('Gnoll','battleaxe','3 (1d8+2/x3)','d20web','Action','d20',1),('Grimlock','battleaxe','4 (1d8+3/x3)','d20web','Action','d20',1),('Moon Dog','Bay (Su)','A moon dog can produce one of the following effects when it howls or barks. Each bay is a sonic effect that functions as the spell of the same name (caster level 12th) except as noted below. The save DCs are Charisma-based. A creature that successfully saves against one of these effects is immune to that bay effect, created by that moon dog, for 24 hours.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Moon Dog','Bay (Su)','','d20web','Special (Su)','d20',1),('Archaeopteryx','Beak','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Arrowhawk','Beak','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) lightning damage.','5e SRD','Action','D&D 5e',1),('Clubnek','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Death Vulture','Beak','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Grick','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Griffon','Beak','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Hieracosphinx','Beak','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) piercing damage.','5e SRD','Action','D&D 5e',1),('Hippogriff','Beak','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Owlbear','Beak','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Parrot','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Penguin','Beak','Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Pyrolisk','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) piercing damage and the target must make a successful DC 12 Constitution saving throw or burst into flames, taking 3 (1d6) fire damage immediately plus 3 (1d6) fire damage at the start of each of the pyrolisk\'s turns for as long as the flames burn. A creature can extinguish flames on itself or on an adjacent creature by using an action to make a successful DC 10 Dexterity check.','5e SRD','Action','D&D 5e',1),('Quetzal','Beak','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Raven','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Roc','Beak','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.','5e SRD','Action','D&D 5e',1),('Scarlet Ibis','Beak','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage. The target must succeed on a DC 14 Charisma saving throw or become cursed. While cursed, the target has disadvantage on ability checks, attack rolls, or saving throws (the scarlet ibis\' choice). Alternatively, the ibis can choose for the target\'s enemies to have advantage on attack rolls against the target. A creature can have no more than one of each kind of curse on it at a time. The curses last for 24 hours or until removed by the remove curse spell or similar magic.','5e SRD','Action','D&D 5e',1),('Thunderbird','Beak','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.','5e SRD','Action','D&D 5e',1),('Tuyango','Beak','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2); slashing damage.','5e SRD','Action','D&D 5e',1),('Vrock','Beak','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Vulture','Beak','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.','5e SRD','Action','D&D 5e',1),('Clubnek','beak','5 (1d4+2)','d20web','Action','d20',1),('Eblis','beak','5 (1d6+1)','d20web','Action','d20',1),('Cockatrice','beak','1 * beak (1d6 + petrification)','OSE','Action','OSR',1),('Stirge','beak','1 * beak (1d3 + blood sucking)','OSE','Action','OSR',1),('Hawk','beak','beak (1d2)','OSE','Action','OSR',2),('Giant Squid','beak','8 * small tentacle (1d4 + constriction), 2 * large tentacle (1d4 + constriction or 1d10 hull damage), 1 * beak (1d10 or 2 hull damage)','OSE','Action','OSR',3),('Wereraven','Beak (Hybrid or Raven Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw, or be cursed with wereraven lycanthropy.','5e SRD','Action','D&D 5e',1),('Bard','Bear Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Black Bear','Bear hug','See main entry.','OSE','Special','OSR',1),('Cave Bear','Bear hug','See main entry.','OSE','Special','OSR',1),('Grizzly Bear','Bear hug','See main entry.','OSE','Special','OSR',1),('Owlbear','Bear hug','If a victim is hit by both paws in the same round, the owl bear hugs for an extra 2d8 automatic damage.','OSE','Special','OSR',1),('Polar Bear','Bear hug','See main entry.','OSE','Special','OSR',1),('Werebear','Bear hug','If a victim is hit by both claw attacks in the same round, the werebear can hug for an extra 2d8 automatic damage.','OSE','Special','OSR',11),('Bearmit Crab','Bearmit Crab Viscid Shell','When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab\'s shell. While the weapon is stuck, it can\'t be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.','5e SRD','Special','D&D 5e',1),('Ahuizotl','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Akuzhail','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Alasen','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Alate Ant','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Amelekana','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Angazhani','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Ba\'aupa Mdoudu','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Basilisk','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Bauble Beast','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Bebilith','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Behir','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Blink Dog','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Bul-Gae','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Carbuncle','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Cataclysm Beetle','Beast','A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Catoblepas','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Cauthooj','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Centaur','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Centaur Scout','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Chimera','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Chimeric Manticore','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Chupacabra','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Cockatrice','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Convergent Giant Eagle','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Coral Capuchin','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Crimson Worm','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Cuetzmonquali','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Cunning Guide','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Cursed Guardian','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Darkmantle','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Deculi','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Dracolisk','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Dweomercat','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Eberark','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Elder Cauthooj','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Elder Sphinx','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Ether Spider','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Feathered Bear','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Freshly Bloomed Basilisk','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Gaetane','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Gargoyle','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Gbahali','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Gedovius','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Giant Eagle','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Girtablilu Seer','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Girtablilu Sentry','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Gluttonworm','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Gorgon','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Grave Karina','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Graveshell','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Great Grodair','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Greater Nightmare','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Grisantian Lion','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Grodair','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Grogrisant','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Grootslang','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Hantu Belian','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Hantu Denai','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Hellcat','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Hellhound','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Hieracosphinx','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Hodag','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Hooktongue Hydra','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Hydra','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Immolis','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Inmyeonjo','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Irahkatu','Beast','A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Ironclad Annihilator Beetle','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Ishti','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Jaiban','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kadlaka','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kapoacinth','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kappa','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Karina','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kirin','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kokogiak','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kothogaz, Dance Of Disharmony','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kraken','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kreekoss','Beast','A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kun','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kundal','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kurnugian Jackal','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Kushtaka','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Lamia','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Lamia Matriarch','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Leucrotta','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Leydroth','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Maliadi','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Mamlambo','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Manticore','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Mix Couatl','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Mobogo','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Mpeshi','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Mukradi','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Nessian Warhound','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Nightmare','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Nightmare Rook','Beast','A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Orochi','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Ouroboros','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Oversized Chimera','Beast','A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Pegasus','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Peng','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Peryton','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Phoenix','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Poracha','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Primal Bandersnatch','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Quetz Couatl','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Quintessivore','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Red Commander Ant','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Red Guard Ant','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Red Queen','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Remorhaz','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Rezatha','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Rompo','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Sandpoint Devil','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Sanzuwu','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Scalliwing','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Shantak','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Shimmernewt','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Shuln','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Sie Goluo','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Sigbin','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Simurgh','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Skull Peeler','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Solar Ibis','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Spawn Of Kothogaz','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Sphinx','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Tarrasque','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Tehialai-Thief-Of-Ships','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Teraphant','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Thasteron Khefak','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Thrasfyr','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Thunderbird','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Tiddalik','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Tidehawk','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Tikbalang','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Trollhound','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Ulgrem-Axaan','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Ulgrem-Lurann','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Umonlee','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Unicorn','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Viskithrel','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Warg','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Water Orm','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Wendigo','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Wereant Disciple','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Wereant Poisoner','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Wereant Sentinel','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Werebat','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Werebear','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Wereboar','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Werecrocodile','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Wererat','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Weretiger','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Werewolf','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Windchaser','Beast','A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Winter Wolf','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Xiuh Couatl','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Xotani','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Yeth Hound','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Zinba','Beast','A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.','fan json','Trait','Pathfinder 2e',1),('Jung-mule','Beast of Burden','The jung-mule can carry far more than its strength would normally allow. It can move normally carrying up to 1,000 pounds and is able to move up to 4,000 pounds.','5e SRD','Special','D&D 5e',1),('Mule','Beast of Burden','The mule is considered to be a Large animal for the purpose of determining its carrying capacity.','5e SRD','Special','D&D 5e',1),('Sylph','Beat Wings','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage and target must make a DC 13 Strength saving throw or fall prone.','5e SRD','Action','D&D 5e',1),('Orcus','Beckon Army of the Dead','While in its lair, Orcus can use the wand to summon an undead army. