Breath Weapon','Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('Ice Linnorm','|Breath Weapon','Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('Zomok','|Breath Weapon','Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',5),('Frost Worm','|Breath Weapon|Cold|Death Throes|Trill|Vulnerability to|Fire','Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes takes 2d8 cold damage per round the grapple is maintained. A frost worm\'s body generates intense cold, allowing it to deal an additional 1d6 cold damage with its bite attack.','aquilae','Special','OSR',1),('Frost Worm','|Breath Weapon|Cold|Death Throes|Trill|Vulnerability to|Fire','When killed, a frost worm explodes in a 100-foot-radius burst that deals 3d8 cold damage and piercing damage (Breath save halves both types of damage).','aquilae','Special','OSR',2),('Frost Worm','|Breath Weapon|Cold|Death Throes|Trill|Vulnerability to|Fire','As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a Spell save or be fascinated for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm\'s trill for 24 hours. This is a sonic mind-affecting effect.','aquilae','Special','OSR',3),('Ice Golem','|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire','damage. You are immune to your own breath weapon.','aquilae','Special','OSR',1),('Ice Golem','|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire','An ice golem\'s body generates intense cold, dealing 2d4 cold damage with its touch.','aquilae','Special','OSR',2),('Ice Golem','|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire','Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.','aquilae','Special','OSR',3),('Ice Golem','|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire','When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 2d8 slashing damage and cold damage; a Breath save halves the damage.','aquilae','Special','OSR',4),('Behir','|Breath Weapon|Constrict|Rake|Swallow Whole','for half damage. You are immune to your own breath weapon.','aquilae','Special','OSR',1),('Behir','|Breath Weapon|Constrict|Rake|Swallow Whole','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',2),('Behir','|Breath Weapon|Constrict|Rake|Swallow Whole','Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',3),('Behir','|Breath Weapon|Constrict|Rake|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',4),('Ceustodaemon','|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy','You can Detect Good as a constant ability. Any Good creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',1),('Ceustodaemon','|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy','You can Detect Magic as a constant ability. Any magical creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',2),('Ceustodaemon','|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy','You can See Invisibility, as per the spell, as a constant ability.','aquilae','Special','OSR',3),('Ceustodaemon','|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Nuckelavee','|Breath Weapon|Disease|Frightful|Presence','No more than once every 1d4 ronuds, a nuckelavee\'s breath weapon is a cone of withering foulness that causes painful welts, cramps, and bleeding, and only harms living creatures- this damage bypasses all energy resistance and damage reduction. Non-creature plants in the area are affected as if by a blight spell. Any creature that fails its Breath save against the breath weapon must make a Death save or contract mortasheen (see below).','aquilae','Special','OSR',1),('Nuckelavee','|Breath Weapon|Disease|Frightful|Presence','Mortasheen: Contact; Save Death; frequency 1/day; effect 1d4 Constitution damage and target is fatigued; cure 2 consecutive saves. Animals suffer -4 penalty on their saves against this disease.','aquilae','Special','OSR',2),('Nuckelavee','|Breath Weapon|Disease|Frightful|Presence','Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.','aquilae','Special','OSR',3),('Jyoti','|BReath Weapon|Divine Aversion|ity','Jyoti dislike deities and are never divine spellcasters. Jyoti gain a +2 racial bonus on saves against divine magical effects.','aquilae','Special','OSR',2),('Elohim','|Breath Weapon|own breath weapon.|Constrict','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Elohim','|Breath Weapon|own breath weapon.|Constrict','Create Life At will, an elohim can create any one plant or living creature. A creature created can have no more than 4 Hit Dice and be no larger than Large size, and is not under the elohim\'s control.','aquilae','Special','OSR',2),('Elohim','|Breath Weapon|own breath weapon.|Constrict','Dual Initiative The monster gets two turns each round, one on its initiative count and another on its initiative count - 20. For example, if the monster\'s initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature\'s round or the start of its turn such as saving throws against ongoing effects or taking bleed damage, only the monster\'s first turn each round counts toward such durations.','aquilae','Special','OSR',3),('Elohim','|Breath Weapon|own breath weapon.|Constrict','Fortification Plantbringer The monster has an 50% chance to treat any critical hit or sneak attack or precision damage as a normal hit.','aquilae','Special','OSR',4),('Elohim','|Breath Weapon|own breath weapon.|Constrict','Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('Elohim','|Breath Weapon|own breath weapon.|Constrict','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('Elohim','|Breath Weapon|own breath weapon.|Constrict','All plants within a 1-mile radius of you grow at double their normal rate and don\'t suffer from any diseases or maladies. Furthermore, allied plant creatures within 30 feet of you gain fast healing 5. If you use plant shape or wild shape to take the form of a plant, you gain this fast healing in plant form.','aquilae','Special','OSR',7),('Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','every 1d4 rounds. You are immune to your own breath weapon.','aquilae','Special','OSR',1),('Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','Quill—injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',2),('Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','Three times per day, a peluda can fire dozens of spearlike barbs in all directions.','aquilae','Special','OSR',3),('Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','All creatures within 15 feet take 2d6 piercing damage (Breath save halves) and are subject to its poison quills.','aquilae','Special','OSR',4),('Peluda','|Breath Weapon|Poison|Quill Barrage|Quills','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 2d4 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.','aquilae','Special','OSR',5),('Gorgon','|BReath Weapon|Trample','A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a Death save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary-each round, a petrified creature can attempt a new Death save to recover from the petrification as long as it is not caught within the area of effect of the gorgon\'s breath weapon a second time while petrified. A creature exposed to the gorgon\'s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Death saves to recover naturally.','aquilae','Special','OSR',1),('Gorgon','|BReath Weapon|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature.','aquilae','Special','OSR',2),('Gorgon','|BReath Weapon|Trample','Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',3),('Jyoti','|BReath Weapon|ve Energy|Affinity','A jyoti\'s breath weapon is a focused burst of searing fire infused with enervating/positive energy. 6d6 damage; Undead in the area take damage using d8\'s instead of d6\'s.','aquilae','Special','OSR',1),('Vavakia','|Breath|Weapon','Once every 1d4 rounds, a vavakia can breathe out a 60-foot cone of green fire that seems to writhe and coil with the tortured shapes of a thousand screaming ghosts. This green fire is akin to vomiting up the countless souls the vavakia has consumed, and these souls consume flesh as surely as they consume sanity. A creature struck by this breath weapon takes necrotic damage (Breath save halves)-this damage manifests as blackened, melted flesh and skin but is treated as raw profane power. Evil creatures take half damage from the breath weapon, but good creatures who take any damage from a vavakia\'s breath weapon are automatically staggered for 1 round by the hideous sensation. In addition, any living creature that takes damage from a vavakia\'s breath weapon must also make a Death save to avoid suffering 1d8 points of Wisdom damage as her sanity slips away into madness. Immediately after the vavakia expels this green \"soul fire\", the wailing flames flow in reverse back into the demon\'s gullet through its open maw. This heals the vavakia effect. Ability damage from this effect can only be healed via restoration or more powerful healing magic.','aquilae','Special','OSR',1),('Vavakia','|Breath|Weapon','Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.','aquilae','Special','OSR',2),('Vavakia','|Breath|Weapon','Smoking Wound Rather than blood, wisps of green smoke constantly weep from a vavakia\'s bite wound-a grim manifestation of the demon\'s effect on a mortal soul. Each time a vavakia bites a creature, that creature suffers an additional 2d8 points of necrotic damage-the wounds continue to smoke as long as the victim suffers from this reduction. The smoking wounds cause the victim to become sickened because of the hideous sensation and rank smell of the vapors.','aquilae','Special','OSR',3),('Vavakia','|Breath|Weapon','An effect that removes this sickened condition only temporarily causes the wounds to stop smoking-they begin smoking again in 1d6 rounds and persist as long as the victim suffers from the smoking wounds. Nonliving creatures bitten by a vavakia are immune to its energy-draining bite and do not exhibit smoking wounds.','aquilae','Special','OSR',4),('Vavakia','|Breath|Weapon','Stun A creature struck by a vavakia\'s tail slap must make a Paralysis save or be stunned for 1 round. On a critical hit, the stun effect lasts for 1d4 rounds on a failed save, and 1 round on a successful save.','aquilae','Special','OSR',5),('Vavakia','|Breath|Weapon','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('Vavakia','|Breath|Weapon','Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',7),('Vavakia','|Breath|Weapon','True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',8),('Guecubu','|Broken Ground|Channel|Resistance|Fast Healing|Misfortune','The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty. Consecrated ground cannot be affected by this ability, nor can any area warded by a magic circle against chaos or a magic circle against evil.','aquilae','Special','OSR',1),('Guecubu','|Broken Ground|Channel|Resistance|Fast Healing|Misfortune','You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',2),('Guecubu','|Broken Ground|Channel|Resistance|Fast Healing|Misfortune','You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',3),('Guecubu','|Broken Ground|Channel|Resistance|Fast Healing|Misfortune','A creature struck by a guecubu must make a Wand save or become permanently cursed with misfortune. The victim of this curse suffers a -4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. If a guecubu hits a creature already suffering from this curse, the victim must make a Spell save or be staggered for 1 round. This is a curse effect.','aquilae','Special','OSR',4),('Bandersnatch','|Brutal Tail|Gaze','The quills and barbs on a bandersnatch\'s tail cause triple damage on a critical hit from its tail slap.','aquilae','Special','OSR',1),('Bandersnatch','|Brutal Tail|Gaze','Pain Whenever a creature takes damage from a bandersnatch\'s tail slap attack, quills, or quill defense, that creature must make a Breath save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires magical healing or a full-round action of medical care.','aquilae','Special','OSR',2),('Bandersnatch','|Brutal Tail|Gaze','Quick Recovery A debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the end of its turn in order to shake off the effect.','aquilae','Special','OSR',3),('Bandersnatch','|Brutal Tail|Gaze','Quill Defense Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 points of piercing damage from the bandersnatch\'s quills and suffers from the bandersnatch\'s pain attack.','aquilae','Special','OSR',4),('Bandersnatch','|Brutal Tail|Gaze','Quills With a snap of its tail, a bandersnatch can loose a volley of four quills as a standard action (make an attack roll for each spike).','aquilae','Special','OSR',5),('Bandersnatch','|Brutal Tail|Gaze','This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the bandersnatch\'s defensive abilities are unaffected.','aquilae','Special','OSR',6),('Bandersnatch','|Brutal Tail|Gaze','Inflicts Confused, range 30 feet, Paralysis save negates. A bandersnatch can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect.','aquilae','Special','OSR',7),('Jabberwock','|Burble','A jabberwock can burble every 1d4 rounds. This blast of strange noises and shouted nonsense in the various languages known to the jabberwock (and invariably some languages it doesn\'t know) affects all creatures within a 60-foot-radius spread - these creatures must make a Wand save or become confused for 1d4 rounds. Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals 4d8 sonic damage (Breath save for half). The confusion effect is mindaffecting; both are sonic effects.','aquilae','Special','OSR',1),('Jabberwock','|Burble','Burn You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Breath save or catch fire, taking fire 2d4 damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a save to avoid catching on fire.','aquilae','Special','OSR',2),('Jabberwock','|Burble','Eye Rays The jabberwock can project beams of fire from its eyes as a ranged touch attack as a standard action, with a range increment of 60 feet. It projects two beams, and can target different creatures with these beams if it wishes as long as both targets are within 30 feet of each other. A creature that takes damage from an eye beam suffers burn.','aquilae','Special','OSR',3),('Jabberwock','|Burble','Fast Healing You regain hit points at 15 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',4),('Jabberwock','|Burble','Fear of Vorpal Weapons A jabberwock knows that a vorpal weapon can kill it swiftly. As soon as it takes damage from a vorpal weapon, a jabberwock becomes shaken for 1 round. If it is hit by a critical threat from a vorpal weapon, whether or not the critical hit is confirmed, the jabberwock is staggered for 1 round.','aquilae','Special','OSR',5),('Jabberwock','|Burble','Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.','aquilae','Special','OSR',6),('Jabberwock','|Burble','Planar Acclimation A jabberwock is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.','aquilae','Special','OSR',7),('Jabberwock','|Burble','Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure Whiffling A jabberwock\'s wings and violent motions create a significant amount of wind whenever it makes a full attack action. These winds surround the monster to a radius of 30 feet, and are treated as severe winds - ranged attacks suffer a -4 penalty when targeting a jabberwock while it is whiffling, and Medium creatures must make a Strength check to approach the creature. Creatures smaller than this creature in this area that fail their Strength check are blown away.','aquilae','Special','OSR',8),('Thoqqua','|Burn|Molten Body|Vulnerability to|Cold','You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Breath save to avoid catching on fire.','aquilae','Special','OSR',1),('Thoqqua','|Burn|Molten Body|Vulnerability to|Cold','A thoqqua\'s body is hot enough to melt stone. Anyone striking a thoqqua with a natural weapon or unarmed strike takes 1s6 fire damage. A creature that grapples a thoqqua or is grappled by one takes three times this fire damage each round the grapple persists. A creature that strikes a thoqqua with a manufactured weapon can attempt a Breath save to pull the weapon away from the creature\'s molten body quickly enough to avoid having the weapon take 1d6 points of fire damage - damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores any AC of 16 or less by the item. As a result, most metal weapons can generally safely strike a thoqqua without taking much damage, but wooden weapons have a significant chance of burning away if used against one of these creatures.','aquilae','Special','OSR',2),('Fire Elemental','|Burn|Vulnerability to|Cold','You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee.','aquilae','Special','OSR',1),('Fire Elemental','|Burn|Vulnerability to|Cold','Those affected by the burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a save to avoid catching on fire.','aquilae','Special','OSR',2),('Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','A dossenus can burrow through stone (or weaker materials such as wood) as easily as dirt.','aquilae','Special','OSR',1),('Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','A dossenus\' bite attack counts as adamantine for the purposes of overcoming resistance and damaging objects.','aquilae','Special','OSR',2),('Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','A dossenus cannot swim and always fails Swim or related checks. If a dossenus becomes completely submerged in water, it must succeed at a Paralysis save on its turn each round or be paralyzed with fear until it is no longer submerged.','aquilae','Special','OSR',3),('Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','You are blinded for 1 round if exposed to bright light, such as sunlight or magical light. You are dazzled as long as you remain in areas of bright light.','aquilae','Special','OSR',4),('Dossenus','|Burrow|Devastating|Maw|Hydrophobia|Light Blindness|Swarming','Dossenuses are brutally efficient at swarming foes and often skitter atop one another in their haste to overwhelm and devour prey. Up to two dossenuses can share the same square at the same time. If two dossenuses sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.','aquilae','Special','OSR',5),('Harpy','|Captivating|Song','A harpy\'s song has the power to infect the minds of those that hear it, calling them to the harpy\'s side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a Spell saving throw or become captivated. A creature that successfully saves is not subject to the same harpy\'s song for 24 hours.','aquilae','Special','OSR',1),('Harpy','|Captivating|Song','A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy\'s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.','aquilae','Special','OSR',2),('Catoblepas','|Catoblepas|Stench|Trample','A catoblepas\'s horrid, stinking breath is a 60-foot cone of poison gas. Breath - contact; save Death; frequency 1/round for 6 rounds; effect 1d8 Poison damage and 1d4 Constitution damage; cure 3 consecutive saves.','aquilae','Special','OSR',1),('Catoblepas','|Catoblepas|Stench|Trample','You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Death save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.','aquilae','Special','OSR',2),('Catoblepas','|Catoblepas|Stench|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature.','aquilae','Special','OSR',3),('Catoblepas','|Catoblepas|Stench|Trample','Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',4),('Silvanshee Agathion','|Cat’s Luck|Heroic Strength|Spectral Mist','Once per day as a standard action, creature may grant one ally within 30 feet a +1 luck bonus on all its saving throws for 10 minutes.','aquilae','Special','OSR',1),('Silvanshee Agathion','|Cat’s Luck|Heroic Strength|Spectral Mist','Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for one minute.','aquilae','Special','OSR',2),('Silvanshee Agathion','|Cat’s Luck|Heroic Strength|Spectral Mist','This creature can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.','aquilae','Special','OSR',3),('River Drake','|Caustic Mucus','A river drake can spit a ball of caustic mucus that explodes in a 5-foot-radius spread.','aquilae','Special','OSR',1),('River Drake','|Caustic Mucus','This attack has a range of 50 feet, deals acid damage, and entangles creatures in the area. A Breath save halves the damage and negates the entangle effect. An entangled creature takes 1d4 points of acid damage each round on its turn, and may attempt a new saving throw at the end of its turn every round to escape the entanglement and end the acid damage. Once a river drake spits mucus, it cannot do so again for 1d6 rounds.','aquilae','Special','OSR',2),('Aranea','|Change Shape','An aranea can take the form of a Small or Medium humanoid or spider-humanoid hybrid. In humanoid form, an aranea cannot use its bite, web, or poison. In spider-humanoid hybrid form, an aranea looks like a humanoid with spidery fangs and spinnerets, with the latter typically located at the small of its back. The aranea retains its bite attack, webs, and poison in this form, and can wield weapons and wear armor. When in humanoid or hybrid form, an aranea\'s speed is 30 feet and it has no climb speed.','aquilae','Special','OSR',1),('Cacodaemon','|Change Shape','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',1),('Jorogumo','|Change Shape','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',1),('Marid','|Change Shape','Twice per day, a Marid may change its appearance to that of any of the following: Water Elemental, Humanoid, or Giant.','aquilae','Special','OSR',1),('Nereid','|Change Shape','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',1),('Rakshasa','|Change Shape','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',1),('Succubus','|Change Shape','You have the ability to assume the appearance of a small or medium humanoid, but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',1),('Aranea','|Change Shape','Poison Bite - injury; save Death; frequency 1/round for 4 rounds; effect 1d3 Strength damage and 1d6 Poison damage; cure 1 save.','aquilae','Special','OSR',2),('Cacodaemon','|Change Shape','Detect Good Detect Magic Disease Fast Healing You can Detect Good as a constant ability. Any Good creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',2),('Jorogumo','|Change Shape','Poison Spider Legs Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves.','aquilae','Special','OSR',2),('Marid','|Change Shape','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',2),('Nereid','|Change Shape','Drowning Kiss A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a Death save to cough up this water; otherwise it falls unconscious at must save again or die.','aquilae','Special','OSR',2),('Rakshasa','|Change Shape','Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',2),('Succubus','|Change Shape','Energy Drain You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts 1d4 points of Constitution damage in the victim. If an attack that includes an energy drain scores a critical hit, it instead inflicts 1d6 points of Constitution damage. A draining creature regains 5 hit points Profane Gift Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel magic. The succubus can remove it as well as a free action (causing 2d6 Charisma damage to the victim, no save).','aquilae','Special','OSR',2),('Aranea','|Change Shape','Web You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you.','aquilae','Special','OSR',3),('Cacodaemon','|Change Shape','Soul Lock Once per day as a full-round action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon\'s gut, which it can regurgitate as a standard action. A soul gem is a tiny-sized object with 1 hit point and the same AC as this creature. Destroying a soul gem frees the soul within, though it does not return the deceased creature to life.','aquilae','Special','OSR',3),('Jorogumo','|Change Shape','Web You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you.','aquilae','Special','OSR',3),('Marid','|Change Shape','Vortex This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and cannot leave the water. It\'s a Breath save to avoid being caught by the vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 4d6 points of damage per round.','aquilae','Special','OSR',3),('Nereid','|Change Shape','Poison Touch or spray - contact; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution damage plus blindness; cure 2 consecutive saves.','aquilae','Special','OSR',3),('Succubus','|Change Shape','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('Aranea','|Change Shape','An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check.','aquilae','Special','OSR',4),('Cacodaemon','|Change Shape','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Jorogumo','|Change Shape','An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check.','aquilae','Special','OSR',4),('Marid','|Change Shape','Water Mastery A marid gains +4 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental suffers dis+4 bonus on attack and damage rolls.','aquilae','Special','OSR',4),('Nereid','|Change Shape','Shawl A nereid\'s shawl (AC 11, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes a Spell save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid\'s shawl require the sunder or disarm attempts.','aquilae','Special','OSR',4),('Succubus','|Change Shape','Tongues You can speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect, as per the spell Tongues, as a constant ability.','aquilae','Special','OSR',4),('Aranea','|Change Shape','Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.','aquilae','Special','OSR',5),('Cacodaemon','|Change Shape','You can Detect Magic as a constant ability. Any magical creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',5),('Jorogumo','|Change Shape','Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.','aquilae','Special','OSR',5),('Marid','|Change Shape','Water\'s Fury As a standard action, a marid can release a jet of water in a 60-foot line that deals 2d6 bludgeoning damage and blinds the target struck for 1d6 rounds. A Breath save reduces the damage by half and negates the blinding effect.','aquilae','Special','OSR',5),('Nereid','|Change Shape','Transparent When underwater, a nereid\'s body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action.','aquilae','Special','OSR',5),('Cacodaemon','|Change Shape','Disease-Bite-Injury; save Death; frequency 1/day; effect 1d2 Wisdom damage; cure 2 consecutive saves. In addition to the normal effects of the disease, as long as a victim is infected, the cacodaemon can telepathically communicate with the creature over any distance (as long as they remain on the same plane).','aquilae','Special','OSR',6),('Jorogumo','|Change Shape','A jorogumo\'s spider legs can emerge or retract as a free action. When a jorogumo\'s spider legs are present, she gains a +4 bonus on Climb checks.','aquilae','Special','OSR',6),('Cacodaemon','|Change Shape','You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.','aquilae','Special','OSR',7),('Cacodaemon','|Change Shape','Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',8),('Werebear','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.','aquilae','Special','OSR',1),('Wereboar','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.','aquilae','Special','OSR',1),('Wererat','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.','aquilae','Special','OSR',1),('Werewolf','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.','aquilae','Special','OSR',1),('Werebear','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','A natural lycanthrope\'s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim\'s size is not within one size category of the lycanthrope, this ability has no effect.','aquilae','Special','OSR',2),('Wereboar','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','A natural lycanthrope\'s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim\'s size is not within one size category of the lycanthrope, this ability has no effect.','aquilae','Special','OSR',2),('Wererat','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','A natural lycanthrope\'s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim\'s size is not within one size category of the lycanthrope, this ability has no effect.','aquilae','Special','OSR',2),('Werewolf','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','A natural lycanthrope\'s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim\'s size is not within one size category of the lycanthrope, this ability has no effect.','aquilae','Special','OSR',2),('Werebear','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal\'s attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.','aquilae','Special','OSR',3),('Wereboar','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal\'s attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.','aquilae','Special','OSR',3),('Wererat','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal\'s attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.','aquilae','Special','OSR',3),('Werewolf','|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy','In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal\'s attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.','aquilae','Special','OSR',3),('Ijiraq','|Change Shape|Disorienting|Gaze|Hide in Plain|Sight','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',1),('Ijiraq','|Change Shape|Disorienting|Gaze|Hide in Plain|Sight','Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',2),('Ijiraq','|Change Shape|Disorienting|Gaze|Hide in Plain|Sight','An ijiraq can level an icy stare at a creature within 30 feet. That creature suffers a -4 penalty on visual checks (Spell save negates). An ijiraq can use this ability while in the shape of an elk.','aquilae','Special','OSR',3),('Ijiraq','|Change Shape|Disorienting|Gaze|Hide in Plain|Sight','An ijiraq can use the Stealth skill even while being observed. As long as it\'s standing in terrain covered in ice or snow, an ijiraq can hide itself from view in the open without actually hiding behind anything. An ijiraq can\'t use this ability while flying, and the ability has no effect when the ijiraq isn\'t in icy terrain.','aquilae','Special','OSR',4),('Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of its own physical qualities. An Imp cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, but it does not adjust its ability scores (although it gains any other abilities of the creature it mimics).','aquilae','Special','OSR',1),('Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',2),('Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',4),('Imp','|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('Pooka','|Change Shape|Fast Healing|Poison|Telepathy','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',1),('Quasit','|Change Shape|Fast Healing|Poison|Telepathy','May change into, and then back from, any two of the following forms: Bat, Small Centipede, Toad, or Wolf; Bat, as per polymorph You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts.','aquilae','Special','OSR',1),('Pooka','|Change Shape|Fast Healing|Poison|Telepathy','You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',2),('Quasit','|Change Shape|Fast Healing|Poison|Telepathy','Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',2),('Pooka','|Change Shape|Fast Healing|Poison|Telepathy','As a standard action, a pooka can blow across her palm and create a 5-foot-diameter cloud of intoxicating dust. The pooka decides when she uses this ability whether the dust acts as an inhaled poison or a mild intoxicant (equivalent to 1–2 glasses of beer). [Pooka Dust] Inhaled; save Death; frequency 1/round for 6 rounds; effect 1d2 Wisdom damage and 1d2 Charisma damage (or intoxication); cure 2 consecutive saves.','aquilae','Special','OSR',3),('Quasit','|Change Shape|Fast Healing|Poison|Telepathy','Claw-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage and You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',3),('Pooka','|Change Shape|Fast Healing|Poison|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Quasit','|Change Shape|Fast Healing|Poison|Telepathy','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Barghest','|Change Shape|Feed','A Barghest has the ability to assume the appearance of a goblin or wolf, but retains most of its own physical qualities. This ability functions as a polymorph spell, but the Barghest does not adjust its ability scores (although it gains any other abilities of the creature it mimics).','aquilae','Special','OSR',1),('Barghest','|Change Shape|Feed','Once per month, a barghest can devour a nonevil humanoid\'s corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. When a barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing all of its growth points (and bonuses) but gaining the stats presented on this page for a greater barghest.','aquilae','Special','OSR',2),('Tanuki','|Change Shape|Sake Affinity','You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).','aquilae','Special','OSR',1),('Tanuki','|Change Shape|Sake Affinity','Unless otherwise stated, you can remain in an alternate form indefinitely.','aquilae','Special','OSR',2),('Tanuki','|Change Shape|Sake Affinity','As a swift action, a tanuki can take a swig of sake from the gourd it always carries at its side. When it does so, it gains the effect of one of the following spells at caster level 7th: divine favor, false life, haste, or rage. Unusual tanukis might have additional spell effect choices at the GM\'s discretion. Each time a tanuki takes a swig of sake, it becomes progressively drunker and takes a -1 penalty to its AC and on Reflex saves for 1 minute. These penalties stack.','aquilae','Special','OSR',3),('Janni','|Change Size|Elemental|Endurance|Telepathy','Twice per day, an janni can magically change a creature\'s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. This is the equivalent of a 2nd-level spell. Unwilling targets may attempt a Death save to negate the effect.','aquilae','Special','OSR',1),('Janni','|Change Size|Elemental|Endurance|Telepathy','Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time.','aquilae','Special','OSR',2),('Janni','|Change Size|Elemental|Endurance|Telepathy','Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.','aquilae','Special','OSR',3),('Janni','|Change Size|Elemental|Endurance|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',4),('Janni','|Change Size|Elemental|Endurance|Telepathy','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('Efreeti','|Change Size|Heat|Telepathy|Vulnerability to|Cold','Twice per day, an efreeti can magically change a creature\'s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. This is the equivalent of a 2nd-level spell. Unwilling targets may attempt a Death save to negate the effect.','aquilae','Special','OSR',1),('Efreeti','|Change Size|Heat|Telepathy|Vulnerability to|Cold','An efreeti\'s body deals 1d6 additional fire damage whenever it hits in melee, or in each round it grapples.','aquilae','Special','OSR',2),('Efreeti','|Change Size|Heat|Telepathy|Vulnerability to|Cold','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('Zuvembie','|Channel|Resistance|Corpse Call','You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',1),('Zuvembie','|Channel|Resistance|Corpse Call','Zuvembies cannot speak, but their strange calls and whistles captivate the minds of those who hear them. Once per day, a zuvembie may call out, and all living creatures with an Intelligence score of 3 or higher within a 100-foot spread must succeed at a Spell save or move toward the zuvembie using the most direct means possible. If this path leads them into a dangerous area such as through fire or off a cliff, the creatures receive a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves.','aquilae','Special','OSR',2),('Zuvembie','|Channel|Resistance|Corpse Call','A victim within 5 feet of the zuvembie simply stands and offers no resistance to the zuvembie\'s attacks. This effect continues for as long as the zuvembie continues its call as a standard action each round. This is a sonic mind-affecting charm effect, and has no effect on deaf creatures.','aquilae','Special','OSR',3),('Ghoul','|Channel|Resistance|Disease|Paralysis','You are less easily affected by clerics or paladins. You gain a +r bonus on saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',1),('Ghoul','|Channel|Resistance|Disease|Paralysis','Ghoul Fever: Bite-injury; save Death; onset 1 day; frequency 1 day; effect 1d3 Constitution damage and 1d3 Dexterity damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.','aquilae','Special','OSR',2),('Ghoul','|Channel|Resistance|Disease|Paralysis','This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can resist it with a Paralysis saving throw. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round.','aquilae','Special','OSR',3),('Tzitzimitl','|Channel|Resistance|Eclipse|Energy Drain|Light to Dark','You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.','aquilae','Special','OSR',1),('Tzitzimitl','|Channel|Resistance|Eclipse|Energy Drain|Light to Dark','Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 2d6 cold damage (Wand save halves). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area.','aquilae','Special','OSR',2),('Tzitzimitl','|Channel|Resistance|Eclipse|Energy Drain|Light to Dark','You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d6 points of necrtotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.','aquilae','Special','OSR',3),('Tzitzimitl','|Channel|Resistance|Eclipse|Energy Drain|Light to Dark','As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.','aquilae','Special','OSR',4),('Yuki-Onna','|Chilling Touch','A yuki-onna\'s touch causes 1d6 cold damage. Whenever a creature takes cold damage in this manner, it must make a Paralysis save to avoid being staggered by the supernatural cold for 1 round. This duration stacks.','aquilae','Special','OSR',1),('Yuki-Onna','|Chilling Touch','Fascinating Gaze A creature within 40 feet of this creature must succeed at a Paralysis saving throw or be fascinated for 5d6 rounds. If the creature has 4 or fewer Hit Dice, it is instead dazed for 5d6 rounds. An argus can\'t use this ability in the same round it uses frightful presence.','aquilae','Special','OSR',2),('Yuki-Onna','|Chilling Touch','Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.','aquilae','Special','OSR',3),('Yuki-Onna','|Chilling Touch','Snow Dependency Snowstorm A yuki-onna is staggered if she is ever in an area without snow while her snowstorm aura is suppressed or otherwise not functioning.','aquilae','Special','OSR',4),('Yuki-Onna','|Chilling Touch','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 ranged attacks and perception-related checks. The wind itself blows in a clockwise rotation around the yuki-onna, and functions as severe wind. 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.','aquilae','Special','OSR',5),('Chupacabra','|Chupar','A chupacabra that successfully hits an opponent can make an additional attack; on a hit, it can suck blood from that opponent automatically once per round, dealing an additional 1d4 points of damage. Upon successfully draining blood, the chupacabra is invigorated, gaining a significant boost in speed for 10 rounds similar to the haste spell. The invigorated chupacabra can still drain blood - and in so doing increase the length of its invigoration - but it gains no additional effects.','aquilae','Special','OSR',1),('Pachycephalosaurus','|Clobbering|Charge','When a pachycephalosaurus hits a target with its slam attack at the end of a turn in which it moves at least its full Speed, the victim must make a Paralysis save or be Staggered for 1 round.','aquilae','Special','OSR',1),('Qallupilluk','|Cloying Scent|Curse of Scales','Qallupilluks exude a vaguely sweet and unexpectedly pleasant briny scent. This smell comforts and distracts humanoids and animals that come within 15 feet of the qallupilluk, causing such creatures to take a –2 penalty on saves against mindaffecting effects.','aquilae','Special','OSR',1),('Qallupilluk','|Cloying Scent|Curse of Scales','If a qallupilluk grapples a humanoid opponent equal to or smaller than her size category, her target begins transforming into an aquatic monster. Starting on the third consecutive round of successful melee attacks, the grappled target must succeed at a Spell save every round or fully transform into a grindylow, reefclaw, bunyip, merrow, or scrag. Once fully transformed, the creature is slavishly devoted to the qallupilluk that created it. If the qallupilluk is slain, the creature loses this devotion but remains transformed. The transformation ends after 1 hour or if the creature is slain. A qallupilluk can make this transformation permanent by performing a ritual that takes 10 minutes and deals 30 points of damage to the qallupilluk. This is a curse and polymorph effect.','aquilae','Special','OSR',2),('Frost Drake','|Cold|Freezing Mist|Breath|Icewalking|Snow Vision','A frost drake\'s bite does 1d4 additional cold damage.','aquilae','Special','OSR',1),('Frost Drake','|Cold|Freezing Mist|Breath|Icewalking|Snow Vision','A frost drake can spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals 2d8 cold damage (Breath save halves) to all creatures in a 20-foot-radius spread. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds, after which the ice cracks or melts enough to revert to the normal terrain features in the area. Once a frost drake has used its freezing mist breath, it cannot do so again for 1d6 rounds.','aquilae','Special','OSR',2),('Frost Drake','|Cold|Freezing Mist|Breath|Icewalking|Snow Vision','This ability works like spider climb, but the surfaces the drake climbs must be icy. It can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.','aquilae','Special','OSR',3),('Frost Drake','|Cold|Freezing Mist|Breath|Icewalking|Snow Vision','This creature learns to see perfectly well in snowy conditions.','aquilae','Special','OSR',4),('Yeti','|Cold|Frightful Gaze|Rend|Vulnerability to|Fire','A yeti\'s body generates intense cold, dealing 1d6 cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its claws or rend attack.','aquilae','Special','OSR',1),('Yeti','|Cold|Frightful Gaze|Rend|Vulnerability to|Fire','Creatures within 30 feet that meet a yeti\'s gaze must succeed on a Wand save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day.','aquilae','Special','OSR',2),('Yeti','|Cold|Frightful Gaze|Rend|Vulnerability to|Fire','If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent\'s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.','aquilae','Special','OSR',3),('Anaconda','|Constrict','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Darkmantle','|Constrict','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Karkinoi','|Constrict','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Kraken','|Constrict','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Marilith','|Constrict','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Pit Fiend','|Constrict','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Karkinoi','|Constrict','Sideways Scuttle 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.','aquilae','Special','OSR',2),('Kraken','|Constrict','Ink Cloud A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing.','aquilae','Special','OSR',2),('Marilith','|Constrict','Crushing Coils A creature that takes damage from a marilith\'s constrict attack must succeed on a Death save or lose consciousness for 1d8 rounds.','aquilae','Special','OSR',2),('Pit Fiend','|Constrict','Devil Shaping Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice\'s worth of lesser devils equal to the number of lemures affected. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.','aquilae','Special','OSR',2),('Karkinoi','|Constrict','This creature can survive out of the water for only 1 hour per point of Constitution.','aquilae','Special','OSR',3),('Kraken','|Constrict','Kraken Ink; Ink cloud-contact; save Death; frequency 1/round for 10 rounds; effect 1 Strength damage plus nausea; cure 2 consecutive saves.','aquilae','Special','OSR',3),('Marilith','|Constrict','Infuse Weapon Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).','aquilae','Special','OSR',3),('Pit Fiend','|Constrict','Disease (Devil Chills) Disease-Bite-injury; save Death; frequency 1/day; effect 1d4 Strength; cure 3 consecutive saves.','aquilae','Special','OSR',3),('Karkinoi','|Constrict','Water Beyond this limit, this creature runs the risk of suffocation, as if it were drowning.','aquilae','Special','OSR',4),('Kraken','|Constrict','Jet A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.','aquilae','Special','OSR',4),('Marilith','|Constrict','Multiweapon Mastery A marilith never takes penalties to her attack roll when fighting with multiple weapons.','aquilae','Special','OSR',4),('Pit Fiend','|Constrict','Poison Bite-injury; save Death; frequency 1/round for 10 rounds; effect 1d6 Constitution damage and 1d8 Poison damage; cure 3 consecutive saves.','aquilae','Special','OSR',4),('Kraken','|Constrict','Rend Ship 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 an attack roll opposed by the ship\'s captain\'s skill check, but the kraken gets +4 bonus on the check if it is a larger size category than 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.','aquilae','Special','OSR',5),('Marilith','|Constrict','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('Pit Fiend','|Constrict','Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('Marilith','|Constrict','True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',6),('Pit Fiend','|Constrict','See in Darkness This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',6),('Pit Fiend','|Constrict','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',7),('Reefclaw','|Constrict|Death Frenzy|Poison','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Reefclaw','|Constrict|Death Frenzy|Poison','When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw).','aquilae','Special','OSR',2),('Reefclaw','|Constrict|Death Frenzy|Poison','Claw - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.','aquilae','Special','OSR',3),('Otyugh','|Constrict|Disease','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Otyugh','|Constrict|Disease','Filth Fever-Bite injury; Save Death; Onset 1d3 days; Frequency 1/day; Effect 1d3 Dexterity damage and 1d3 Constitution damage; Cure 2 consecutive saves.','aquilae','Special','OSR',2),('Hypnalis','|Constrict|Ghost Touch|Fangs|Phasing|Poison','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Hypnalis','|Constrict|Ghost Touch|Fangs|Phasing|Poison','A hypnalis\'s bite attack may strike incorporeal creatures as if they were corporeal creatures.','aquilae','Special','OSR',2),('Hypnalis','|Constrict|Ghost Touch|Fangs|Phasing|Poison','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).','aquilae','Special','OSR',3),('Salamander','|Constrict|Heat|Vulnerability to|Cold','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Salamander','|Constrict|Heat|Vulnerability to|Cold','A salamander generates so much heat that its mere touch deals 1d4 additional fire damage. A salamander\'s metallic weapons also conduct this heat.','aquilae','Special','OSR',2),('Chuul','|Constrict|Paralytic|Tentacles','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Chuul','|Constrict|Paralytic|Tentacles','A chuul can transfer a grappled victim from a claw to its tentacles as a move action.','aquilae','Special','OSR',2),('Chuul','|Constrict|Paralytic|Tentacles','The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a Paralysis save each round on the chuul\'s turn or be paralyzed for 6 rounds. While held in the tentacles, paralyzed or not, a victim automatically takes bludgeoning damage each round from the creature\'s mandibles.','aquilae','Special','OSR',3),('Couatl','|Constrict|Poison|Telepathy','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Couatl','|Constrict|Poison|Telepathy','You can Detect Evil, as per the spell, as a constant ability.','aquilae','Special','OSR',3),('Couatl','|Constrict|Poison|Telepathy','You can Detect Good as a constant ability. Any Good creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',4),('Couatl','|Constrict|Poison|Telepathy','You can Detect Law as a constant ability. Any Lawful creatures, items, or other entities within 60\' glow visibly.','aquilae','Special','OSR',5),('Couatl','|Constrict|Poison|Telepathy','Bite - Injury; save Death; frequency 1/minute for 10 minutes; effect 1d4 Strength damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',6),('Couatl','|Constrict|Poison|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',7),('Froghemoth','|Constrict|Slowed by|Electricity|Swallow Whole','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Froghemoth','|Constrict|Slowed by|Electricity|Swallow Whole','Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round.','aquilae','Special','OSR',2),('Froghemoth','|Constrict|Slowed by|Electricity|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',3),('Couatl','|Constrict||Poison|Telepathy','You can Detect Chaos, as per the spell, as a constant ability.','aquilae','Special','OSR',2),('Shira Div','|Consume Essence','A shira\'s deadliest attacks drain away a portion of its victim\'s essence. Whenever a shira hits a defenseless creature using its bite, or confirms a critical hit with its claws or bite, the target must succeed at a Death save or suffer 1d6 points of Constitution damage.','aquilae','Special','OSR',1),('Shira Div','|Consume Essence','Dusty Pelt A shira collects and produces copious amounts of dust and ash within the coarse hairs of its furry hide. As a move action, it can shake itself, creating a cloud of dust that fills its space, providing it concealment. Any attack that deals at least 10 points of bludgeoning, piercing, or slashing damage to the shira (before resistance) automatically activates this ability. The dust cloud lasts for 1 round. A light wind disperses this cloud immediately.','aquilae','Special','OSR',2),('Shira Div','|Consume Essence','Rake Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',3),('Shira Div','|Consume Essence','See in Darkness Telepathy This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',4),('Shira Div','|Consume Essence','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('Nabasu','|Consume Life|Death-Stealing|Gaze|Telepathy','When a nabasu creates a ghoul with its gaze attack, it gains a growth point. It gains a bonus equal to its growth point total on attack rolls, ability checks, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, and its caster level for spell-like abilities increases by 1. For every 2 growth points, its natural armor bonus increases by 1.','aquilae','Special','OSR',1),('Nabasu','|Consume Life|Death-Stealing|Gaze|Telepathy','Once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a Death save or suffer 2d8 damage. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu\'s control. A nabasu\'s gaze can only create one ghoul per round-if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul.','aquilae','Special','OSR',2),('Nabasu','|Consume Life|Death-Stealing|Gaze|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',3),('Nabasu','|Consume Life|Death-Stealing|Gaze|Telepathy','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Wight','|Create Spawn|Energy Drain|Resurrection|Vulnerability','Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer -4 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become fullfledged and free-willed wights. They do not possess any of the abilities they had in life.','aquilae','Special','OSR',1),('Wight','|Create Spawn|Energy Drain|Resurrection|Vulnerability','You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 1d6 points of necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.','aquilae','Special','OSR',2),('Wight','|Create Spawn|Energy Drain|Resurrection|Vulnerability','A raise dead or similar spell cast on a wight destroys it (Spell save negates). Using the spell in this way does not require a material component.','aquilae','Special','OSR',3),('Crysmal','|Crystal Sense|Shard Spike','Crysmals can sense the presence of any crystals or gems within 30 feet as if using the scent ability.','aquilae','Special','OSR',1),('Crysmal','|Crystal Sense|Shard Spike','Once per day, a crysmal can launch its tail spike as a ranged attack that shatters when it hits, dealing 2d6 piercing damage to the target and piercing damage to all creatures in adjacent squares. The spike regrows in 24 hours, but until it does, its impaired sting does half its normal of damage.','aquilae','Special','OSR',2),('Aghash Div','|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','Gaze attack, range 30\', Aghash\'s choice: confused for 1 round, shaken for 1 round, stunned for 1 round, or deals 1d4 points of psychic damage, Paralysis save negates any and all of these effects. Any creature under the effects of protection from evil is immune to an aghash\'s gaze.','aquilae','Special','OSR',1),('Aghash Div','|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','Once per day, as a full-round action, an aghash can create a temporary sandstorm. This storm has a radius of 100 feet centered on the aghash and lasts for 1 minute per Hit Die the aghash possesses. This functions as a sandstorm natural phenomenon.','aquilae','Special','OSR',2),('Aghash Div','|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',3),('Aghash Div','|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',4),('Aghash Div','|Cursed Gaze|Sandstorm|See in Darkness|Telepathy','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('Necrophidius','|Dance of Death|Paralysis','A necrophidius can entrance opponents by swaying back and forth. All creatures within 30 feet who can see the necrophidius when it uses its dance of death must succeed on a Death save or be dazed for 2d4 rounds. This is a mind-affecting effect.','aquilae','Special','OSR',1),('Necrophidius','|Dance of Death|Paralysis','Any living creature that is bitten by a necrophidius must succeed on a Paralysis save or be paralyzed for 1d4 rounds.','aquilae','Special','OSR',2),('Vrock','|Dance of Ruin|Spores|Stunning|Screech|Telepathy','A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 2d8 electricity damage to all creatures within 100 feet. A Breath save halves this damage. For each additional vrock that joins in the dance, the damage increases by and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing.','aquilae','Special','OSR',1),('Vrock','|Dance of Ruin|Spores|Stunning|Screech|Telepathy','A vrock can release a cloud of spores from its body once every 3 rounds. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.','aquilae','Special','OSR',2),('Vrock','|Dance of Ruin|Spores|Stunning|Screech|Telepathy','Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot radius spread must succeed on a Paralysis save or be stunned for 1 round.','aquilae','Special','OSR',3),('Vrock','|Dance of Ruin|Spores|Stunning|Screech|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Mi-Go','|Deadly Embrace','A mihstu that hits an opponent successfully two rounds in a row with melee attacks completely surrounds that creature and inflicts 1d6 points of Constitution damage every round as it siphons away blood, tears, and other vital fluids. It may continue to do this each round, and still attack other creatures with its tentacles.','aquilae','Special','OSR',1),('Mi-Go','|Deadly Embrace','Evisceration When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a bit of flesh or a part of an internal organ as a swift action, causing the victim to suffer 1d4 points of Dexterity, Constitution, or Strength damage (eremite overlord\'s choice). The victim can resist this effect with a Death save.','aquilae','Special','OSR',2),('Mi-Go','|Deadly Embrace','Gaseous Item Creation A mihstu can pass through small holes, even cracks, without reducing its speed.','aquilae','Special','OSR',3),('Mi-Go','|Deadly Embrace','Starflight In outer space, this creature can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.','aquilae','Special','OSR',4),('Mi-Go','|Deadly Embrace','Susceptible to Cold Magical cold stuns a mihstu rather than damaging it. If the creature fails its save against a magical cold effect, it is stunned for Wind Defense The churning winds of a mihstu\'s body automatically deflect nonmagical projectiles (such as arrows, bolts, and sling stones). All other ranged weapons (including magical projectiles and thrown weapons) have a 20% miss chance. Weapons of significant 245 size, such as giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected by this ability.','aquilae','Special','OSR',5),('Mi-Go','|Deadly Embrace','A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. This ability allows a mi-go to ignore any item creation requirements and spellcasting requirements for creating a magic item; the resulting item is always mi-go technology. A mi-go can use the Medicine skill to craft mi-go technology. When a mi-go uses this ability to craft an item, it must use a larger amount of strange ingredients and expendable resources—this effectively doubles the gp cost to create the item.','aquilae','Special','OSR',6),('Grodair','|Death Flood|Muddy Field|Water Blast','When a grodair is killed, it immediately explodes in a 15-foot-radius burst of highly pressurized water that deals 2d8 bludgeoning damage (Breath save halves). After the explosion, a creature may attempt to recover a cluster of strange organs from the remains. This cluster functions as a decanter of endless water for 2d6 hours, but can only produce a \"stream\" or \"fountain\" effect.','aquilae','Special','OSR',1),('Grodair','|Death Flood|Muddy Field|Water Blast','As a standard action when on sand, soil, or other types of loose earth, a grodair can gush standing water into the area surrounding it. Upon doing so, the land within 15 feet of the grodair is treated as a shallow bog. This water remains as long as the grodair is within 15 feet and wishes to maintain the water. The bog instantly disperses as soon as the grodair is killed or moves out of the area.','aquilae','Special','OSR',2),('Crocodile','|Death Roll|Sprint','When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.','aquilae','Special','OSR',1),('Crocodile','|Death Roll|Sprint','Once every 1d4 rounds, a crocodile may sprint, increasing its land speed to 40 feet for 1 round.','aquilae','Special','OSR',2),('Dire Crocodile','|Death Roll|Sprint|Swallow Whole','When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.','aquilae','Special','OSR',1),('Dire Crocodile','|Death Roll|Sprint|Swallow Whole','Once every 1d4 rounds, a crocodile may sprint, increasing its land speed to 40 feet for 1 round.','aquilae','Special','OSR',2),('Dire Crocodile','|Death Roll|Sprint|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',3),('Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','When killed, a balor explodes in a blinding flash of fire that 2d10 deals damage (half fire, half necrotic damage) to anything within 100 feet (Breath save halves).','aquilae','Special','OSR',1),('Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','A balor\'s body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d8 fire damage. A creature that grapples a balor or is grappled by one takes 3x this amount of fire damage each round the grapple persists.','aquilae','Special','OSR',2),('Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',3),('Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Balor','|Death Throes|Flaming Body|Telepathy|True Seeing','You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',5),('Mummy','|Despair|Mummy Rot|Vulnerable to|Fire','All creatures within a 30-foot radius that see you must make a Death save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy\'s despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect.','aquilae','Special','OSR',1),('Mummy','|Despair|Mummy Rot|Vulnerable to|Fire','Curse and disease, make Death save every day or suffer 1d6 Constitution damage which cannot be removed while the creature suffers from Mummy Rot. Make successful remove curse and magical heal to remove. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.','aquilae','Special','OSR',2),('Destrachan','|Destructive|Harmonics','A destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot-radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. Destruction: All creatures within the area of effect of the destructive harmonics take 3d8 sonic damage - a Breath save halves this damage. Alternatively, the destrachan can target a single crystal, metal, stone, or wooden object within 80 feet with this attack - that object takes double this amount of damage. Pain: Rather than deal damage, the destrachan can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a Spell save to avoid being stunned for 1 round and deafened for 1d6 rounds.','aquilae','Special','OSR',1),('Astradaemon','|Devour Soul','An astradaemon that begins its turn having successfully hit the same target in melee twice in the prior rounds can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a Death saving throw. For every 5 HD of the slain creature, the daemon gets a +1 bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).','aquilae','Special','OSR',1),('Baykok','|Devour Soul','A baykok can devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a Death save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. A creature subjected to this attack cannot be brought back to life via raise dead (resurrection and more powerful effects work normally). When a baykok devours a soul in this way, it heals 5d6+10 points of damage and becomes hasted for 4 rounds (as if affected by haste). This is a death effect.','aquilae','Special','OSR',1),('Astradaemon','|Devour Soul','Energy Drain You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d4 points of necrotic energy and 1d4 points of Constitution damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice these amounts.','aquilae','Special','OSR',2),('Baykok','|Devour Soul','Dread Howl Once per day, a baykok can unleash a bloodcurdling howl. Any living creature within a 30-foot-radius burst becomes paralyzed with fear for 1 round unless it resists with a Paralysis save. Any creature that makes this saving throw is instead shaken for 1 round. This is a fear effect.','aquilae','Special','OSR',2),('Astradaemon','|Devour Soul','Soul Siphon If a Small or larger creature dies within 10 feet of an astradaemon, the daemon gains 1d8 hit points and a +2 bonus to Strength for 10 minutes. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon\'s aura.','aquilae','Special','OSR',3),('Baykok','|Devour Soul','Infused Arrows A baykok creates arrows of bone as it fires its bow-it need not carry arrows as ammunition. These bone arrows do normal damage for arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls.','aquilae','Special','OSR',3),('Astradaemon','|Devour Soul','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Baykok','|Devour Soul','In addition, each arrow deals an additional 1d6 points of necrotic damage on a hit. Further, the first creature struck in a round by a baykok\'s arrow must make a Paralysis save to avoid being paralyzed for 1d3 rounds. A baykok can fire normal arrows from its bow if it wishes-such arrows, however, do not gain the special negative energy damage or paralysis effects.','aquilae','Special','OSR',4),('Astradaemon','|Devour Soul','True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',5),('Devourer','|Devour Soul|Energy Drain|Telepathy','By making a melee attack as a standard action, a devourer can deal necrotic damage. A Death save halves this damage. The soul of a creature slain by this attack becomes trapped within the devourer\'s chest. The creature cannot be brought back to life until the devourer\'s destruction releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell\'s level. At the start of an encounter, a devourer generally has miracle or wish.','aquilae','Special','OSR',1),('Devourer','|Devour Soul|Energy Drain|Telepathy','You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts 1d4 points of Constitution damage in the victim. If an attack that includes an energy drain scores a critical hit, it instead inflicts 1d6 points of Constitution damage. A draining creature regains 5 hit points (10 for a critical hit) each time this effect occurs.','aquilae','Special','OSR',2),('Devourer','|Devour Soul|Energy Drain|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('Baregara','|Devouring|Grapple|Monstrous|Challenge','The mouth at the center of a baregara\'s chest automatically deals 2d6 points of damage per round to any creature the baregara successfully grapples.','aquilae','Special','OSR',1),('Baregara','|Devouring|Grapple|Monstrous|Challenge','As a standard action, a baregara can make an Intimidation check to demoralize an Chaotic opponent. If this check is successful, the baregara surges with power and gains a ability is usable three times per day.','aquilae','Special','OSR',2),('Pairaka Div','|Disease','Disease-Claw-injury; save Death; frequency 1/day; effect 1d4 Strength damage, 1 Charisma damage, and victim is Fatigued; cure 2 consecutive saves.','aquilae','Special','OSR',1),('Pairaka Div','|Disease','Disease (The Shakes) Disease-Claw-injury; save Death; frequency 1/day; effect 1d8 Dexterity damage; cure 2 consecutive Lustful Dreams See in Darkness Telepathy saves.','aquilae','Special','OSR',2),('Pairaka Div','|Disease','Pairakas can torment sleeping creatures. While an intelligent creature sleeps, a pairaka can slip into the target\'s mind and twist its dreams to lusty nocturnal visions. The victim must be asleep for the pairaka to use this ability and the pairaka must be within 100 feet. If the victim fails a Paralysis save, it experiences vivid hallucinations of a lurid nature that leave it breathless and fatigued upon waking.','aquilae','Special','OSR',3),('Pairaka Div','|Disease','The victim, even a depraved soul, rarely considers the sexual nature of these dreams enjoyable, as the images exploit any number of taboos the pairaka suspects its victim might harbor. Creatures that do not sleep or dream are immune to this effect.','aquilae','Special','OSR',4),('Pairaka Div','|Disease','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',5),('Pairaka Div','|Disease','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('Giant Vulture','|Diseased','Due to their filthy eating habits and constant exposure to decaying flesh, giant vultures are harbingers of disease-much more so than the standard vulture. Any creature bitten by a giant vulture has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, a victim can no longer be infected by this particular giant vulture, though attacks by different giant vultures are resolved normally and may result in multiple illnesses. While vultures aren\'t immune to all diseases, they do gain a +4 bonus on all saving throws against such ailments.','aquilae','Special','OSR',1),('Trollhound','|Disease|Regeneration','A trollhound\'s saliva is an infectious brew of contagion. Creatures bitten by a trollhound are often afflicted with bloodfire fever, a disease characterized by deep internal pain, as if the victim\'s blood were on fire. Additional symptoms include loss of muscular coordination, pus-filled blisters, and overall lethargy and fatigue.','aquilae','Special','OSR',1),('Trollhound','|Disease|Regeneration','Trolls and trollhounds alike are immune to bloodfire fever, even though trollhounds often exhibit the pus-filled blisters that come with the disease. Bloodfire fever: Biteinjury; Save Death; onset 1 day; frequency 1/day; effect 1d3 Strength damage, 1d3 Dexterity damage, and target is fatigued; cure 2 consecutive saves.','aquilae','Special','OSR',2),('Trollhound','|Disease|Regeneration','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing.','aquilae','Special','OSR',3),('Trollhound','|Disease|Regeneration','Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',4),('Myceloid','|Disease|Spore Cloud|Spore|Domination|Vulnerability to|Electricity','Purple Pox: inhaled or injury; save Death; onset 1 minute; frequency 1/day; effect 1d4 Intelligence damage AND 1d4 Constitution damage; cure 2 consecutive saves. A creature that dies of the purple pox becomes bloated over the course of 24 hours, after which its body bursts open, releasing a fully grown myceloid. Additionally, as long as a creature has suffered at least 2 increments of condition from the purple pox, it must make a Spell save each day to avoid becoming affected by a lesser geas offer itself up for spore domination.','aquilae','Special','OSR',1),('Myceloid','|Disease|Spore Cloud|Spore|Domination|Vulnerability to|Electricity','Once per day, 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.','aquilae','Special','OSR',2),('Myceloid','|Disease|Spore Cloud|Spore|Domination|Vulnerability to|Electricity','This spell-like ability functions as charm monster, but functions only against creatures currently infected with purple pox.','aquilae','Special','OSR',3),('Bebilith','|Dismantle Armor','If a bebilith hits a foe with two claw attacks, it can attempt to peel away the target\'s armor and shield as a free action by making an additional attack roll. If the bebilith is successful, the target\'s armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a Breath save.','aquilae','Special','OSR',1),('Bebilith','|Dismantle Armor','Penetrating Strike A bebilith\'s natural weapons are treated as chaotic and magical for the purposes of penetrating resistance. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.','aquilae','Special','OSR',2),('Bebilith','|Dismantle Armor','Rot A bebilith\'s bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect.','aquilae','Special','OSR',3),('Bebilith','|Dismantle Armor','This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a Death save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Healing magic can also halt the rot effect.','aquilae','Special','OSR',4),('Bebilith','|Dismantle Armor','Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('Bebilith','|Dismantle Armor','Web You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful skill check or burst the web with a Strength check.','aquilae','Special','OSR',6),('Bebilith','|Dismantle Armor','Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size.','aquilae','Special','OSR',7),('Bebilith','|Dismantle Armor','They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.','aquilae','Special','OSR',8),('Thanadaemon','|Draining Weapon','A thandaemon\'s energy drain attack functions through any melee weapon it wields.','aquilae','Special','OSR',1),('Thanadaemon','|Draining Weapon','Energy Drain You sap a living opponent\'s vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d4 points of necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this damage.','aquilae','Special','OSR',2),('Thanadaemon','|Draining Weapon','Cower in fear for 1d6 rounds, 30 feet, Paralysis save negates. This is a mind-affecting fear effect.','aquilae','Special','OSR',3),('Thanadaemon','|Draining Weapon','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',4),('Thanadaemon','|Draining Weapon','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('Thanadaemon','|Draining Weapon','You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',6),('Baku','|Dream Claws','A baku\'s claws are treated as cold iron and magic for purposes of overcoming resistance.','aquilae','Special','OSR',1),('Baku','|Dream Claws','Dream Eating A baku can feed upon the dreams of any single sleeping creature within 100 feet.','aquilae','Special','OSR',2),('Baku','|Dream Claws','Alternatively, the baku can feed upon the dreams of a creature that it manages to contact with its dream spell-like ability. A creature can resist this effect with a Spell save. When a baku feeds in this way, it can elect to consume only nightmares or all dreams. If it only consumes nightmares, the target creature is immune to the effects of the nightmare spell, the dream haunting ability of the night hag, and other similar attacks for that period of sleep. If the baku instead feeds on all of the creature\'s dreams, that creature is fatigued upon waking and does not gain any benefits it would have received from sleep, such as natural healing or the ability to regain spells after resting. This is a mind-affecting sleep effect.','aquilae','Special','OSR',3),('Baku','|Dream Claws','Mental Drain When a baku attacks with a claw, it can choose, as a swift action, to deal 1d4 points of Intelligence damage on that attack. A Paralysis save negates this ability damage.','aquilae','Special','OSR',4),('Water Elemental','|Drench|Vortex|Water Mastery','The