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 100 feet of Orcus and obey its commands until they are destroyed or until it dismisses them as an action. Orcus can only use this lair action every 24 hours unless it is in the Palace of Bones on Thanatos, the level of the Abyss it rules. Orcus may use it on each subsequent initiative 20 at will if on that plane. That army consists of:','5e SRD','Lair Action','D&D 5e',1),('Rusalka','Beckoning Call (Su)','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 (DC 27 Will 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 sonic mind-affecting effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nereid','Beguile','Any creature within 30 feet of the nereid must make a DC 15 Wisdom saving throw. If failed, they have disadvantage on Wisdom (Perception) checks to perceive any creature other than the nereid. Creatures in combat with the nereid have advantage on this saving throw, and creatures that can\'t be charmed are immune. The effect ends if the nereid is incapacitated or cannot be seen.','5e SRD','Action','D&D 5e',1),('Elf','Beguiling Parry (Recharge 4-6)','When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can\'t attack the enchanter again until the start of its next turn.','5e SRD','Reaction','D&D 5e',1),('Moon Nymph','Beguiling Touch','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Black Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('Blue Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('Gold Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('Green Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('Red Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('Sea Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('White Dragon','Behaviour','Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.','OSE','Special','OSR',1),('Slurk','Belly Grease (Ex)','The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once 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. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('White Stag','Beloved by the Gods','When the white stag dies, the deity that created it curses the creature that dealt the killing blow. The cursed creature finds the natural world working against it: roots randomly rise up to trip the creature when it walks past a tree (5% chance per mile traveled in forested terrain), animals are more reluctant to obey (disadvantage on Wisdom (Animal Handling) checks), and the wind seems to always be blowing in the least favorable direction for the creature (scattering papers, sending the creature\'s scent in the direction of a creature tracking it, etc.). This curse lasts until it is lifted by a remove curse spell or after the cursed creature completes a task of penance for the deity or its temple.','5e SRD','Special','D&D 5e',1),('Clay Golem','Berserk','Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.','5e SRD','Special','D&D 5e',1),('Clay Golem','Berserk','','d20web','Special (Ex)','d20',1),('Jorogumo','bestow curse, suggestion','Innate, at will','5e SRD','Special','D&D 5e',1),('Zouyu','Bestow Luck','The target has advantage on the next ability check, attack roll, or saving throw (zouyu\'s choice) it makes before the end of its next turn.','5e SRD','Action','D&D 5e',1),('Nixie','Bestow water breathing','Can cast upon charmed slaves. Lasts for one day, then must be refreshed.','OSE','Special','OSR',5),('Queen Of Serpents','Bestowal of Trust','The Queen of Serpents can grant a single creature a +1 enhancement to Wisdom which lasts until the creature harms a reptile of any kind. Only one creature may have this enhancement at any time.','5e SRD','Special','D&D 5e',1),('Leshy','Bibliotelekinesis','This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.','5e SRD','Action','D&D 5e',1),('Kelp Drake','Binding Bile (Recharge 6)','The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn\'t restrained. A creature, including the target, can take its action to remove the kept by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage).','5e SRD','Action','D&D 5e',1),('A-Mi-Kuk','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Aalpamac','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Abrikandilu','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Addanc','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 7 (1d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the addanc can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Afanc','Bite','Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 37 (6d8 + 10) piercing damage. If the target is a Large or smaller creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the afanc, and it takes 42 (12d6) acid damage at the start of each of the afanc\'s turns. If the afanc takes 50 damage or more on a single turn from a creature inside it, the afanc must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the afanc. If the afanc dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Aghasura','Bite','Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage, and the target must succeed a DC 18 Constitution saving throw or take 9 (2d8) poison damage, or half as much on a successful save.','5e SRD','Action','D&D 5e',1),('Ahuizotl','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Air Elemental Dragon','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) fire damage.','5e SRD','Action','D&D 5e',1),('Akata','Bite','Melee Weapon Attack: +4 to hit, 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage and if the target is a creature other than a construct or undead it must succeed on a DC 13 Constitution saving throw or contract the Void Death disease (see above).','5e SRD','Action','D&D 5e',1),('Akhlut','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Alastor','Bite','Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 26 (5d6 + 9) piercing damage and the target must succeed at a DC 24 Constitution saving throw or suffer an additional 44 (8d10) poison damage.','5e SRD','Action','D&D 5e',1),('Albino Death Weasel','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Alchemical Skunk','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Amaru','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Amon','Bite','Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage.','5e SRD','Action','D&D 5e',1),('Ankheg','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.','5e SRD','Action','D&D 5e',1),('Ankou','Bite','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.','5e SRD','Action','D&D 5e',1),('Anophiloi','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and if the target is Large or smaller, the anophiloi attaches to it. While attached, the anophiloi doesn\'t attack. Instead, at the start of each of the anophiloi\'s turns, the target loses 5 (1d6 + 2) hp due to blood loss. The anophiloi can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the anophiloi by succeed on a DC 13 Strength check.','5e SRD','Action','D&D 5e',1),('Anzu','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) lightning damage.','5e SRD','Action','D&D 5e',1),('Ara','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.','5e SRD','Action','D&D 5e',1),('Araganaqltaa','Bite','Melee Weapon Attack: +10 to hit, 10 ft. reach, one target. Hit: 23 (4d8 + 5) piercing damage and the target must make a DC 17 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Fiends that are resistant or immune to poison take radiant damage instead.','5e SRD','Action','D&D 5e',1),('Aranea','Bite','Melee Weapon Attack: +5 to hit (reach 5 ft.; one creature). Hit: 7 (1d8 + 3) piercing damage, and the target must make a successful DC 11 Con saving throw or become poisoned (see Paralytic Poison, below).','5e SRD','Action','D&D 5e',1),('Asanbosam','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.','5e SRD','Action','D&D 5e',1),('Astri','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.','5e SRD','Action','D&D 5e',1),('Attercroppe','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Azeban','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Babau','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Baboon','Bite','Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Badger','Bite','Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Bake Kujira','Bite','Melee Weapon Attack: +17 to hit, 20 ft. reach, one target. Hit: 65 (10d10 + 10) piercing damage. If the target is a creature, it must succeed a DC 20 Constitution saving throw or be affected by the contagion spell.','5e SRD','Action','D&D 5e',1),('Balban','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Baregara','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Barghest','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.','5e SRD','Action','D&D 5e',1),('Basilisk','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) poison damage.','5e SRD','Action','D&D 5e',1),('Bat','Bite','Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Bearfolk','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Bearmit Crab','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Bebilith','Bite','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease. If the saving throw fails, the target takes 22 (4d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.','5e SRD','Action','D&D 5e',1),('Beetle','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Behir','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Behtu','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Belker','Bite','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage, and the target is grappled (escape DC 15). While grappled in this way, the belker moves into and occupies the grappled creature\'s space, even if it has used its movement for the turn.','5e SRD','Action','D&D 5e',1),('Bhole','Bite','Melee Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 40 (5d10 + 13) piercing damage. On a critical hit this attack does 95 piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the bhole swallows it. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the bhole, and it takes 21 (6d6) acid damage at the start of each of the bhole\'s turns. If the bhole takes 40 damage or more on a single turn from a creature inside it, the bhole must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the bhole. If the bhole dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone - assuming it is no longer incapacitated.','5e SRD','Action','D&D 5e',1),('Black Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.','5e SRD','Action','D&D 5e',1),('Black Troll','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Blemmyes','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes\' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Blindheim','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Blue Dragon','Bite','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.','5e SRD','Action','D&D 5e',1),('Boggart','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Boiuna','Bite','Melee Weapon Attack: +17 to hit, 60 ft. reach, all targets in a 10-foot square. Hit: 75 (10d12 + 10) piercing damage. If the boiúna bites a single Large or smaller creature, the target must succeed on a DC 25 Dexterity or Strength saving throw (target\'s choice) or be swallowed by the boiúna. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the boiúna, and it takes 10 (3d6) acid damage and 21 (6d6) bludgeoning damage at the start of each of the boiúna\'s turns. If the boiúna dies, a swallowed creature is no longer restrained and can escape from the corpse by using 30 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Boreal Dragon','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Bouda','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('Brass Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Bronze Dragon','Bite','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Bukavac','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Bulette','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Bunyip','Bite','Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 28 (5d10 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Burrowling','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Caiman','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the black caiman can\'t use its tentacles on another target.','5e SRD','Action','D&D 5e',1),('Camel','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Carbuncle','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Caterwaul','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Cave Drake','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Cave Troll','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Cavern Lizard','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus the target is grappled (escape DC 13), and the cavern lizard can\'t grapple another target.','5e SRD','Action','D&D 5e',1),('Centipede','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.','5e SRD','Action','D&D 5e',1),('Chaaor','Bite','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Chaceklain','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone and grappled (escape DC 16). Until this grapple ends, the target is restrained and the adult chaceklain can\'t make bite attacks against other targets.','5e SRD','Action','D&D 5e',1),('Chamrosh','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Charfiend','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Charybdis','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be swallowed by the charybdis. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the charybdis, and it takes 24 (7d6) acid damage at the start of each of the charybdis\'s turns. If the charybdis takes 40 damage or more on a single turn from a creature inside it, the charybdis must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the charybdis. If charybdis dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Chelicerae','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.','5e SRD','Action','D&D 5e',1),('Chimera','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Chupacabra','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn\'t attack. Instead, at the start of each of the chupacabra\'s turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra.','5e SRD','Action','D&D 5e',1),('Churr','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Cloaker','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target\'s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.','5e SRD','Action','D&D 5e',1),('Cockatrice','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.','5e SRD','Action','D&D 5e',1),('Compsognathus','Bite','Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm\'s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hp or fewer.','5e SRD','Action','D&D 5e',1),('Copper Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Coral Drake','Bite','Melee Weapon Attack: +7 to hit, 5 ft. reach, one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Couatl','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.','5e SRD','Action','D&D 5e',1),('Crater Drake','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 17 (5d6) poison damage.','5e SRD','Action','D&D 5e',1),('Crimson Drake','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.','5e SRD','Action','D&D 5e',1),('Croaker','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Crocodile','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Crocotta','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Crypt Spider','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the creature to 0 hp, the creature is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.','5e SRD','Action','D&D 5e',1),('Cuauhxicalli','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Daeodon','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the daeodon can\'t Bite another target.','5e SRD','Action','D&D 5e',1),('Deep Drake','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Demodand','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Devil Shark','Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18).','5e SRD','Action','D&D 5e',1),('Devourer','Bite','Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 17 (2d8 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Dolphin','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft. One Target. Hit: 3 (1d6)','5e SRD','Action','D&D 5e',1),('Dracotaur','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage.','5e SRD','Action','D&D 5e',1),('Dragon Turtle','Bite','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Dragonet','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 12 Strength saving throw or be grappled.','5e SRD','Action','D&D 5e',1),('Dragonne','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+4)','5e SRD','Action','D&D 5e',1),('Drakon','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage.','5e SRD','Action','D&D 5e',1),('Dretch','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.','5e SRD','Action','D&D 5e',1),('Drider','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.','5e SRD','Action','D&D 5e',1),('Dunewinder','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the dunewinder. A swallowed creature is blinded and restrained, it has total cover from attacks and other effects outside the dunewinder, and it takes 7 (2d6) acid damage at the start of each of the dunewinder\'s turns. If the dunewinder dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Earth Elemental Dragon','Bite','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (3d6) fire damage.','5e SRD','Action','D&D 5e',1),('Eel','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.','5e SRD','Action','D&D 5e',1),('Ettercap','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success.','5e SRD','Action','D&D 5e',1),('Faerie Dragon','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d2 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Falajitax','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 13 (3d8) poison damage and the target is grappled (escape DC 18). If the target is a Medium or smaller creature, the falajitax may choose to swallow the grappled creature. The target must succeed on a DC 18 Strength saving throw or be swallowed by the falajitax. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the falajitax, and it takes 35 (10d6) acid damage at the start of each of the falajitax\'s turns. If the falajitax takes 30 damage or more on a single turn from a creature inside it, the falajitax must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the falajitax. If the falajitax dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. If the attack is a critical hit and does 30 damage in a single strike the swallowed creature found the falajitax\'s true heart and kills it instantly.','5e SRD','Action','D&D 5e',1),('Fei Shei','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) poison damage. The target must make a DC 10 Constitution saving throw or be poisoned until the beginning of the fei shei\'s next turn.','5e SRD','Action','D&D 5e',1),('Felid Dragon','Bite','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Fenrir','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft. (10 ft. when Huge, 15 ft. when Gargantuan), one target. Hit: 12 (2d6 + 5) piercing damage, or 17 (4d6 +5) while enlarged to Huge, or 33 (8d6 +5) while enlarged to Gargantuan. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is a creature and the fenrir rolls a 20 on the d20 for the attack roll, the target takes an extra 14 piercing damage, and the fenrir rolls another d20. On a roll of 20, it lops off one of the target\'s limbs, or some other part of its body if it is limbless. If the target is an object other than artifact, fenrir destroys a 1-foot cube of it.','5e SRD','Action','D&D 5e',1),('Fire Elemental Dragon','Bite','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage.','5e SRD','Action','D&D 5e',1),('Fire Lizard','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Firebird','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Fluttercat','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Flytrap','Bite','Melee Weapon Attack: +7 to hit, reach 15 ft., one target, Hit: 8 (1d8 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be engulfed by the giant flytrap. An engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the giant flytrap, and it takes 10 (3d6) acid damage at the start of each of the giant flytrap\'s turns. If the giant flytrap dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. As long as it has a creature engulfed, the giant flytrap cannot make a bite attack with that set of jaws.','5e SRD','Action','D&D 5e',1),('Fox','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage','5e SRD','Action','D&D 5e',1),('Foxin','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Frogfolk','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Galazon','Bite','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Gambado','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Gar','Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 30 (6d6 + 9) piercing damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the gar can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Gargoctopus','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Garuda','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Gbahali','Bite','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Ghaddar','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Ghoul','Bite','+2 to hit, reach 5 ft., one creatureHit: 9 (2d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Glacier Behemoth','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 33 (4d12 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Gnasher Lizard','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage and the target is grappled (escape DC 16), and the gnasher lizard can only grapple one creature at a time.','5e SRD','Action','D&D 5e',1),('Gnoll','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.','5e SRD','Action','D&D 5e',1),('Gold Dragon','Bite','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Graknork','Bite','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Gray Nisp','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d12 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Green Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.','5e SRD','Action','D&D 5e',1),('Gremlin','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Grendel','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Gypsosphinx','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Harefolk','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Hezrou','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Hippocampus','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Hippopotamus','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) crushing damage.','5e SRD','Action','D&D 5e',1),('Hoarfrost Drake','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage.','5e SRD','Action','D&D 5e',1),('Hodag','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Homunculus','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.','5e SRD','Action','D&D 5e',1),('Honey Badger','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target must make a DC 15 Strength saving throw or be grappled (escape DC 15).','5e SRD','Action','D&D 5e',1),('Horakh','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that\'s grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.','5e SRD','Action','D&D 5e',1),('Horned Serpent','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).','5e SRD','Action','D&D 5e',1),('Huecambra','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become cursed. While cursed, the creature grows gem-like growths across its body. When the cursed creature takes damage that isn\'t poison or psychic, it and each creature within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 7 (2d6) thunder damage. This damage doesn\'t trigger further explosions. The curse lasts until it is lifted by a remove curse spell or similar magic.','5e SRD','Action','D&D 5e',1),('Hyaenodon','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6+6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Hydra','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) poison damage.','5e SRD','Action','D&D 5e',1),('Hyena','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.','5e SRD','Action','D&D 5e',1),('Ice Troll','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('Ichneumon','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can\'t use its bite on another target.','5e SRD','Action','D&D 5e',1),('Iguanodon','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Ikuchi','Bite','Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Imperial Dragon','Bite','Melee Weapon Attack: +14 to hit, reach 10 ft.. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Iron Cobra','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Isonade','Bite','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12+ 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it\'s also swallowed whole (see below).','5e SRD','Action','D&D 5e',1),('Jabberwock','Bite','Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Jackal','Bite','Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Jaguar','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the jaguar scores a critical hit, it rolls damage dice three times, instead of twice.','5e SRD','Action','D&D 5e',1),('Jara-Tuor','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.','5e SRD','Action','D&D 5e',1),('Jolnoch','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage.','5e SRD','Action','D&D 5e',1),('Jorogumo','Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage, and the target must succeed a DC 18 Constitution saving throw or take 14 (4d6) poison damage, or half as much on a successful save. If the target is a creature it must succeed a DC 18 Constitution saving throw or be implanted with a clump of spider eggs. That clump of spider eggs opens up and in insect swarm crawls out of the creature 1d4 rounds later, completely loyal to the jorogumo.','5e SRD','Action','D&D 5e',1),('Jyoti','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) radiant damage.','5e SRD','Action','D&D 5e',1),('Kalidah','Bite','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Kelp Drake','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Kongamato','Bite','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the kongamato moves at least half its movement before making a bite attack the damage is increased by an additional 7 (1d12) thunder damage.','5e SRD','Action','D&D 5e',1),('Kot Bayun','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Kraken','Bite','Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken\'s turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Kryt','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Kuunganisha','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Kyeryong','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage.','5e SRD','Action','D&D 5e',1),('Lacedon','Bite','Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Lake Troll','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Lantern Dragonette','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Leonino','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. If this is the first time the leonino has hit the