elemental\'s touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as Dispel Magic (caster level 20).','aquilae','Special','OSR',1),('Water Elemental','|Drench|Vortex|Water Mastery','This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and cannot leave the water. It\'s a Breath save to avoid being caught by the vortex. The vortex itself is A water elemental gains a +4 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental suffers a -4 penalty on attack and damage rolls.','aquilae','Special','OSR',2),('Earth Elemental','|Earth Glide|Earth Mastery','This creature, while burrowing, can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.','aquilae','Special','OSR',1),('Earth Elemental','|Earth Glide|Earth Mastery','This creature gains a +2 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental suffers dis+4 bonus on attack and damage rolls. These modifiers apply to all combat actions.','aquilae','Special','OSR',2),('Electric Eel','|Electricity','An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt of 2d6 damage with a successful touch attack. On a critical hit, the creature struck must make a Paralysis save or be stunned for 1d4 rounds.','aquilae','Special','OSR',1),('Pard','|Empathy','Pards can transmit complex emotions and basic ideas to other pards within 60 feet. When interacting with other kinds of creatures, they can only convey simple emotions such as anger, fear, and curiosity.','aquilae','Special','OSR',1),('Pard','|Empathy','Evasion You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',2),('Pard','|Empathy','Phasing Attack As a full-round action, a pard can shift itself partially out of phase, damaging any creature it moves through. The pard must move at least 30 feet and it gains a +4 bonus on the check. If it succeeds, the target takes fire damage and is knocked prone. If it exceeds a creature\'s AC by 5 or more, it stuns the creature for 1 round instead of knocking it prone. The target can make an attack of opportunity, but at a -4 penalty. If the target forgoes an attack of opportunity provoked by this maneuver, it can try to avoid the pard by attempting a Breath save; if successful, it takes only half damage. The pard can only deal phasing attack damage to each target once per round, no matter how many times its movement takes it over a target creature. When using this ability, the pard can move through up to 5 feet of any solid object, barrier, or difficult terrain as if it were a normal open square.','aquilae','Special','OSR',3),('Pard','|Empathy','The pard cannot end its movement inside a creature or solid barrier. This ability counts as trample for the purposes of effects that enhance or protect against trample.','aquilae','Special','OSR',4),('Pard','|Empathy','Uncanny Dodge You can react to danger before your senses would normally allow you to do so. You cannot be caught by surprise.','aquilae','Special','OSR',5),('Carbuncle','|Empath|Fatal Faker|Specious|Suggestion','Carbuncles possess a crude form of telepathy, allowing them to transmit mild impressions and remembered sensations to other creatures. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a carbuncle can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.','aquilae','Special','OSR',1),('Carbuncle','|Empath|Fatal Faker|Specious|Suggestion','As a standard action three times per day, a carbuncle can teleport as per the spell dimension door, but only within a range of 30 feet. Upon teleporting, the carbuncle leaves behind a perfect replica of itself amid a colored flash and the sound of a reptilian choke. This replica duplicates the carbuncle in all ways, though it is obviously dead and the colorless stone in its head is reduced to worthless dust.','aquilae','Special','OSR',2),('Carbuncle','|Empath|Fatal Faker|Specious|Suggestion','As a standard action three times per day, a carbuncle can concentrate intently on one creature within its line of sight and attempt to impose its will upon the target. A Spell save is enough to resist this compulsion. If the target fails to resist, roll 1d6. On a result of 1-2, the target gains a flash of insight and attacks against it suffer -4 penalties for 1 minute. On a result of 3-4, the victim is affected as if by suggestion for 1 minute, and must follow a single (usually embarrassing, always harmless) suggestion from the carbuncle. On a result of 5-6, the victim\'s thoughts are garbled with those of the carbuncle, imposing a -4 penalty on the victim\'s saving throws for 1 minute. This is a mind-affecting effect.','aquilae','Special','OSR',3),('Shoggoth','|Engulf','The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Each victim may attempt a Breath save to avoid being engulfed - on a success, they are pushed back or aside (target\'s choice) as the creature moves forward. Engulfed opponents cannot move, are in danger of suffocating, are trapped within the creature\'s body until they are no longer pinned, and may be subject to other special attacks from the creature.','aquilae','Special','OSR',1),('Shoggoth','|Engulf','Fast Healing You regain hit points at 20 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.','aquilae','Special','OSR',2),('Shoggoth','|Engulf','Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',3),('Shoggoth','|Engulf','Maddening Cacophony As a free action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot radius must make a Spell save or be confused for 1d6 rounds. Each round a creature is affected it loses 1 point of Wisdom for the duraiton of the encounter. A creature that saves cannot be affected by this shoggoth\'s maddening cacophony for 24 hours.','aquilae','Special','OSR',4),('Shoggoth','|Engulf','This is a sonic mind-affecting effect.','aquilae','Special','OSR',5),('Shoggoth','|Engulf','Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',6),('Shoggoth','|Engulf','Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',7),('Thrasfyr','|Entangling|Chains','A thrasfyr can control the six chains that hang from its body as if they were its own limbs. It can cause these chains to snake outward to a radius of 30 feet. All creatures in this area take slashing damage and become entangled; a Breath save halves the damage and negates the entangled condition. An entangled creature can escape with a Breath save or an escape check made as a full-round action. The chains can also be sundered (hp 20). The thrasfyr creates these chains from its own body - destroyed chains regrow in 24 hours.','aquilae','Special','OSR',1),('Thrasfyr','|Entangling|Chains','Master\'s Bond A thrasfyr can form a bond with a willing creature by touching that creature. This allows the thrasfyr to communicate telepathically with the bonded creature with no range restriction (provided the thrasfyr and its master are on the same plane).','aquilae','Special','OSR',2),('Thrasfyr','|Entangling|Chains','Both thrasfyr and master can sense the other\'s condition as if both were under the effect of a status spell. A thrasfyr can maintain a bond with only one master at a time.','aquilae','Special','OSR',3),('Thrasfyr','|Entangling|Chains','Planar Acclimation Powerful Charge Regeneration A thrasfyr is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.','aquilae','Special','OSR',4),('Thrasfyr','|Entangling|Chains','Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure Breath Weapon You are immune to your own breath weapon.','aquilae','Special','OSR',5),('Thrasfyr','|Entangling|Chains','When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.','aquilae','Special','OSR',6),('Thrasfyr','|Entangling|Chains','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',7),('Giant Eagle','|Evasion','You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',1),('Grippli','|Evasion','You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',1),('Velociraptor','|Evasion','You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',1),('Grippli','|Evasion','Gripplis can move through non-magical difficult terrain at normal speed in swamps.','aquilae','Special','OSR',2),('Grippli','|Evasion','Swamp Stride Woodland Stride You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.','aquilae','Special','OSR',3),('Ratfolk','|Evasion|Swarming','You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.','aquilae','Special','OSR',1),('Ratfolk','|Evasion|Swarming','Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes\' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.','aquilae','Special','OSR',2),('Moonflower','|Fast Healing','You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.','aquilae','Special','OSR',1),('Moonflower','|Fast Healing','Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',2),('Moonflower','|Fast Healing','Light Pulse A moonflower can release a pulse of bright light. All creatures within a 50-foot burst that can see the moonflower must make a Paralysis save or be blinded for 1d4 rounds. Moonflowers are immune to this ability.','aquilae','Special','OSR',3),('Moonflower','|Fast Healing','Pod Prison This works like the swallow whole ability, except the moonflower can only use it once every 1d4 rounds, and the swallowed creature is immediately wrapped in a tight digestive cocoon and expelled into an adjacent square, where it takes damage every round (2d6 bludgeoning and 2d6 acid, AC as this creature, 25 hp). The cocooned target cannot use ability checks to get out of the cocoon. Other creatures can aid the target by attacking the cocoon with piercing or slashing weapons, but the creature within takes half the damage from any attack against the cocoon. Once the cocoon is destroyed, it deflates and decays. Each creature swallowed by a moonflower is encased in its own cocoon.','aquilae','Special','OSR',4),('Moonflower','|Fast Healing','Pod Spawn Should a moonflower\'s pod prison kill and digest a Small or larger creature, the pod transforms him 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 creature\'s equipment remains inside the new moonflower and can be retrieved by killing it.','aquilae','Special','OSR',5),('Moonflower','|Fast Healing','Telepathy You can mentally communicate with any other creature within 1 mile that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',6),('Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts.','aquilae','Special','OSR',1),('Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',2),('Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','The juggernaut\'s slam attack inflicts 2d6 additional fire damage, and twice that amount on a critical hit. Its vicious trample attack deals this additional fire damage as well.','aquilae','Special','OSR',3),('Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','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.','aquilae','Special','OSR',4),('Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature.','aquilae','Special','OSR',5),('Juggernaut','|Fast Healing|Flaming Burst|Soul-Powered|Trample','Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.','aquilae','Special','OSR',6),('Yaoguai','|Fast Healing|Fortification|Polymorph|Susceptibility|Quills','You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts.','aquilae','Special','OSR',1),('Yaoguai','|Fast Healing|Fortification|Polymorph|Susceptibility|Quills','Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',2),('Yaoguai','|Fast Healing|Fortification|Polymorph|Susceptibility|Quills','The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit.','aquilae','Special','OSR',3),('Yaoguai','|Fast Healing|Fortification|Polymorph|Susceptibility|Quills','A yaoguai is immune to polymorph effects or effects that otherwise change its shape, but the attempt to alter its shape causes it great pain and it must attempt a saving throw if the effect allows it. If it fails its save or the effect doesn\'t allow a saving throw, the yaoguai is staggered and loses its resistances and fast healing for 1d4 rounds.','aquilae','Special','OSR',4),('Yaoguai','|Fast Healing|Fortification|Polymorph|Susceptibility|Quills','A creature attacking the yaoguai with a melee weapon, an unarmed strike, or a natural weapon takes piercing damage from the yaoguai\'s quills. Melee weapons with reach do not endanger their users in this way.','aquilae','Special','OSR',5),('Hydra','|Fast Healing|Hydra Traits|Regenerate|Head','A hydra\'s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra\'s body. A hydra regains hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',1),('Hydra','|Fast Healing|Hydra Traits|Regenerate|Head','A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make an attack with a slashing weapon targeting a head. A head is considered a separate creature with the same AC and hit points equal to the hydra\'s HD. To sever a head, an opponent must inflict enough damage to reduce the head\'s hit points to 0 or less. Severing a head deals damage to the hydra\'s body equal to the hydra\'s current HD. A hydra can\'t attack with a severed head, but takes no other penalties.','aquilae','Special','OSR',2),('Hydra','|Fast Healing|Hydra Traits|Regenerate|Head','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.','aquilae','Special','OSR',3),('Hydra','|Fast Healing|Hydra Traits|Regenerate|Head','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.','aquilae','Special','OSR',4),('Ceru','|Fast Healing|Luckbringer|Poison','You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',1),('Ceru','|Fast Healing|Luckbringer|Poison','take worse result on all rolls for 1 round. If luck is good, target may choose a single roll and roll twice taking the better result.','aquilae','Special','OSR',2),('Ceru','|Fast Healing|Luckbringer|Poison','Gore - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',3),('Jyoti','|Fast Healing|Positive Energy|Pos','You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts.','aquilae','Special','OSR',1),('Charybdis','|Fast Healing|Swallow Whole|Vortex','You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.','aquilae','Special','OSR',1),('Charybdis','|Fast Healing|Swallow Whole|Vortex','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',2),('Charybdis','|Fast Healing|Swallow Whole|Vortex','This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and cannot leave the water. It\'s a Breath save to avoid being caught by the vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 4d6 points of damage per round.','aquilae','Special','OSR',3),('Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','action. The aura functions like the fear spell. A fear aura is an area effect.','aquilae','Special','OSR',1),('Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','You