target within the past 24 hours, the target must succeed on a DC 10 Wisdom saving throw or be charmed by the leonino for 1 hour.','5e SRD','Action','D&D 5e',1),('Leopard','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Leucrotta','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Light Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Light Drake','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Lindworm','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage and 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('Lindwyrm','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage and 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('Linnorm','Bite','Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) piercing damage, plus 10 (3d6) cold and 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('Lion','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Lizard','Bite','Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Lizardfolk Defender','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Lou Carcolh','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+ 2) piercing damage and 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn.','5e SRD','Action','D&D 5e',1),('Lynx','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Maenad','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) piercing damage, plus the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 21 (6d6) poison damage, or half on a successful save.','5e SRD','Action','D&D 5e',1),('Magui','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and the target is grappled (escape DC 19). Until the grapple ends, the target is restrained and the magüi can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Malignant Mouth','Bite','Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit: 9 (2d8) slashing damage.','5e SRD','Action','D&D 5e',1),('Mane','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed at a DC 13 Constitution saving throw or become paralyzed for one minute.','5e SRD','Action','D&D 5e',1),('Manticore','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Mazacoatl','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Megapede','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the megapede has advantage on attacks against the grappled target, and it can\'t make bite attacks against another target.','5e SRD','Action','D&D 5e',1),('Merrow','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Mogaru','Bite','Melee Weapon Attack: +19 to hit, 60 ft. reach, all targets in a 10-foot cube. Hit: 75 (10d12 + 10) piercing damage.','5e SRD','Action','D&D 5e',1),('Mogrl','Bite','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.','5e SRD','Action','D&D 5e',1),('Monkey','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 point of piercing damage.','5e SRD','Action','D&D 5e',1),('Moonflower','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be wrapped in constricting digestive plant pod and deposited in an adjacent space. A creature trapped in this pod prison is blinded and restrained, has total cover against attacks and other effects from outside the pod, and suffers 7 (2d6) bludgeoning and 7 (2d6) acid damage at the start of each of the moonflowerï¿1/2s turns. The pod is AC 12 with 20 hit points and resistance to bludgeoning damage from nonmagical weapon attacks. The occupant suffers half of any damage done to the pod. If the pod sustains enough damage, it falls apart and disgorges its occupant prone in that space.','5e SRD','Action','D&D 5e',1),('Mulyong','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage.','5e SRD','Action','D&D 5e',1),('Mus','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Nabasu','Bite','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Naga','Bite','Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Nalfeshnee','Bite','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Nalusa Falaya','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be forced&nbsp;prone.','5e SRD','Action','D&D 5e',1),('Nazalor','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Neh-thalggu','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Nian','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Nkosi','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Noble Streynor','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Nuckelavee','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Nysrock','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the target must succeed at a DC 17 Constitution saving throw or suffer an additional 18 (4d8) and be poisoned for one hour. A creature already suffering the poisoned condition caused by a nysrock is also stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Ophidiotaur','Bite','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Ophinix','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Opossum','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 point of piercing damage.','5e SRD','Action','D&D 5e',1),('Otter','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Otyugh','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\'s hit point maximum lasts until the disease is cured.','5e SRD','Action','D&D 5e',1),('Panda','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+4) piercing damage.','5e SRD','Action','D&D 5e',1),('Panther','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Peuchen','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 45 (6d12 + 6) piercing damage plus 33 (6d10) poison damage.','5e SRD','Action','D&D 5e',1),('Phase Spider','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.','5e SRD','Action','D&D 5e',1),('Phidian','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.','5e SRD','Action','D&D 5e',1),('Piasa','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Pixiu','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Porcupine','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Psoglav','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (1d12 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Purple Worm','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 17 (5d6) acid damage at the start of each of the worm\'s turns. If the worm takes 20 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Pyrausta','Bite','Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 1 piercing damage plus 1 fire damage.','5e SRD','Action','D&D 5e',1),('Quil','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.','5e SRD','Action','D&D 5e',1),('Raggoth','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Ravager','Bite','Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 34 (7d6 + 10) piercing damage.','5e SRD','Action','D&D 5e',1),('Red Dragon','Bite','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.','5e SRD','Action','D&D 5e',1),('Remorhaz','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Rhacos','Bite','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Riptide Horror','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Roggenwolf','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.','5e SRD','Action','D&D 5e',1),('Sabretooth Jaguar','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Sahuagin','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Sailback Behemoth','Bite','Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Sand Kraken','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\'s hit point maximum lasts until the disease is cured.','5e SRD','Action','D&D 5e',1),('Sand Spider','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw.','5e SRD','Action','D&D 5e',1),('Sandling','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature). Hit. 7 (1d8 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Sandwyrm','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Sathaq Worm','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm\'s turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Savager','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Scitalis','Bite','Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) poison damage.','5e SRD','Action','D&D 5e',1),('Scylla','Bite','Melee Weapon Attack: +16 to hit, reach 15 ft., one grappled target. Hit: 27 (4d8 + 9) piercing damage, and 18 (4d8) necrotic damage, and the target can\'t regain hit points until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Sea Serpent','Bite','Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 25 (4d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Sepia Snake','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. The target is grappled (escape DC 16) if the sepia snake isn\'t already grappling a creature, and the target is restrained until the grapple ends. While the snake has a creature grappled with its bite, it can\'t bite a different creature.','5e SRD','Action','D&D 5e',1),('Serpentfolk','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success.','5e SRD','Action','D&D 5e',1),('Serpopard','Bite','Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Shantak','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 5 (1d10) necrotic damage.','5e SRD','Action','D&D 5e',1),('Shark','Bite','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. The shark can choose to grapple the target if it is a Large or smaller creature (escape DC 16). Until this grapple ends, the target is restrained, and the shark can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Shellycoat','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Shriekbat','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Silver Dragon','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Skitterdark','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Skunk','Bite','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 point of piercing damage.','5e SRD','Action','D&D 5e',1),('Snow Cat','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Spawn Of Chernobog','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become infected with the night\'s blood disease (see the Night\'s Blood trait).','5e SRD','Action','D&D 5e',1),('Spell Parrot','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Spellhound','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.','5e SRD','Action','D&D 5e',1),('Ssadar','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) fire damage.','5e SRD','Action','D&D 5e',1),('Stank Hog','Bite','Melee Weapon Attack: +5 to hit. Hit: 10 (2d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Star Drake','Bite','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Stegocentipede','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Stonehorn','Bite','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) piercing damage.','5e SRD','Action','D&D 5e',1),('Storm Dragon','Bite','Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Subek','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Sunset Raptor','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage','5e SRD','Action','D&D 5e',1),('Swamp Naga','Bite','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 13 (3d8) poison damage.','5e SRD','Action','D&D 5e',1),('Swamp Troll','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Tangagumak','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Tangtal','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Tarrasque','Bite','Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Tembril','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the tembril scores a critical hit against a Medium or smaller target and the damage reduces the target to below half its hp maximum, the target must succeed on a DC 15 Constitution saving throw or be instantly killed as its head is removed. A creature is immune to this effect if it is immune to piercing damage or doesn\'t have or need a head.','5e SRD','Action','D&D 5e',1),('Tiger','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Timingila','Bite','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the timingila. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the timingila, and it takes 21 (6d6) acid damage at the start of each of the timingila\'s turns. If the timingila takes 30 damage or more on a single turn from a creature inside it, the timingila must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the timingila. If the timingila dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Toad','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (6d4+5) piercing damage plus 10 (2d10) poison damage, and the target is grappled (escape DC 16). Until the grapple ends the victim is restrained and the Toad can\'t bit another target.','5e SRD','Action','D&D 5e',1),('Tricenatorus','Bite','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the tricenatorus can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Trogodon','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Troll','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Tsathogga','Bite','Up to three targets of Huge size or smaller within 10 feet of Tsathogga must make a DC 27 Dexterity saving throw. On a successful saving throw, it takes 44 (10d6 + 9) piercing damage, plus 35 (10d6) acid damage, and is grappled. On a failed saving throw, the target is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of Tsathogga, and it takes 56 (16d6) acid damage at the start of each of Tsathogga\'s turns. If Tsathogga takes 50 damage or more on a single turn from a creature inside it, Tsathogga must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space with 10 feet of Tsathogga. If Tsathogga dies, a swallowed creature is no longer restrained by it and can escape from the corpse using all of its movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Tunnel Worm','Bite','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The tunnel worm can bite only the grappled creature and has advantage on attack rolls to do so.','5e SRD','Action','D&D 5e',1),('Turtle','Bite','Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Ulnorya','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.','5e SRD','Action','D&D 5e',1),('Uraeus','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('Ursa Polaris','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('Vargouille','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.','5e SRD','Action','D&D 5e',1),('Vexxeh','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 7 (2d6) poison damage.','5e SRD','Action','D&D 5e',1),('Viiret','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the viiret. At the start of each of the viiret\'s turns, the creature takes 7 (2d6) acid damage. If the creature is poisoned or suffering from a disease, it takes 3 (1d6) necrotic damage at the start of each of the viiret\'s turns instead. In addition, at the start of each of the viiret\'s turns, a swallowed creature that is poisoned or suffering from a disease can repeat the condition or disease\'s saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw. The viiret can have only one creature swallowed at a time.','5e SRD','Action','D&D 5e',1),('Viper','Bite','Melee Weapon Attack: +3to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.','5e SRD','Action','D&D 5e',1),('Voonith','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Wakandagi','Bite','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Wako','Bite','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Water Elemental Dragon','Bite','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Water Leaper','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can\'t bite another target.','5e SRD','Action','D&D 5e',1),('Weasel','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Wereorca','Bite','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the wereorca can bite only the grappled creature and has advantage on attack rolls to do so.','5e SRD','Action','D&D 5e',1),('Wharfling','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can\'t use its bite on another target. While the target is grappled, the wharfling\'s bite attack hits it automatically.','5e SRD','Action','D&D 5e',1),('White Dragon','Bite','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.','5e SRD','Action','D&D 5e',1),('Wolf','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Worg','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it and the worg alpha make opposing Strength (Athletics) checks. If the worg alpha wins, the attack deals an additional 7 (1d6 + 4) damage.','5e SRD','Action','D&D 5e',1),('Wyvern','Bite','Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Xorn','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Yann-An-Oed','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Yaoguai','Bite','Melee Weapon Attack: +9 to hit, 1reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Yowler','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Zebra','Bite','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Zimwi','Bite','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi\'s turns. If the zimwi\'s stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi\'s stomach does not harm the zimwi. The zimwi\'s stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.','5e SRD','Action','D&D 5e',1),('Zoog','Bite','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.','5e SRD','Action','D&D 5e',1),('Zouyu','Bite','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.','5e SRD','Action','D&D 5e',1),('Abaia','bite','21 (3d6+8/19-20 plus','d20web','Action','d20',1),('Abyssal Larva','bite','1 (1d4 plus 1d4 acid)','d20web','Action','d20',1),('Achaierai','bite','9 (2d6+4)','d20web','Action','d20',1),('Addanc','bite','15 (2d6+6 plus','d20web','Action','d20',1),('Afanc','bite','32 (5d6+16)','d20web','Action','d20',1),('Ahlinni','bite','7 (1d8+2)','d20web','Action','d20',1),('Ahool','bite','18 (2d6+7/19-20 plus','d20web','Action','d20',1),('Ahuizotl','bite','12 (2d6+5)','d20web','Action','d20',1),('Air Shark','bite','7 (1d8+4 plus','d20web','Action','d20',1),('Akata','bite','2 (1d6+1 plus void bite)','d20web','Action','d20',1),('Akhlut','bite','27 (4d8+15/15-20 plus 4d6 cold and','d20web','Action','d20',1),('Alp','bite','17 (1d6+5)','d20web','Action','d20',1),('Amarok','bite','23 (4d6+15/19-20 plus','d20web','Action','d20',1),('Ankheg','bite','5 (2d6+4 plus 1d4 acid and','d20web','Action','d20',1),('Aranea','bite','8 (1d6 plus','d20web','Action','d20',1),('Archaeopteryx','bite','4 (1d4-4)','d20web','Action','d20',1),('Arrowhawk','bite','12 (1d8+3)','d20web','Action','d20',1),('Aurumvorax','bite','18 (1d6+5 plus','d20web','Action','d20',1),('Axe Beak','bite','4 (1d6+3) and 2 claws +4 (1d4+3)','d20web','Action','d20',1),('Badger','bite','1 (1d3)','d20web','Action','d20',1),('Bandersnatch','bite','32 (2d8+13 plus','d20web','Action','d20',1),('Barghest','bite','10 (1d6+4)','d20web','Action','d20',1),('Basilisk','bite','10 (1d8+4)','d20web','Action','d20',1),('Bebilith','bite','19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19-20)','d20web','Action','d20',1),('Behir','bite','15 (2d6+9 plus grab)','d20web','Action','d20',1),('Belker','bite','12 (1d6+2)','d20web','Action','d20',1),('Berbalang','bite','9 (1d6+3 plus','d20web','Action','d20',1),('Bhole','bite','29 (6d6+25/19-20 plus','d20web','Action','d20',1),('Black Shuck','bite','13 (1d8+5 plus','d20web','Action','d20',1),('Blindheim','bite','5 (1d8)','d20web','Action','d20',1),('Blink Dog','bite','4 (1d6+1)','d20web','Action','d20',1),('Blood Hawk','bite','4 (1d4)','d20web','Action','d20',1),('Boggle','bite','15 (1d4+5)','d20web','Action','d20',1),('Bonesnapper','bite','7 (1d8+2 plus','d20web','Action','d20',1),('Bukavac','bite','20 (1d8+9)','d20web','Action','d20',1),('Bulette','bite','13 (2d8+9/19-20) and 2 claws +12 (2d6+6)','d20web','Action','d20',1),('Bulgasari','bite','9 (2d6+5 plus','d20web','Action','d20',1),('Bunyip','bite','8 (2d6+3)','d20web','Action','d20',1),('Burrowling','bite','3 (1d4)','d20web','Action','d20',1),('Cactus Cat','bite','7 (1d3+2)','d20web','Action','d20',1),('Carbuncle','bite','1 (1d3 -2)','d20web','Action','d20',1),('Caterwaul','bite','8 (1d6+2 plus','d20web','Action','d20',1),('Catoblepas','bite','18 (3d6+5)','d20web','Action','d20',1),('Cave Moray','bite','5 (2d6+3)','d20web','Action','d20',1),('Cavern Lizard','bite','10 (2d6+7 plus','d20web','Action','d20',1),('Cayhound','bite','11 (1d10+7 plus 1d6 sonic and','d20web','Action','d20',1),('Cetus','bite','26 (6d6+27 plus','d20web','Action','d20',1),('Chain Worm','bite','19 (2d8+8 plus','d20web','Action','d20',1),('Charybdis','bite','20 (2d8+12/19-20 plus','d20web','Action','d20',1),('Chelicerae','bite','14 (2d6+6 plus','d20web','Action','d20',1),('Cherufe','bite','25 (2d8+8 plus burn)','d20web','Action','d20',1),('Chimera','bite','12 (2d6+4)','d20web','Action','d20',1),('Chupacabra','bite','6 (1d4)','d20web','Action','d20',1),('Churr','bite','10 (1d6+5)','d20web','Action','d20',1),('Cockatrice','bite','9 (1d4-2 plus petrification)','d20web','Action','d20',1),('Colossal Ape','bite','24 (2d8+19)','d20web','Action','d20',1),('Constrictor Snake','bite','5 (1d4+4 plus','d20web','Action','d20',1),('Cooshee','bite','4 (1d6+2 plus','d20web','Action','d20',1),('Coral Capuchin','bite','7 (1d3-2 plus cursed bite)','d20web','Action','d20',1),('Coral Drake','bite','15 (1d6+4)','d20web','Action','d20',1),('Couatl','bite','16 (1d8+7 plus','d20web','Action','d20',1),('Crag Linnorm','bite','23 (2d8+12/19-20 plus','d20web','Action','d20',1),('Crocodile','bite','5 (1d8+4 plus','d20web','Action','d20',1),('Cytillipede','bite','14 (2d6+9 plus','d20web','Action','d20',1),('Decapus','bite','7 (1d6+3)','d20web','Action','d20',1),('Desert Drake','bite','15 (2d6+9/19-20 plus 1d10 electricity)','d20web','Action','d20',1),('Destrachan','bite','12 (2d6+4)','d20web','Action','d20',1),('Devil Monkey','bite','15 (2d8+15 plus puncture armor)','d20web','Action','d20',1),('Dire Badger','bite','4 (1d4+2)','d20web','Action','d20',1),('Dire Bat','bite','5 (1d8+4)','d20web','Action','d20',1),('Dire Crocodile','bite','18 (3d6+13/19-20 plus','d20web','Action','d20',1),('Dire Weasel','bite','6 (1d6+3)','d20web','Action','d20',1),('Dire Wolf','bite','7 (1d8+6 plus','d20web','Action','d20',1),('Dire Wolverine','bite','6 (1d6+4)','d20web','Action','d20',1),('Doru Div','bite','9 (1d4-1 plus','d20web','Action','d20',1),('Dossenus','bite','4 (1d6+3/19-20)','d20web','Action','d20',1),('Dracolisk','bite','16 (2d6+6)','d20web','Action','d20',1),('Draconal Agathion','bite','36 (2d6+13 plus 1d6 energy)','d20web','Action','d20',1),('Dragonne','bite','13 (1d8+5)','d20web','Action','d20',1),('Dragonnel','bite','12 (2d6+6)','d20web','Action','d20',1),('Dust Digger','bite','5 (1d8+3 plus','d20web','Action','d20',1),('Eagle','bite','3 (1d4)','d20web','Action','d20',1),('Electric Eel','bite','7 (1d8)','d20web','Action','d20',1),('Enfield','bite','6 (1d4+ 1 plus','d20web','Action','d20',1),('Ethereal Marauder','bite','6 (1d6+3)','d20web','Action','d20',1),('Ettercap','bite','5 (1d6+2 plus','d20web','Action','d20',1),('Faerie Dragon','bite','8 (1d3-1)','d20web','Action','d20',1),('Fire Drake','bite','7 (1d6+1)','d20web','Action','d20',1),('Fire Lizard','bite','17 (2d6+8)','d20web','Action','d20',1),('Firebird','bite','12 (1d4+1)','d20web','Action','d20',1),('Flame Drake','bite','10 (2d6+5 plus 1d6 fire)','d20web','Action','d20',1),('Forest Drake','bite','8 (1d8+4)','d20web','Action','d20',1),('Fox','bite','4 (1d4-1)','d20web','Action','d20',1),('Froghemoth','bite','20 (2d6+10/19-20)','d20web','Action','d20',1),('Frost Drake','bite','13 (2d6+6 plus 1d6 cold)','d20web','Action','d20',1),('Frost Worm','bite','25 (4d10+15 plus 4d6 cold)','d20web','Action','d20',1),('Fungal Crawler','bite','6 (1d6+2 plus','d20web','Action','d20',1),('Furcifer','bite','22 (2d6+6)','d20web','Action','d20',1),('Galluvix','bite','3 (1d6-2)','d20web','Action','d20',1),('Gambado','bite','5 (1d8+2)','d20web','Action','d20',1),('Gargoyle','bite','7 (1d4+2)','d20web','Action','d20',1),('Gerbie','bite','7 (1d4-2) or','d20web','Action','d20',1),('Ghawwas Div','bite','22 (1d8+7/19-20)','d20web','Action','d20',1),('Ghole','bite','23 (2d6+10/17-20 plus','d20web','Action','d20',1),('Ghoul','bite','3 (1d6+1 plus','d20web','Action','d20',1),('Giant Centipede','bite','2 (1d6-1 plus','d20web','Action','d20',1),('Giant Eagle','bite','7 (1d6+4)','d20web','Action','d20',1),('Giant Falcon','bite','4 (1d8+3)','d20web','Action','d20',1),('Giant Raven','bite','3 (1d6+3)','d20web','Action','d20',1),('Giant Skunk','bite','5 (1d8+3)','d20web','Action','d20',1),('Giant Squid','bite','14 (2d6+7)','d20web','Action','d20',1),('Giant Vulture','bite','9 (2d6+9 plus','d20web','Action','d20',1),('Gnasher Lizard','bite','17 (2d10+10 plus','d20web','Action','d20',1),('Gray Nisp','bite','9 (1d8+6)','d20web','Action','d20',1),('Gray Render','bite','14 (2d6+7)','d20web','Action','d20',1),('Grick','bite','4 (1d4+1)','d20web','Action','d20',1),('Griffon','bite','8 (1d6+3)','d20web','Action','d20',1),('Grimslake','bite','12 (2d6+7 plus','d20web','Action','d20',1),('Grodair','bite','11 (1d8+4)','d20web','Action','d20',1),('Grootslang','bite','30 (4d8+13/19-20)','d20web','Action','d20',1),('Guardian Naga','bite','13 (2d6+7 plus','d20web','Action','d20',1),('Guecubu','bite','14 (1d8+6 plus misfortune)','d20web','Action','d20',1),('Hippocampus','bite','7 (1d4+4) or tail slap +7 (1d6+4) or butt +7 (1d3+4)','d20web','Action','d20',1),('Hippogriff','bite','4 (1d6+2)','d20web','Action','d20',1),('Hippopotamus','bite','7 (2d8+6)','d20web','Action','d20',1),('Hoar Fox','bite','5 (1d6)','d20web','Action','d20',1),('Hodag','bite','11 (1d8+4)','d20web','Action','d20',1),('Howler','bite','8 (1d8+4)','d20web','Action','d20',1),('Hyaenodon','bite','11 (1d8+12 plus','d20web','Action','d20',1),('Hyena','bite','3 (1d6+3 plus','d20web','Action','d20',1),('Hypnalis','bite','13 (1d6+9 plus','d20web','Action','d20',1),('Ice Drake','bite','6 (1d6+1)','d20web','Action','d20',1),('Ice Linnorm','bite','24 (3d8+14/19-20 plus','d20web','Action','d20',1),('Ijiraq','bite','10 (2d6+3)','d20web','Action','d20',1),('Iron Cobra','bite','3 (1d6+1 plus','d20web','Action','d20',1),('Isonade','bite','29 (2d8+12 plus','d20web','Action','d20',1),('Jabberwock','bite','37 (4d8+19/19-20/×3)','d20web','Action','d20',1),('Jackal','bite','2 (1d4+1 plus','d20web','Action','d20',1),('Jaculi','bite','4 (1d6+1)','d20web','Action','d20',1),('Jorogumo','bite','20 (1d4+6/19-20 plus','d20web','Action','d20',1),('Jubjub Bird','bite','31 (3d6+19/19-20/x3 plus','d20web','Action','d20',1),('Julunggali','bite','29 (4d8+14 plus','d20web','Action','d20',1),('Jungle Drake','bite','13 (2d6+7 plus','d20web','Action','d20',1),('Kech','bite','5 (1d6+1)','d20web','Action','d20',1),('Kikituk','bite','27 (4d6+18)','d20web','Action','d20',1),('Krenshar','bite','2 (1d6)','d20web','Action','d20',1),('Kyeryong','bite','0 (1d4-2)','d20web','Action','d20',1),('Lake Troll','bite','10 (1d12+6)','d20web','Action','d20',1),('Leonal Agathion','bite','23 (1d8+8 plus','d20web','Action','d20',1),('Leucrotta','bite','10 (2d6+7/19-20)','d20web','Action','d20',1),('Leviathan','bite','46 (10d8+30/19-20 plus disjoining bite and','d20web','Action','d20',1),('Maenad','bite','13 (1d6+4 plus','d20web','Action','d20',1),('Manticore','bite','10 (1d8+5)','d20web','Action','d20',1),('Marble Snake','bite','6 (1d6+6)','d20web','Action','d20',1),('Mngwa','bite','15 (2d6+7 plus','d20web','Action','d20',1),('Mobogo','bite','20 (2d6+9)','d20web','Action','d20',1),('Mokele-Mbembe','bite','19 (2d8+11)','d20web','Action','d20',1),('Moon Dog','bite','14 (1d8+4 plus','d20web','Action','d20',1),('Mooncalf','bite','13 (2d6+7/19-20/×3)','d20web','Action','d20',1),('Moonflower','bite','15 (2d6+9 plus','d20web','Action','d20',1),('Muckdweller','bite','4 (1d6-1)','d20web','Action','d20',1),('Muhuru','bite','19 (4d8+7/19-20)','d20web','Action','d20',1),('Mulyong','bite','3 (1d6+3)','d20web','Action','d20',1),('Necrophidius','bite','5 (1d8+3 plus','d20web','Action','d20',1),('Nekomata','bite','12 (1d8+4 plus','d20web','Action','d20',1),('Ningen','bite','28 (4d6+15)','d20web','Action','d20',1),('Ningyo','bite','2 (1d4-1)','d20web','Action','d20',1),('Nuckelavee','bite','10 (1d8+6 plus','d20web','Action','d20',1),('Nycar','bite','8 (1d4+1 plus','d20web','Action','d20',1),('Octopus','bite','5 (1d3+1 plus','d20web','Action','d20',1),('Otter','bite','5 (1d3-4)','d20web','Action','d20',1),('Otyugh','bite','7 (1d8+4 plus','d20web','Action','d20',1),('Panda','bite','5 (1d6+6)','d20web','Action','d20',1),('Pard','bite','12 (1d6+2)','d20web','Action','d20',1),('Parrot','bite','4 (1d3-4)','d20web','Action','d20',1),('Peluda','bite','18 (2d6+8)','d20web','Action','d20',1),('Penguin','bite','0 (1d3-1)','d20web','Action','d20',1),('Peuchen','bite','19 (2d6+9 plus 1d6','d20web','Action','d20',1),('Phantom Fungus','bite','5 (1d6+3)','d20web','Action','d20',1),('Phase Spider','bite','10 (2d6+7 plus','d20web','Action','d20',1),('Pig','bite','1 (1d4)','d20web','Action','d20',1),('Polar Bear','bite','9 (1d8+7)','d20web','Action','d20',1),('Psoglav','bite','24 (1d8+13/17-20 plus curse)','d20web','Action','d20',1),('Purple