can make a melee attack that causes a living creature to become shaken for 9 rounds.','aquilae','Special','OSR',2),('Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 19 Hit Dice. You can use this ability a number of times per day equal to your Hit Dice, minus 2.','aquilae','Special','OSR',3),('Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','Any living creature a lich hits with its touch attack must succeed on a Paralysis save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a Perception check or a Medicine check reveals that the victim is still alive.','aquilae','Special','OSR',4),('Lich','|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation','When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster\'s body nearby. This process takes 1d10 days-if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.','aquilae','Special','OSR',5),('Shriezyx','|Fear of Fire','A shriezyx within 30 feet of a fire the size of a torch or larger becomes shaken as long as it remains within that range. If damaged by fire, a shriezyx must make a successful Spell save or become frightened for 1 round.','aquilae','Special','OSR',1),('Shriezyx','|Fear of Fire','Poison Regeneration Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.','aquilae','Special','OSR',2),('Shriezyx','|Fear of Fire','Slowing Toxin A shriezyx\'s web is coated with a supernatural toxin that numbs and deadens the nerves on contact. Any creature struck by a shriezyx\'s web must succeed at a Spell save or become slowed (as the slow spell) for 1 minute. Each round, a victim may attempt a new Fortitude save to end the effect early. This toxin fades quickly from spun webs—it can only affect targets on the round the web is spun. Existing webs remain sticky and tangled, but do not have this slowing effect.','aquilae','Special','OSR',3),('Shriezyx','|Fear of Fire','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',5),('Cave Fisher','|Filament','An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.','aquilae','Special','OSR',2),('Draconal Agathion','|Fire Breath|Fire|Regeneration|rounds.','Creature inflicts an extra 1d6 fire damage with each successful bite and claw attack.','aquilae','Special','OSR',1),('Draconal Agathion','|Fire Breath|Fire|Regeneration|rounds.','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing.','aquilae','Special','OSR',2),('Draconal Agathion','|Fire Breath|Fire|Regeneration|rounds.','Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',3),('Flame Drake','|Fire|Fireball Breath|Vulnerability to|Cold','A flame drake\'s bite does 1d4 additional fire damage.','aquilae','Special','OSR',1),('Flame Drake','|Fire|Fireball Breath|Vulnerability to|Cold','A flame drake can breathe a ball of flame that explodes like a fireball. This attack has a range of 180 feet and deals 3d8 fire damage (Breath save halves) to all creatures within a 20-foot-radius spread. Once a flame drake uses its fireball breath, it cannot do so again for 1d6 rounds.','aquilae','Special','OSR',2),('Lyrakien','|Freedom of|Movement|Starlight Blast','You can use Freedom of Movement, as per the spell, as a constant ability.','aquilae','Special','OSR',1),('Lyrakien','|Freedom of|Movement|Starlight Blast','Every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 3d8 radiant damage. A Breath save negates this damage. Chaotic good creatures are unaffected by this ability.','aquilae','Special','OSR',2),('Lyrakien','|Freedom of|Movement|Starlight Blast','Traveler\'s Friend The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien\'s performance - doing so removes the effects of exhaustion and fatigue from the listener.','aquilae','Special','OSR',3),('Lyrakien','|Freedom of|Movement|Starlight Blast','This creature can speak with any creature that has a language, as though using a Truespeech tongues spell. This ability is always active.','aquilae','Special','OSR',4),('Gargoyle','|Freeze','The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature gains +20 on all checks to hide in plain sight as this kind of inanimate object.','aquilae','Special','OSR',1),('Saguaroi','|Freeze','The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature gains +20 on all checks to hide in plain sight as this kind of inanimate object.','aquilae','Special','OSR',1),('Saguaroi','|Freeze','Needle Cone Three times per day, a saguaroi can eject a barrage of needles from its body. This effect creates a 15-foot-cone burst of needles that deals piercing damage to all creatures in the area (Breath save for half).','aquilae','Special','OSR',2),('Saguaroi','|Freeze','Needle Hide A saguaroi is covered with needles and spines, and its slam attacks deal both bludgeoning and piercing damage.','aquilae','Special','OSR',3),('Saguaroi','|Freeze','Any creature grappling a saguaroi or attacking it with a natural attack or unarmed strike takes 2d4 piercing damage (manufactured weapons with the reach special feature do not endanger the user this way). A creature grappling a saguaroi takes this damage each round of the grapple.','aquilae','Special','OSR',4),('Saguaroi','|Freeze','Produce Water 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.','aquilae','Special','OSR',5),('Poltergeist','|Frightener','Once per minute as a standard action, a poltergeist can temporarily drop its natural invisibility, revealing itself to be a skeletal, ghost-like humanoid. All creatures within 30 feet when a poltergeist uses this ability must make a Spell save to avoid becoming frightened for 1d4 rounds. The poltergeist then resumes its invisibility at the end of its turn as a free action. A creature that successfully saves is immune to the fear effect of that poltergeist for those that can see invisible creatures are immune to this special attack. This is a mind-affecting fear effect.','aquilae','Special','OSR',1),('Poltergeist','|Frightener','Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.','aquilae','Special','OSR',2),('Poltergeist','|Frightener','Natural Invisibility Rejuvenation This ability is constant - the creature remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.','aquilae','Special','OSR',3),('Poltergeist','|Frightener','Site Bound Telekinesis A poltergeist cannot travel more than 120 feet from the point at which it was created or formed.','aquilae','Special','OSR',4),('Poltergeist','|Frightener','When a poltergeist is destroyed, it only remains destroyed for 2d4 days. After this time, the undead spirit reforms where it was destroyed, fully healed. The only way to permanently destroy a poltergeist is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different poltergeist or group of poltergeists by the GM.','aquilae','Special','OSR',5),('Poltergeist','|Frightener','A poltergeist has no method of attacking apart from its telekinesis. This ability functions as the spell telekinesis. A poltergeist has a ranged attack roll when using telekinesis to hurl objects or creatures, and can use the ability on objects or creatures of up to 375 pounds. If a poltergeist attempts to hurl a creature with this ability, that creature can resist the effect with a successful Spell save.','aquilae','Special','OSR',6),('Basilisk','|Gaze','Turn to stone permanently, range 30 feet, Paralysis save negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood single basilisk contains enough blood to coat 1d3 Medium creatures in this manner.','aquilae','Special','OSR',1),('Air Drake','|Glide','An Air Drake can slow its fall to 60 feet per round, and it takes no falling damage as long as it can take actions. As it falls, it can take a move action to move up to 30 feet laterally in a straight line, or two move actions to move up to 60 feet laterally in a straight line. The drake can\'t gain height while gliding.','aquilae','Special','OSR',1),('Ningyo','|Group Grappler','When two or more ningyos are grappling the same creature, each gains a +2 bonus on attack rolls and a +1 bonus on damage rolls.','aquilae','Special','OSR',1),('Ningyo','|Group Grappler','Nocturnal Undeath The body of a ningyo never rests peacefully. Every night, an hour after sundown, an intact ningyo corpse animates; its type changes to undead (aquatic), and it gains undead immunities, and bonus hit points based on its Charisma instead of Constitution, and the Startle ability (see below). At dawn, the undead ningyo becomes a corpse again. An undead ningyo knows when the dawn is coming and attempts to find shelter so it is not discovered as a corpse. A ningyo missing a limb, head, or tail does not animate at night, but can do so if reunited with its missing body part. A ningyo corpse that is burned or torn apart and its pieces scattered does not rise as an undead.','aquilae','Special','OSR',2),('Ningyo','|Group Grappler','Poison Flesh Any creature that bites a ningyo or swallows any part of it becomes poisoned. Ningyo Flesh: Ingested; save Death; onset 1 minute; frequency 1/minute for 4 minutes; effect 1d2 Intellilgence damage; cure 2 saves.','aquilae','Special','OSR',3),('Ningyo','|Group Grappler','Startle If an undead ningyo attacks in the surprise round, its target must attempt a Paralysis 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.','aquilae','Special','OSR',4),('Ningyo','|Group Grappler','Swarming 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.','aquilae','Special','OSR',5),('Fire Giant','|Heated Rock|Rock Catching|Rock Throwing|Vulnerability to|Cold','Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 additional fire damage on a hit.','aquilae','Special','OSR',1),('Fire Giant','|Heated Rock|Rock Catching|Rock Throwing|Vulnerability to|Cold','You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Breath save to catch it as a free action. You must be aware of the attack in order to make a rock catching attempt.','aquilae','Special','OSR',2),('Fire Giant','|Heated Rock|Rock Catching|Rock Throwing|Vulnerability to|Cold','You are an accomplished rock thrower and have a +4 bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size. A \"rock\" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage.','aquilae','Special','OSR',3),('Remorhaz','|Heat|Swallow Whole','An enraged remorhaz generates heat so intense that anything touching its body takes 2d4 fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a Death save to avoid taking damage.','aquilae','Special','OSR',1),('Remorhaz','|Heat|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',2),('Lizardfolk Defender','|Hold Breath','The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.','aquilae','Special','OSR',1),('Narwhal','|Hold Breath','The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.','aquilae','Special','OSR',1),('Walrus','|Hold Breath','The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.','aquilae','Special','OSR',1),('Whale','|Hold Breath','The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.','aquilae','Special','OSR',1),('Penguin','|Hold Breath|Toboggan','The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.','aquilae','Special','OSR',1),('Penguin','|Hold Breath|Toboggan','On snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.','aquilae','Special','OSR',2),('Peryton','|Horrific Critical|Shadow Mark','A peryton\'s gore attack threatens a critical hit on an 18-20. If a peryton kills a humanoid foe with a critical hit, it can tear out the victim\'s heart with its wolf-like teeth as a free action. Any creature that witnesses this savage event must make a Death save or be shaken for 1 round. This is a mind-affecting fear effect.','aquilae','Special','OSR',1),('Peryton','|Horrific Critical|Shadow Mark','As a free action, a peryton can make a ranged touch attack by flying over a humanoid target - the maximum range of this attack is 300 feet. If the peryton hits, its shadow transforms to match the shadow of the creature struck. Once a peryton has established this link, it gains a +4 bonus on attack rolls and a +2 bonus on damage rolls made against that target, and every time the peryton hits that target with an attack, the creature must make a Spell save or become frightened for 1 round. This is a mind-affecting fear effect.','aquilae','Special','OSR',2),('Squid','|Ink Cloud|Jet','A squid can emit a 5 foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.','aquilae','Special','OSR',1),('Squid','|Ink Cloud|Jet','A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.','aquilae','Special','OSR',2),('Octopus','|Ink Cloud|Jet|Poison','An octopus can emit a 10ft radius sphere of ink once per minute as a free action.','aquilae','Special','OSR',1),('Octopus','|Ink Cloud|Jet|Poison','The ink provides total concealment in water, and persists for 1 minute.','aquilae','Special','OSR',2),('Octopus','|Ink Cloud|Jet|Poison','An octopus can jet backward once per round as a full-round action, at a speed of opportunity when it does so.','aquilae','Special','OSR',3),('Octopus','|Ink Cloud|Jet|Poison','Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1 Strength damage; cure 1 save.','aquilae','Special','OSR',4),('Pixie','|Invisibility','A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it at any time without spending an action.','aquilae','Special','OSR',1),('Pixie','|Invisibility','Special Arrows 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 use this dust 20 times each day. 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, Charm, Memory Loss or Sleep.','aquilae','Special','OSR',2),('Pixie','|Invisibility','Charm Arrow Charm; The target must succeed on a Spell save or be affected as though by a Charm Monster spell for 10 minutes.','aquilae','Special','OSR',3),('Pixie','|Invisibility','Memory Loss Arrow Memory Loss; The target must succeed on a Spell save or be affected by a modify memory spell. This effect can only eliminate the previous 5 minutes of memory - a pixie typically uses this ability to make the target forget it encountered the pixie so it won\'t chase the pixie when he flees.','aquilae','Special','OSR',4),('Pixie','|Invisibility','Sleep Arrow Sleep; The target must succeed on a Spell save or fall asleep for 5 minutes.','aquilae','Special','OSR',5),('Grindylow','|Jet|Tangling|Tentacles','he creature can swim backward as a full-round action at the listed speed. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.','aquilae','Special','OSR',1),('Grindylow','|Jet|Tangling|Tentacles','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.','aquilae','Special','OSR',2),('Grindylow','|Jet|Tangling|Tentacles','During the grindylow\'s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains +4 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.','aquilae','Special','OSR',3),('Plesiosaurus','|Keen Scent','The creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.','aquilae','Special','OSR',1),('Huldra','|Lashing Tail|Manipulate Luck|Regeneration','A huldra\'s tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she inflicts 1d6 points of Dexterity damage, causing her target to grow progressively more deformed with each strike. A successful Death save negates the ability damage.','aquilae','Special','OSR',1),('Huldra','|Lashing Tail|Manipulate Luck|Regeneration','Once per day, a huldra can manipulate another creature\'s luck by spending a full-round action, during which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A successful Wand save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect.','aquilae','Special','OSR',2),('Huldra','|Lashing Tail|Manipulate Luck|Regeneration','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',3),('Wayang','|Light and Dark','Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.','aquilae','Special','OSR',1),('Orc','|Light Sensitivity','You are dazzled in areas of bright sunlight or within the radius of a daylight spell.','aquilae','Special','OSR',1),('Leucrotta','|Lure|Sound Mimicry','At any point that a leucrotta\'s targets are unaware of it (for example, if the leucrotta is hiding or concealed in darkness), the leucrotta can call out to the targets, who must be in line of sight and within 60 feet. When the leucrotta calls out, the targets must make a Paralysis save or fall under the effects of a suggestion to approach the sound of the leucrotta\'s voice. This effect functions identically to a mass suggestion spell with a caster level of 18. A creature that saves cannot be affected again by the same leucrotta\'s lure for 24 hours. The lure is a language-dependent effect, and if the leucrotta uses the victim\'s name during the lure, the victim suffers a -4 penalty on its saving throw. This is a sonic mind-affecting charm effect.','aquilae','Special','OSR',1),('Leucrotta','|Lure|Sound Mimicry','The creature perfectly imitates certain sounds or even specific voices. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy\'s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn\'t know.','aquilae','Special','OSR',2),('Unicorn','|Magic Circle|Against Evil','Evil creatures within 20\' of this creature must make a Spell save or they cannot attack this creature. Enemies must attempt this save each time they wish to attack this creature.','aquilae','Special','OSR',1),('Unicorn','|Magic Circle|Against Evil','A unicorn\'s gore attack is treated as a magic good weapon for the purposes of Magical Strike resistances and immunities.','aquilae','Special','OSR',2),('Unicorn','|Magic Circle|Against Evil','Powerful Charge When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.','aquilae','Special','OSR',3),('Unicorn','|Magic Circle|Against Evil','This works like the druid\'s wild empathy class feature, except the unicorn has +4 Wild Empathy bonus on the check.','aquilae','Special','OSR',4),('Almiraj','|Magic Horn','While on the creature’s head, an almiraj’s horn is treated as a +1 weapon. Any living creature slain by an almiraj’s gore attack immediately turns to stone (as if by the flesh to stone spell, with no saving throw, and the creature is still dead). A severed almiraj horn retains a wisp of its former magic, and counts as a weapon if used to create a magical dagger or similar small piercing weapon.','aquilae','Special','OSR',1),('Cloaker','|Moan|Shadow Shift','A cloaker can emit an infrasonic moan, with one of four effects. Fear; All creatures in a creatures in a 30-foot cone must save (Death negates) or fall prone and be nauseated for rounds (Paralysis negates). Unnerve; Anyone within a 60-foot spread automatically suffers dis+4 bonus on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Paralysis negates) or enter a trance, helpless until the moaning stops.','aquilae','Special','OSR',1),('Cloaker','|Moan|Shadow Shift','Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker\'s fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours.','aquilae','Special','OSR',2),('Cloaker','|Moan|Shadow Shift','When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only, +4 bonus to AC), mirror image (enemies attacking you have a 50% chance to hit a shadow duplicate to no effect), or silent image (an illusion; Spell save or believe it\'s real).','aquilae','Special','OSR',3),('Giant Skunk','|Musk','Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet. With a successful ranged touch attack, the creature struck by this spray must make a Death save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only affected by this musk.','aquilae','Special','OSR',1),('Hezrou','|Nausea|Stench|Telepathy','The noxious vapors and foul fluids that constantly weep and seethe from a hezrou\'s body are particularly heinous to those the creature grapples. Each round a creature is in melee combat with a hezrou, that foe must make a Death save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a save, or until a minute has passed during which he is not in melee range of the hezrou, whichever condition comes first.','aquilae','Special','OSR',1),('Hezrou','|Nausea|Stench|Telepathy','You secrete an oily chemical that nearly every other creature finds offensive. All living creatures sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature.','aquilae','Special','OSR',2),('Hezrou','|Nausea|Stench|Telepathy','Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.','aquilae','Special','OSR',3),('Hezrou','|Nausea|Stench|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','Gaze inflicts paralysis for 1 round, range 30 feet, Paralysis save negates. Evil creatures are immune to this effect.','aquilae','Special','OSR',1),('Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent\'s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.','aquilae','Special','OSR',2),('Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','A shemhazian demon deals 2d4 points of Strength damage with each successful bite. A successful Death save reduces this amount to 1d4 points of Strength damage.','aquilae','Special','OSR',3),('Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','You can mentally communicate with any other creature within 100 feet that has a language.','aquilae','Special','OSR',4),('Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',5),('Shemhazian','|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing','You see all things as they actually are, as per the spell True Seeing, as a constant ability.','aquilae','Special','OSR',6),('Cockatrice','|Petrification','Ability score damage from this effect is recovered with restoration or greater healing magic so long as the victim has not yet turned to stone as described.','aquilae','Special','OSR',2),('Medusa','|Petrifying Gaze|Poison','Turn to stone permanently, range 30 feet, one target, Paralysis save negates.','aquilae','Special','OSR',1),('Medusa','|Petrifying Gaze|Poison','Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 2 consecutive saves.','aquilae','Special','OSR',2),('Phantom Fungus','|Phantom Flesh','As a move action, a phantom fungus can turn invisible as if using greater invisibility briefly as a semitransparent 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 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.','aquilae','Special','OSR',1),('Compsognathus','|Poison','Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage and 1d6 Poison damage; cure 1 save.','aquilae','Special','OSR',1),('Dimorphodon','|Poison','Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage and 1d6 poison damage; cure 1 save.','aquilae','Special','OSR',1),('Drider','|Poison','Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage and 1d8 Poison damage; cure 1 save.','aquilae','Special','OSR',1),('Giant Centipede','|Poison','Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and 1d8 poison damage; cure 1 save.','aquilae','Special','OSR',1),('Giant Scorpion','|Poison','You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).','aquilae','Special','OSR',1),('Giant Wasp','|Poison','Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.','aquilae','Special','OSR',1),('Iron Cobra','|Poison','Once per day, an iron cobra\'s creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.','aquilae','Special','OSR',1),('Giant Scorpion','|Poison','Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.','aquilae','Special','OSR',2),('Iron Cobra','|Poison','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 Death; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 1 save.','aquilae','Special','OSR',2),('Tatzlwyrm','|Poison Gasp|Rake','A tatzlwyrm\'s breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim\'s face. A tatzlwyrm must begin its turn grappling to use this ability-it can\'t begin a grapple and use its poison gasp in the same turn. Tatzlwyrm poison: Breath-inhaled; save Death; frequency 1/round for 2 rounds; effect 1d2 Strength damage; cure 1 save.','aquilae','Special','OSR',1),('Tatzlwyrm','|Poison Gasp|Rake','Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',2),('Wyvern','|Poison|Rake','Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',1),('Wyvern','|Poison|Rake','Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can\'t begin a grapple and rake in the same turn.','aquilae','Special','OSR',2),('Nycar','|Poison|Regeneration','Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d4 acid and 1 Constitution damage; cure 2 consecutive saves.','aquilae','Special','OSR',1),('Nycar','|Poison|Regeneration','You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don\'t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing.','aquilae','Special','OSR',2),('Nycar','|Poison|Regeneration','Severed parts that are not reattached wither and die normally.','aquilae','Special','OSR',3),('Doru Div','|Poison|See in Darkness|Telepathy','Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Wisdom damage and 1d8 Poison damage; cure 2 consecutive saves.','aquilae','Special','OSR',1),('Imp','|Poison|See in Darkness|Telepathy','Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of resolving resistance.','aquilae','Special','OSR',1),('Doru Div','|Poison|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',2),('Imp','|Poison|See in Darkness|Telepathy','Sting - injury; save Death; frequency 1/round for 5 minutes; effect 1d2 Dexterity damage; cure 1 save.','aquilae','Special','OSR',2),('Doru Div','|Poison|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',3),('Imp','|Poison|See in Darkness|Telepathy','This creature can see perfectly in darkness of any kind, including that created by magical darkness.','aquilae','Special','OSR',3),('Imp','|Poison|See in Darkness|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',4),('Ettercap','|Poison|Spider Empathy|Web','Bite - injury; save Death; frequency 1/round for 10 rounds; effect 1d2 Dexterity damage and 1d8 Poisno damage; cure 2 consecutive saves.','aquilae','Special','OSR',1),('Ettercap','|Poison|Spider Empathy|Web','This ability functions as the druid\'s wild empathy, save that an ettercap can only use this ability on spiders. 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.','aquilae','Special','OSR',2),('Ettercap','|Poison|Spider Empathy|Web','You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check. Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground.','aquilae','Special','OSR',3),('Ettercap','|Poison|Spider Empathy|Web','Approaching creatures must succeed on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.','aquilae','Special','OSR',4),('Purple Worm','|Poison|Swallow Whole','Sting - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves.','aquilae','Special','OSR',1),('Purple Worm','|Poison|Swallow Whole','The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature\'s turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature\'s weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures\' total HP max).','aquilae','Special','OSR',2),('Serpentfolk','|Poison|Telepathy','Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 2 saves.','aquilae','Special','OSR',1),('Serpentfolk','|Poison|Telepathy','You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.','aquilae','Special','OSR',2),('Giant Bee','|Poison|Vulnerable to|Smoke','Sting - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage and 1d8 Poison damage; cure 1 save.','aquilae','Special','OSR',1),('Giant Bumblebee','|Poison|Vulnerable to|Smoke','Sting - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Constitution damage and 1d8 Poison damage; cure 1 save.','aquilae','Special','OSR',1),('Giant Bee','|Poison|Vulnerable to|Smoke','Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes a giant bee to become nauseated if it fails a Paralysissave.','aquilae','Special','OSR',2),('Giant Bumblebee','|Poison|Vulnerable to|Smoke','Smoke from particularly smoky fires or effects causes a giant bee to become nauseated if it fails a Death save. This condition persists as long as the giant bee remains in the smoke, plus 1d4 rounds.','aquilae','Special','OSR',2),('Giant Bee','|Poison|Vulnerable to|Smoke','This condition persists as long as the giant bee remains in the smoke, plus 1d4 rounds.','aquilae','Special','OSR',3),('Yellow Musk Creeper','|Pollen Spray|Yellow Musk|Creeper Zombie','A yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a ranged touch attack to strike the target (use the Tendril attack bonus), who must then succeed on a Spell 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.','aquilae','Special','OSR',1),('Yellow Musk Creeper','|Pollen Spray|Yellow Musk|Creeper Zombie','As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen.','aquilae','Special','OSR',2),('Yellow Musk Creeper','|Pollen Spray|Yellow Musk|Creeper Zombie','This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie.','aquilae','Special','OSR',3),('Jyoti','|Positive Energy|Affinity','A jyoti\'s natural weapons and any weapon it wields strike incorporeal creatures as if they were corporeal. In addition, any weapon (natural or manufactured) a jyoti uses deals 1d6 additional fire damage on a hit.','aquilae','Special','OSR',5),('Vanara','|Prehensile Tail','A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.','aquilae','Special','OSR',1),('Cetaceal Agathion','|Protective Aura','Creatures of opposing alignment to this creature must attempt a Spell save each time they wish to attack this creature; failure means they cannot attack.','aquilae','Special','OSR',1),