Worm','bite','25 (4d8+12/19-20 plus','d20web','Action','d20',1),('Pyrausta','bite','7 (1d3-2 plus 1 fire)','d20web','Action','d20',1),('Pyrolisk','bite','8 (1d4-2 plus 1d3 fire)','d20web','Action','d20',1),('Qallupilluk','bite','13 (1d6+5)','d20web','Action','d20',1),('Raggoth','bite','16 (1d8+6)','d20web','Action','d20',1),('Ramidreju','bite','4 (1d6 plus','d20web','Action','d20',1),('Ravager','bite','46 (6d6+15/19-20/x3)','d20web','Action','d20',1),('Raven','bite','4 (1d3-4)','d20web','Action','d20',1),('Rift Drake','bite','18 (2d8+10/19-20 plus','d20web','Action','d20',1),('River Drake','bite','7 (2d4+3)','d20web','Action','d20',1),('Roc','bite','17 (2d8+9)','d20web','Action','d20',1),('Rock Reptile','bite','9 (1d6+6)','d20web','Action','d20',1),('Rock Troll','bite','11 (1d8+7)','d20web','Action','d20',1),('Ronus','bite','7 (1d6+3)','d20web','Action','d20',1),('Ryven','bite','6 (1d6+2)','d20web','Action','d20',1),('Sahuagin','bite','4 (1d4+2)','d20web','Action','d20',1),('Sandling','bite','6 (1d8+4)','d20web','Action','d20',1),('Sea Cat','bite','8 (1d8+4)','d20web','Action','d20',1),('Sea Drake','bite','12 (1d8+6 plus 1d6 electricity)','d20web','Action','d20',1),('Sea Serpent','bite','23 (4d8+22/19-20 plus','d20web','Action','d20',1),('Sea Snake','bite','5 (1d4-1 plus poison)','d20web','Action','d20',1),('Sea Spider','bite','19 (2d6+5 plus 1d4 acid plus','d20web','Action','d20',1),('Seal','bite','0 (1d4-1)','d20web','Action','d20',1),('Sepia Snake','bite','17 (1d8+7 plus','d20web','Action','d20',1),('Seps','bite','23 (3d8+15/19-20 plus','d20web','Action','d20',1),('Serpentfolk','bite','5 (1d6-1 plus poison)','d20web','Action','d20',1),('Serpopard','bite','14 (1d6+4/19-20)','d20web','Action','d20',1),('Sha','bite','10 (2d6+6 plus','d20web','Action','d20',1),('Shadow Demon','bite','11 touch (1d8 plus 1d6 cold)','d20web','Action','d20',1),('Shalkeshka','bite','16 (1d8+7/19-20 plus','d20web','Action','d20',1),('Shantak','bite','14 (1d8+7)','d20web','Action','d20',1),('Shira Div','bite','21 (1d8+9/19-20)','d20web','Action','d20',1),('Shocker Lizard','bite','4 (1d4)','d20web','Action','d20',1),('Shriezyx','bite','8 (1d6+1 plus','d20web','Action','d20',1),('Silvanshee Agathion','bite','6 (1d3-4)','d20web','Action','d20',1),('Skum','bite','2 (1d6+1)','d20web','Action','d20',1),('Skunk','bite','3 (1d3-4)','d20web','Action','d20',1),('Slorath','bite','26 (2d8+15)','d20web','Action','d20',1),('Sloth Viper','bite','8 (1d4+1 plus','d20web','Action','d20',1),('Slurk','bite','4 (2d6+3)','d20web','Action','d20',1),('Snallygaster','bite','6 (1d8+3/×3 plus','d20web','Action','d20',1),('Spirit Naga','bite','10 (2d6+6 plus','d20web','Action','d20',1),('Squid','bite','4 (1d3+2)','d20web','Action','d20',1),('Star Drake','bite','24 (2d6+7)','d20web','Action','d20',1),('Stegocentipede','bite','8 (2d6+4 plus','d20web','Action','d20',1),('Swamp Troll','bite','6 (2d6+4)','d20web','Action','d20',1),('Taer','bite','6 (1d4+3)','d20web','Action','d20',1),('Tarrasque','bite','37 (4d8+15/15-20/×3 plus','d20web','Action','d20',1),('Tatzlwyrm','bite','5 (1d8+3 plus','d20web','Action','d20',1),('Tendriculos','bite','11 (2d6+7 plus','d20web','Action','d20',1),('Tendrul','bite','10 (1d8+5/x3 plus','d20web','Action','d20',1),('Thessalhydra','bite','27 (3d6+10/19-20 plus 2d6 acid)','d20web','Action','d20',1),('Thunder Beast','bite','14 (2d6+15)','d20web','Action','d20',1),('Thundershrike','bite','20 (2d6+8)','d20web','Action','d20',1),('Tiyanak','bite','12 (1d6+5/15-20)','d20web','Action','d20',1),('Tizheruk','bite','12 (2d6+10 plus','d20web','Action','d20',1),('Troll','bite','8 (1d8+5)','d20web','Action','d20',1),('Trollhound','bite','8 (1d10+6 plus','d20web','Action','d20',1),('Tunnel Worm','bite','14 (2d6+9 plus','d20web','Action','d20',1),('Tzitzimitl','bite','26 (2d8+14 plus 3d6 electricity and','d20web','Action','d20',1),('Ursikka','bite','21 (2d6+11 plus freezing saliva)','d20web','Action','d20',1),('Urskan','bite','13 (1d6+7) or','d20web','Action','d20',1),('Vahana','bite','18 (2d6+12)','d20web','Action','d20',1),('Vargouille','bite','5 bite (1d4 plus','d20web','Action','d20',1),('Vishap','bite','30 (2d8+13/19-20 plus','d20web','Action','d20',1),('Voonith','bite','8 (1d6+1 plus','d20web','Action','d20',1),('Vukodlak','bite','7 (1d8+7 plus','d20web','Action','d20',1),('Vulpinal Agathion','bite','11 (1d4+1)','d20web','Action','d20',1),('Vulture','bite','2 (1d6+1)','d20web','Action','d20',1),('Walrus','bite','8 (1d8+7)','d20web','Action','d20',1),('Water Leaper','bite','5 (1d4+1)','d20web','Action','d20',1),('Water Orm','bite','19 (4d6+8/19-20 plus','d20web','Action','d20',1),('Weasel','bite','4 (1d3-4 plus attach)','d20web','Action','d20',1),('Winter Wolf','bite','10 (1d8+7 plus 1d6 cold and','d20web','Action','d20',1),('Wolf','bite','2 (1d6+1 plus','d20web','Action','d20',1),('Wolverine','bite','4 (1d4+2)','d20web','Action','d20',1),('Worg','bite','7 (1d6+4 plus','d20web','Action','d20',1),('Xiao','bite','8 (1d4-3)','d20web','Action','d20',1),('Xorn','bite','10 (4d6+3)','d20web','Action','d20',1),('Yaoguai','bite','12 (2d6+6)','d20web','Action','d20',1),('Yrthak','bite','17 (2d6+7)','d20web','Action','d20',1),('Zoog','bite','1 (1d3)','d20web','Action','d20',1),('Basilisk','bite','1 * bite (1d10 + petrification)','OSE','Action','OSR',1),('Blink Dog','bite','1 * bite (1d6)','OSE','Action','OSR',1),('Caecilia','bite','1 * bite (1d8)','OSE','Action','OSR',1),('Camel','bite','1 * bite (1)','OSE','Action','OSR',1),('Crab Spider','bite','1 * bite (1d8 + poison)','OSE','Action','OSR',1),('Crested Leatherwing','bite','1 * bite (1d12)','OSE','Action','OSR',1),('Crocodile','bite','1 * bite (3d8)','OSE','Action','OSR',1),('Dire Wolf','bite','1 * bite (2d4)','OSE','Action','OSR',1),('Doppelganger','bite','1 * bite (1d12)','OSE','Action','OSR',1),('Draco','bite','1 * bite (1d10)','OSE','Action','OSR',1),('Driver Ant','bite','1 * bite (2d6)','OSE','Action','OSR',1),('Giant Bass','bite','1 * bite (1d6)','OSE','Action','OSR',1),('Giant Bat','bite','1 * bite (1d4)','OSE','Action','OSR',1),('Giant Beetle','bite','1 * bite (2d4)','OSE','Action','OSR',1),('Giant Black Widow','bite','1 * bite (2d6 + poison)','OSE','Action','OSR',1),('Giant Catfish','bite','1 * bite (2d8)','OSE','Action','OSR',1),('Giant Centipede','bite','1 * bite (poison)','OSE','Action','OSR',1),('Giant Ferret','bite','1 * bite (1d8)','OSE','Action','OSR',1),('Giant Gecko','bite','1 * bite (1d8)','OSE','Action','OSR',1),('Giant Leech','bite','1 * bite (1d6 + blood drain)','OSE','Action','OSR',1),('Giant Piranha','bite','1 * bite (1d8)','OSE','Action','OSR',1),('Giant Rat','bite','1 * bite (1d3 + disease)','OSE','Action','OSR',1),('Giant Rattler','bite','2 * bite (1d4 + poison)','OSE','Action','OSR',1),('Giant Shrew','bite','2 * bite (1d6)','OSE','Action','OSR',1),('Giant Sturgeon','bite','1 * bite (2d10)','OSE','Action','OSR',1),('Giant Toad','bite','1 * bite (1d4+1)','OSE','Action','OSR',1),('Giant Vampire Bat','bite','1 * bite (1d4 + unconsciousness)','OSE','Action','OSR',1),('Giant Weasel','bite','1 * bite (2d4 + blood sucking)','OSE','Action','OSR',1),('Great White Shark','bite','1 * bite (2d10)','OSE','Action','OSR',1),('Hydra','bite','5 to 12 * bite (1d10)','OSE','Action','OSR',1),('Killer Whale','bite','1 * bite (1d20)','OSE','Action','OSR',1),('Mako Shark','bite','1 * bite (2d6)','OSE','Action','OSR',1),('Mule','bite','1 * kick (1d4) or 1 * bite (1d3)','OSE','Action','OSR',1),('Narwhal','bite','1 * bite (1d8)','OSE','Action','OSR',1),('Pit Viper','bite','1 * bite (1d4 + poison)','OSE','Action','OSR',1),('Purple Worm','bite','1 * bite (2d8)','OSE','Action','OSR',1),('Robber Fly','bite','1 * bite (1d8)','OSE','Action','OSR',1),('Rock Python','bite','1 * bite (1d4 + constriction)','OSE','Action','OSR',1),('Sea Dragon','bite','1 * bite (3d8) or breath','OSE','Action','OSR',1),('Sea Snake','bite','1 * bite (1hp + poison)','OSE','Action','OSR',1),('Spitting Cobra','bite','1 * spit (blindness) or 1 * bite (1d3 + poison)','OSE','Action','OSR',1),('Tarantella','bite ','1 * bite (1d8 + poison)','OSE','Action','OSR',1),('Tyrantfang Behemoth','bite','1 * bite (6d6)','OSE','Action','OSR',1),('Water Termite','bite','1 * bite (1d4)','OSE','Action','OSR',1),('Werewolf','bite','1 * bite (2d4)','OSE','Action','OSR',1),('Wolf','bite','1 * bite (1d6)','OSE','Action','OSR',1),('Wyvern','bite','1 * bite (2d8)','OSE','Action','OSR',1),('Amber Golem','bite','2 * claw (2d6), 1 * bite (2d10)','OSE','Action','OSR',2),('Black Bear','bite','1 * bite (1d6)','OSE','Action','OSR',2),('Cave Bear','bite','1 * bite (2d6)','OSE','Action','OSR',2),('Crested Leatherwing','bite','1 * bite (1d3)','OSE','Action','OSR',2),('Crocodile','bite','1 * bite (2d8)','OSE','Action','OSR',2),('Dragon Turtle','bite','1 * bite (1d6 * 10) or breath','OSE','Action','OSR',2),('Flame Salamander','bite','1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',2),('Frost Salamander','bite','2 * claw (1d4), 1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',2),('Gargoyle','bite','1 * bite (1d6)','OSE','Action','OSR',2),('Ghoul','bite','1 * bite (1d3 + paralysis)','OSE','Action','OSR',2),('Giant Beetle','bite','1 * bite (1d6), 1 * oil spray (blistering)','OSE','Action','OSR',2),('Giant Octopus','bite','8 * tentacle (1d3 + constriction), 1 * bite (1d6)','OSE','Action','OSR',2),('Gold Dragon','bite','[2 * claw (2d4), 1 * bite (6d6)] or breath','OSE','Action','OSR',2),('Green Dragon','bite','[2 * claw (1d6), 1 * bite (3d8)] or breath','OSE','Action','OSR',2),('Griffon','bite','2 * claw (1d4), 1 * bite (2d8)','OSE','Action','OSR',2),('Grizzly Bear','bite','2 * claw (1d4), 1 * bite (1d8)','OSE','Action','OSR',2),('Hippogriff','bite','1 * bite (1d10)','OSE','Action','OSR',2),('Lion','bite','1 * bite (1d10)','OSE','Action','OSR',2),('Mountain Lion','bite','1 * bite (1d6)','OSE','Action','OSR',2),('Owlbear','bite','1 * bite (1d8)','OSE','Action','OSR',2),('Panther','bite','1 * bite (1d8)','OSE','Action','OSR',2),('Polar Bear','bite','1 * bite (1d10)','OSE','Action','OSR',2),('Red Dragon','bite','1 * bite (4d8)] or breath','OSE','Action','OSR',2),('Rhagodessa','bite','1 * bite (2d8)','OSE','Action','OSR',2),('Roc','bite','1 * bite (8d6)','OSE','Action','OSR',2),('Rock Baboon','bite','1 * bite (1d3)','OSE','Action','OSR',2),('Smilodon','bite','1 * bite (2d8)','OSE','Action','OSR',2),('Tiger','bite','1 * bite (2d6)','OSE','Action','OSR',2),('Troglodyte','bite','1 * bite (1d4)','OSE','Action','OSR',2),('Troll','bite','1 * bite (1d10)','OSE','Action','OSR',2),('Tuatara','bite','1 * bite (2d6)','OSE','Action','OSR',2),('Werebear','bite','1 * bite (2d8)','OSE','Action','OSR',2),('Weretiger','bite','1 * bite (2d6)','OSE','Action','OSR',2),('White Dragon','bite','[2 * claw (1d4), 1 * bite (2d8)] or breath','OSE','Action','OSR',2),('Chimera','bite',' lion: 1 * bite (2d4)','OSE','Action','OSR',3),('Crocodile','bite','1 * bite (1d8)','OSE','Action','OSR',3),('Giant Beetle','bite','1 * bite (2d6)','OSE','Action','OSR',4),('Roc','bite','1 * bite (2d10)','OSE','Action','OSR',4),('Frost Salamander','bite','4 * claw (1d6), 1 * bite (2d6), 1 * cold aura (1d8)','OSE','Action','OSR',5),('Roc','bite','1 * bite (2d6)','OSE','Action','OSR',6),('Werebadger','Bite (Badger or Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werebadger lycanthropy.','5e SRD','Action','D&D 5e',1),('Vampire','Bite (Bat or Vampire Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\'s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire\'s control.','5e SRD','Action','D&D 5e',1),('Werebear','Bite (Bear or Hybrid Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.','5e SRD','Action','D&D 5e',1),('Ketta','Bite (Cat or Hybrid Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. A humanoid slain by this attack rises 24 hours later as a grendel under the ketta\'s control, unless the humanoid is restored to life or its body is destroyed. The ketta can have no more than one Grendel under its control at one time.','5e SRD','Action','D&D 5e',1),('Queen Of Cats','Bite (Cat or True Form Only)','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.','5e SRD','Action','D&D 5e',1),('Ccoa','Bite (Cat-Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 3) piercing damage. The target must also make a DC 16 Charisma save or become overwhelmed by hopelessness for 1 minute. During this time, the target cannot attack or target any creature with harmful Abilities, Spells, or other magical Effects.','5e SRD','Action','D&D 5e',1),('Scylla','Bite (Costs 2 actions)','The scylla makes one attack with its bite.','5e SRD','Legendary Action','D&D 5e',1),('Vampire','Bite (Costs 2 Actions)','The vampire makes one bite attack.','5e SRD','Legendary Action','D&D 5e',1),('Werecrocodile','Bite (Crocodile or Hybrid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the werecrocodile can\'t bite another target. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy.','5e SRD','Action','D&D 5e',1),('Kitsune','Bite (Fox Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Werefox','Bite (Fox or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werefox lycanthropy.','5e SRD','Action','D&D 5e',1),('Toad King','Bite (Frog Form and True Form Only)','Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, the Toad King can automatically hit the target with his bite, and he can\'t make bite attacks against other targets. When the Toad King moves, any Medium or smaller target he is grappling moves with him.','5e SRD','Action','D&D 5e',1),('Werebat','Bite (Hybrid or Bat Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw, or be cursed with werebat lycanthropy.','5e SRD','Action','D&D 5e',1),('Werewolf','Bite (Hybrid or Wolf Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw, or be cursed with werewolf lycanthropy.','5e SRD','Action','D&D 5e',1),('Werehyena','Bite (Hyena or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehyena lycanthropy.','5e SRD','Action','D&D 5e',1),('Baba Yaga','Bite (if iron teeth are equipped)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 37 (6d10 + 4) piercing damage and the target must succeed on a DC 20 Wisdom saving throw or be frightened of Baba Yaga until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Jackalwere','Bite (jackal or hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Mouse King','Bite (Mouse or Hybrid Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour.','5e SRD','Action','D&D 5e',1),('Karina','Bite (Owl Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Wererabbit','Bite (Rabbit or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererabbit lycanthropy.','5e SRD','Action','D&D 5e',1),('Wererat','Bite (Rat or Hybrid Form Only)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.','5e SRD','Action','D&D 5e',1),('Wereshark','Bite (Shark or Hybrid Form only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.','5e SRD','Action','D&D 5e',1),('Aniwye','Bite (Skunk Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Queen Of Serpents','Bite (Snake or True Form Only)','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Werejaguar','Bite (Tiger or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the werejaguar scores a critical hit, it rolls damage dice three times, instead of twice.','5e SRD','Action','D&D 5e',1),('Weretiger','Bite (Tiger or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3 piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.','5e SRD','Action','D&D 5e',1),('Vrykolakas','Bite (Wolf or Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target\'s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.','5e SRD','Action','D&D 5e',1),('Sahuagin','bite -1 (1d4+1) or 2 claws','1) or 2 claws +4 (1d4+2)','d20web','Action','d20',1),('Kitsune','bite -1 (1d4-1)','bite -1 (1d4-1)','d20web','Action','d20',1),('Skiurid','bite -1 (1d4-4)','bite -1 (1d4-4)','d20web','Action','d20',1),('Grindylow','bite -2 (1d3)','bite -2 (1d3)','d20web','Action','d20',1),('Arctic Tern','bite -2 (1d3-4)','bite -2 (1d3-4)','d20web','Action','d20',1),('Turtle','bite -2 (1d3-4)','bite -2 (1d3-4)','d20web','Action','d20',1),('Gypsosphinx','Bite Attack','The sphinx makes one bite attack.','5e SRD','Legendary Action','D&D 5e',1),('Star Drake','Bite Attack','The drake makes one bite attack.','5e SRD','Action','D&D 5e',1),('Black Dragon','bite or breath','[2 * claw (1d4 + 1), 1 * bite (2d10)] or breath','OSE','Action','OSR',2),('Blue Dragon','bite or breath','[2 * claw (1d6 + 1), 1 * bite (3d10)] or breath','OSE','Action','OSR',2),('Rat','bite per pack','1 * bite per pack (1d6 + disease)','OSE','Action','OSR',1),('Ghole','Bite(Ghole Form Only)','. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage, plus the target must make a DC 16 Constitution saving throw. On a failed save, the creature has contracted Flesh Rot. Claws (ghole form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, plus the target must make a DC 16 Constitution saving throw. On a failed save, the creature has contracted Flesh Rot. Befouling Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: The target must make a DC 16 Constitution saving throw. On a failed saving throw, the target is paralyzed for 1 minute. The target may make a new saving throw at the end of each of its turns, ending the effect on a success. As long as the target is paralyzed, any creatures other than a ghole that starts its turn must make a DC 16 Constitution saving throw; on a failure, that creaure is poisoned until the beginning of its next turn.','5e SRD','Action','D&D 5e',1),('Crater Drake','Bizarre Internal Anatomy','Critical hits against the drake become normal hits.','5e SRD','Special','D&D 5e',1),('Achaierai','Black Cloud','An achaierai can exhale a cloud of choking, toxic smoke 3x/day. All creatures within 10 feet of the achaierai immediately take 2d6 points of damage as their flesh melts and rots away. The cloud erodes sanity as well as flesh; anyone who takes damage from the black cloud must also make a Death save or become confused.','aquilae','Special','OSR',1),('Achaierai','Black Cloud (Su)','An achaierai can exhale a cloud of choking, toxic smoke three times per day. All creatures within 10 feet of the achaierai immediately take 2d6 points of damage as their flesh melts and rots away. The cloud erodes sanity as well as flesh, and anyone who takes damage from the black cloud must also make a DC 15 Fortitude save or become confused. Every round, the victim may attempt another DC 15 Fortitude save to recover from the confusion; otherwise it persists, lasting indefinitely until the condition is removed or the victim eventually makes her saving throw. The confusion element of a black cloud is a mind-affecting effect. The save DC is Constitution-based. This is a poison effect. Achaierais are immune to this ability.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tsathogga','Blasphemous Croak','Tsathogga utters a blasphemous croak audible to all creatures within 300 feet of it. Those that can hear it must make a DC 24 Wisdom saving throw. On a failed saving throw, the target takes 28 (8d6) necrotic damage and 28 (8d6) thunder damage and is stunned for 1 minute. On a successful saving throw, the target takes half damage and is not stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('Cave Locust','Blend in with stone','May be overlooked or mistaken for statues, due to their stony colouration.','OSE','Special','OSR',1),('Gargoyle','Blend in with stone','May be overlooked or mistaken for inanimate statues.','OSE','Special','OSR',1),('Grey Ooze','Blend in with stone','Difficult to tell apart from wet stone.','OSE','Special','OSR',1),('Swamp Naga','blight','4th level (2 slots)','5e SRD','Special','D&D 5e',1),('Nereid','Blind','Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: the target must make a DC 15 Constitution saving throw. On a failure, the target is poisoned for 1 minute. A target is blinded while poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned.','5e SRD','Action','D&D 5e',1),('Yrthak','Blind','','d20web','Special (Ex)','d20',1),('Buggane','Blind (Ex)','Bugganes are blind. They are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Grimlock','Blind Senses','The grimlock can\'t use its blindsight while deafened and unable to smell.','5e SRD','Special','D&D 5e',1),('Nymph','Blinding Beauty','If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn\'t surprised can avert their eyes.','5e SRD','Action','D&D 5e',1),('Nymph','Blinding Beauty (Su)','This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nymph','Blinding Beauty (Su)','','d20web','Special (Su)','d20',1),('Muhuru','Blinding Blast','','d20web','Special (Ex)','d20',1),('Shining Child','Blinding Light','','d20web','Special (Ex)','d20',1),('Shining Child','Blinding Light (Ex)','A shining child can radiate a 60-foot-radius aura of blinding light as a free action. Creatures within the affected area must succeed on a DC 25 Fortitude save or be permanently blinded. A creature that successfully saves cannot be affected again by the same shining child\'s aura for 24 hours. The save is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Firebird','Blinding Ray (Recharge 5-6)','The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.','5e SRD','Action','D&D 5e',1),('Spitting Cobra','Blinding spit','Range: 6\'. A hit causes permanent blindness (save vs poison).','OSE','Special','OSR',1),('Cave Drake','Blinding Spit (Recharge 5-6)','Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: The target is poisoned for 1 minute and must succeed on a DC 13 Constitution saving throw or be blinded while poisoned in this way.','5e SRD','Action','D&D 5e',1),('Alchemical Skunk','Blinding Spray','The skunk shoots a stream of a green fluid. Each creature in a line that is 30 feet long and 5 feet wide must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute, or until the creature uses an action to wipe its eyes.','5e SRD','Action','D&D 5e',1),('Muckdweller','Blinding Spray','','d20web','Special (Ex)','d20',1),('Muckdweller','Blinding Spray (Ex)','By filling its mouth with muddy water, a muckdweller can fire a concentrated stream of muck in a 10-foot line. A creature in the area must succeed at a DC 10 Reflex save or be blinded for 1d2 rounds. A muckdweller must spend a move action to refill its mouth with muddy water to use its spray again. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ophidian','Blinding Spray (Recharge 5-6)','The ophidian spews forth a 20-foot cone of viscous liquid. All creatures in this area must succeed on a DC 12 Dexterity saving or be blinded for 1 minute. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Kot Bayun','blink','1/day','5e SRD','Special','D&D 5e',1),('Romsiwamnari','blink','3/day','5e SRD','Special','D&D 5e',1),('Blink Dog','Blink','In combat, teleport close to an enemy, attack, then reappear 1d4 * 10\' away. If they have initiative, can blink away without the opponent being able to counter-attack.','OSE','Special','OSR',1),('Garuda','blink, haste','Innate, at will','5e SRD','Special','D&D 5e',1),('Earth Elemental','Blocked by water','Cannot cross a channel wider than own height.','OSE','Special','OSR',7),('Fire Elemental','Blocked by water','Cannot cross a channel wider than own diameter.','OSE','Special','OSR',7),('Cuero','Blood Drain','As a bonus action, a cuero can use its lamprey-like mouth to drain the blood from a grappled, incapacitated, or restrained target within 5 feet. This attack automatically hits and deals 14 (2d8 + 5) piercing damage, plus the target gains one level of exhaustion due to blood loss.','5e SRD','Action','D&D 5e',1),('Stirge','Blood Drain','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage, and the dire stirge attaches to its target. While attached, the dire stirge does not attack, but at the start of each of its turns, the target automatically loses 9 (1d10 + 4) hp due to blood loss. The dire stirge can detach from a target by spending 5 feet of its movement. It does this after draining 30 HP of blood from a creature or if the creature dies. A creature, including the target, can spend its action to pull the dire stirge off them.','5e SRD','Action','D&D 5e',1),('Gibbering Mouther','Blood Drain','','d20web','Special (Ex)','d20',1),('Stirge','Blood Drain','','d20web','Special (Ex)','d20',1),('Giant Leech','Blood drain','Attaches to victim on a successful hit, doing 1d6 automatic damage per round.','OSE','Special','OSR',1),('Giant Vampire Bat','Blood drain','A vampire bat may drain blood from an unconscious victim: 1d4 hit points automatic damage per round. A victim killed by blood drain becomes undead (possibly a vampire) after 24 hours (save versus spells).','OSE','Special','OSR',4),('Gibbering Mouther','Blood Drain (Ex)','On a successful grapple check after grabbing, several of the creature\'s mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim\'s blood.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Stirge','Blood Drain (Ex)','A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge\'s appetite has been sated, the stirge detaches and seeks a new target.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bhuta','Blood Drain (Su)','As a standard action, a bhuta can suck blood from an adjacent opponent that is taking bleed damage. The target takes 1d6 points of Constitution damage (Fort DC 23 for half). The bhuta heals 5 hit points when it drains blood.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Anophiloi','Blood Frenzy','The anophiloi has advantage on melee attack rolls against any creature that doesn\'t have all its hp.','5e SRD','Special','D&D 5e',1),('Bunyip','Blood Frenzy','If a creature takes piercing or slashing damage within 30 feet of the bunyip while they are both swimming, or if the bunyip is damaged, the bunyip goes into a frenzy for 1 minute, gaining advantage on all attack rolls.','5e SRD','Special','D&D 5e',1),('Devil Shark','Blood Frenzy','The devil shark has advantage on melee attack rolls against any creature that doesn\'t have all its hp.','5e SRD','Special','D&D 5e',1),('Owlbear','Blood Frenzy','The dire owlbear has advantage on melee attack rolls against a creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('Sahuagin','Blood Frenzy','The sahuagin has advantage on melee attack rolls against any creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('Shark','Blood Frenzy','The shark has advantage on melee attack rolls against any creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('Subek','Blood Frenzy','The subek has advantage on melee attack rolls against any creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('Tricenatorus','Blood Frenzy','The tricenatorus has advantage on melee attack rolls against any creature that doesn\'t have all its hp.','5e SRD','Special','D&D 5e',1),('Wereshark','Blood Frenzy','The wereshark has advantage on melee attack rolls against any creature that doesn\'t have all its hit points.','5e SRD','Special','D&D 5e',1),('Tuyango','Blood Lust','If a tuyango damages a humanoid creature with its beak, it gains advantage on its next attack against that same target.','5e SRD','Special','D&D 5e',1),('Bull Shark','Blood scent','Can detect blood in water up to 300\' away.','OSE','Special','OSR',1),('Great White Shark','Blood scent','Can detect blood in water up to 300\' away.','OSE','Special','OSR',1),('Mako Shark','Blood scent','Can detect blood in water up to 300\' away.','OSE','Special','OSR',1),('Bull Shark','Blood scent; Feeding frenzy','See main entry.','OSE','Special','OSR',3),('Great White Shark','Blood scent; Feeding frenzy','See main entry.','OSE','Special','OSR',3),('Mako Shark','Blood scent; Feeding frenzy','See main entry.','OSE','Special','OSR',3),('Anophiloi','Blood Sense','The anophiloi can pinpoint, by scent, the location of living creatures within 30 feet of it.','5e SRD','Special','D&D 5e',1),('Giant Weasel','Blood sucking','Upon a successful attack, locks onto the victim and drains its blood: 2d4 automatic damage per round.','OSE','Special','OSR',2),('Stirge','Blood sucking','Upon a successful attack, attaches and drains victim\'s blood: 1d3 automatic damage per round.','OSE','Special','OSR',2),('Voonith','Blood-Freezing Howl (Su)','As a standard action, a voonith can unleash a bloodcurdling howl. All creatures within a 30-foot-radius burst must succeed at a DC 15 Will save or become dazed for 1 round and then shaken for an additional 1d6 rounds. Any creature that makes a successful save against a voonith\'s howl is immune to the same voonith\'s howl for 24 hours. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kitsune','Bloodline fey','Bloodline fey','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Grendel','Bloodthirsty Frenzy','The grendel has advantage on attack rolls against frightened creatures.','5e SRD','Special','D&D 5e',1),('Grendel','Bloody Rampage','When the grendel takes damage, it makes one attack with its claws against a random creature within its reach.','5e SRD','Reaction','D&D 5e',1),('Ypotryll','Bloody-Minded (Ex)','A ypotryll is not easily swayed from its bloody business. It gains a +6 bonus on saves against charm and compulsion effects.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Air Elemental','blow','1 * blow (1d8 / 2d8 / 3d8)','OSE','Action','OSR',1),('Earth Elemental','blow','1 * blow (1d8 / 2d8 / 3d8)','OSE','Action','OSR',1),('Fire Elemental','blow','1 * blow (1d8 / 2d8 / 3d8)','OSE','Action','OSR',1),('Invisible Stalker','blow','1 * blow (4d4)','OSE','Action','OSR',1),('Living Statue','blow','2 * blow (1d6)','OSE','Action','OSR',1),('Water Elemental','blow','1 * blow (1d8 / 2d8 / 3d8)','OSE','Action','OSR',1),('Living Statue','blow','2 * blow (1d8)','OSE','Action','OSR',2),('Coral Drake','blur','3/day each','5e SRD','Special','D&D 5e',1),('Yuki-Onna','blur','Innate, at will','5e SRD','Special','D&D 5e',1),('Agnibarra','Body in Flames','A creature that touches the agnibarra or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, and flammable objects within 5 feet of the agnibarra that aren\'t being worn or carried ignite.','5e SRD','Special','D&D 5e',1),('Bhole','Body Slam','Melee Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 23 (3d6 + 13) bludgeoning damage and the target is knocked prone. On a critical hit this attack does 44 bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Belmazog','Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('Boggard Cultist','Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('Boggard Hunter','Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('Boggard Scout','Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('Boggard Swampseer','Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('Boggard Warden','Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('Boggard Warrior','Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('Grouloop','Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('Sepoko','Boggard','Boggards are frog-like humanoids. They typically have darkvision.','fan json','Trait','Pathfinder 2e',1),('Steam Mephit','Boiling Rain (Su)','','d20web','Special (Su)','d20',1),('Ghole','Bolster Disease','Any creature that contracts Flesh Rot from a ghole is cursed. The creature has disadvantage on saving throws against Flesh Rot and any diseases the creature had when the curse was contracted. Flesh Rot. A ghole\'s natural attacks transmit flesh rot. A creature afflicted with this disease has disadvantage on Charisma checks and vulnerability to all damage. At the end of each of the target\'s turns, it must make a DC 16 Constitution saving throw. After failing three of these saving throws, the disease\'s effects last for 1 week, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the disease ends. Constructs and undead are immune to Flesh Rot.','5e SRD','Special','D&D 5e',1),('Ghole','Bolster Disease (Su)','','d20web','Special (Su)','d20',1),('Uraeus','Bonded Savior','When the uraeus\' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus\' damage resistance and immunity don\'t apply to transferred damage.','5e SRD','Reaction','D&D 5e',1),('Hyaenodon','Bone Breaker','A creature bitten by a hyaenodon must make a DC 16 Constitution saving throw or suffer from disadvantage on Strength and Dexterity checks until they receive healing.','5e SRD','Special','D&D 5e',1),('Orcus','Bone Cage','Orcus causes all bones within the lair to form tight cages around two creatures of its choice. The cages can be attacked and destroyed (AC 15; hp 30; vulnerability to bludgeoning damage; resistance to piercing, poison, slashing, and psychic damage). While in a bone-cage, a creature is retrained.','5e SRD','Lair Action','D&D 5e',1),('Saxra','Bone Swarm (Su)','Any creature that ends its turn within 5 feet of a saxra takes 5d6 points of slashing damage and 5d6 points of negative energy damage from the whirling cloud of bone shards that surrounds it. Before the bone swarm deals damage, it attempts a caster level check to dispel any death ward effects on the target (as per a CL 20 dispel magic spell).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Derhii','Booming Voice','','d20web','Special (Ex)','d20',1),('Derhii','Booming Voice (Ex)','A derhii can use its own booming voice as a signal. The sound can be heard up to 12 miles away as a thrumming in the air that conveys 20 words of information in 5 minutes.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cloud Giant','boulder','1 * weapon (6d6) or 1 * boulder (3d6)','OSE','Action','OSR',1),('Fire Giant','boulder','1 * weapon (5d6) or 1 * boulder (3d6)','OSE','Action','OSR',1),('Frost Giant','boulder','1 * weapon (4d6) or 1 * boulder (3d6)','OSE','Action','OSR',1),('Stone Giant','boulder','1 * boulder (3d6)','OSE','Action','OSR',1),('Fire Giant','Boulder throwing','Up to 200\'.','OSE','Special','OSR',1),('Frost Giant','Boulder throwing','Up to 200\'.','OSE','Special','OSR',1),('Cloud Giant','Boulder throwing','Up to 200\'.','OSE','Special','OSR',2),('Stone Giant','Boulder throwing','Up to 300\'.','OSE','Special','OSR',2),('Lesser Efreeti','Bound servitor','Efreet summoning spells can be researched by high-level magic-users. Can be bound to servitude for 101 days. Efreet are treacherous and will follow commands to the letter while subverting the intent.','OSE','Special','OSR',12),('Dryad','Bound with tree','Spiritually connected with a single tree. Dryad dies if the tree dies, or if separated by more than 240\'.','OSE','Special','OSR',1),('Bandersnatch','Bounding Charge','','d20web','Special (Ex)','d20',1),('Bandersnatch','Bounding Charge (Ex)','A bandersnatch can move through difficult terrain when it charges.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Brother Ox','Bovine Passivism','No bovine creatures or wereboars can willingly attack Brother Ox. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('Kangaroo','Boxing','A kangaroo who makes a successful grappling attack against an opponent can, as a bonus action, make an additional kick attack with advantage.','5e SRD','Special','D&D 5e',1),('Decapus','Brachiation','A decapus can move through trees at its base climb speed by using its tentacles to swing from tree to tree. Trees used by the decapus in this manner can be no further than 10 feet apart.','5e SRD','Special','D&D 5e',1),('Neh-thalggu','Brain Collection','The nehthalggu, or brain collector, can store up to ten humanoid brains and use them to enhance its knowledge and power. The destruction of these brains causes the brain collector to lose some of its magical power. Each brain can be attacked (AC 20: 15 hit points). Destroying a single brain deals no damage to the brain collector but causes it to lose special abilities. The number of brains determines its additional special attacks. It may use each of these abilities once per day. These abilities are psionic in nature (treat as spellcasting). Its psionic ability is Intelligence (spell save DC 15, +7 to hit with these attacks). Some options are passive and are active so long as the nehthalgaa has the appropriate number of brains. It may also maintain as many concentration spells as it has brains: 0: No additional special abilities.','5e SRD','Special','D&D 5e',1),('Warrior','Brave','The champion has advantage on saving throws against being frightened.','5e SRD','Special','D&D 5e',1),('Isonade','Breach','The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack.','5e SRD','Action','D&D 5e',1),('Timingila','Breach','The timingila swims up to its swimming speed without provoking opportunity attacks. If it breaches the water\'s surface, it crashes back down, creating a wave in a 30-foot-wide, 120-footlong line that is 30 feet tall. Any Gargantuan or smaller vehicles in the line are carried up to 100 feet away from the timingila and have a 50 percent chance of capsizing.','5e SRD','Action','D&D 5e',1),('Gorgon','breath','1 * gore (2d6) or 1 * breath (petrify)','OSE','Action','OSR',1),('Hellhound','breath','1 * bite (1d6) or 1 * breath (1d6 per <b>HD</b>)','OSE','Action','OSR',1),('Chimera','breath','1 * breath (3d6)','OSE','Action','OSR',4),('Jyoti','Breath of Life','Creatures within 30 feet of the jyoti have advantage on death saving throws. If the jyoti casts cure wounds on a creature at 0 hit points, that creature heals the maximum amount.','5e SRD','Special','D&D 5e',1),('Baba Yaga','Breath of the Bone Mother (Costs 2 Actions)','Baba Yaga uses Breath of the Bone Mother, if it is available.','5e SRD','Legendary Action','D&D 5e',1),('Baba Yaga','Breath of the Bone Mother (Recharge 5-6)','Calling on her elemental powers and her mastery of crone-magic, Baba Yaga exhales a great wind in a 40-foot cone that smells of fetid mires and sausages. Creatures caught in that area must make a DC 18 Constitution saving throw. On a failure, a target takes 45 (10d8) necrotic damage and is affected by the bestow curse spell for 1 minute. On a success, a target takes half the necrotic damage but is not cursed. In addition, a creature damaged by the wind releases a stinking cloud (DC 18 Constitution saving throw against the cloud\'s poison) centered on it at the beginning of its next turn. The cloud dissipates after 1d4 rounds.','5e SRD','Action','D&D 5e',1),('Gorgon','Breath Weapon','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 DC 21 Fortitude 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 DC 21 Fortitude 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 Fortitude saves to recover naturally. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dragon Turtle','Breath weapon','90\' long, 30\' wide cloud of steam. Can be used up to three times per day. All caught in the area suffer damage equal to the dragon turtle\'s current hit points (save versus breath for half).','OSE','Special','OSR',1),('Chimera','Breath weapon','Cone of fire: end 10\' wide, 50\' long. Can be used up to three times per day.','OSE','Special','OSR',2),('Black Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('Blue Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('Gold Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('Green Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('Red Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('Sea Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('White Dragon','Breath weapon','Can be used up to three times per day. All caught in the area suffer damage equal to the dragon\'s current hit points (save versus breath for half). Shapes of breath weapon:','OSE','Special','OSR',4),('Black Dragon','Breath weapon','60\' long line of acid.','OSE','Special','OSR',14),('Blue Dragon','Breath weapon','100\' long line of lightning.','OSE','Special','OSR',14),('Gold Dragon','Breath weapon','90\' long cone of fire or cloud of chlorine gas.','OSE','Special','OSR',14),('Green Dragon','Breath weapon','Cloud of chlorine gas.','OSE','Special','OSR',14),('Red Dragon','Breath weapon','90\' long cone of fire.','OSE','Special','OSR',14),('Sea Dragon','Breath weapon','Poison spittle, 100\' range, 20\' diameter. Save versus breath or die. (Poison is harmless after 1 round.)','OSE','Special','OSR',14),('White Dragon','Breath weapon','80\' long cone of cold.','OSE','Special','OSR',14),('Coral Drake','Breath Weapon (Recharge 5-6)','Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacks to spew forth a 15-ft. cone of its spawn. Any creatures in this area must succeed a DC 16 Dexterity saving throw or take 27 (6d8) piercing damage from thousands of tiny bites, or half as much damage on a successful one. In addition, all creatures in the area must succeed a DC 16 Constitution saving throw or be stunned for 1 round.','5e SRD','Action','D&D 5e',1),('Deep Drake','Breath Weapon (Recharge 5-6)','A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds.','5e SRD','Action','D&D 5e',1),('Light Dragon','Breath Weapon (Recharge 5-6)','The dragon uses one of the following breath weapons:','5e SRD','Action','D&D 5e',1),('Mogaru','Breath Weapon (Recharge 5-6)','Mogaru exhales energy either in a 60-foot cone or a 120-foot line that is 20 feet wide. Each creature in that affected area must make a DC 27 Dexterity saving throw, taking 45 (10d8) fire damage plus 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Creatures reduced to 0 hit points by this breath weapon are disintegrated as per the disintegrate spell. A Gargantuan creature that is grappling or restraining Mogaru has disadvantage on its saving throw against his breath weapon.','5e SRD','Action','D&D 5e',1),('Star Drake','Breath Weapon (Recharge 5-6)','The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw.','5e SRD','Action','D&D 5e',1),('Storm Dragon','Breath Weapon (Recharge 5-6)','The storm&nbsp;dragon shoots out a powerful burst of water in a 120-ft. line that is 10 feet wide. Each creature in that line must make a successful DC 22 Dexterity saving throw or take 88 (16d10) force damage and be knocked prone, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Alicanto','Breath Weapon (Recharge 6)','The alicanto has a breath weapon based on the type of metal it has been devouring:','5e SRD','Action','D&D 5e',1),('Crimson Drake','Breath Weapon (Recharge 6)','The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw.','5e SRD','Action','D&D 5e',1),('Light Drake','Breath Weapon (Recharge 6)','A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage but isn\'t blinded. A blinded creature can make a DC 13 Constitution 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),('Bhole','Breath Weapon (Su)','Once every minute, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a DC 29 Fortitude save or be stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a DC 29 Reflex save or be entangled by the slime. Bhole slime persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Chimera','Breath Weapon (Su)','A chimera\'s breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera\'s breath weapon is usable once every 1d4 rounds, deals 6d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based. To determine a chimera\'s head color and breath weapon randomly, roll 1d10 and consult the table below.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dagon','Breath Weapon (Su)','Once every 1d4 rounds as a standard action, Dagon can exhale a 60-foot cone of inky blackness. Underwater, this cone manifests as black ink, while above water it manifests as a thick cloud. Creatures in the area have their vision obscured as if they were in complete darkness. Darkvision does not allow someone to see through the ink or smoke, but true seeing does. The ink or smoke persists for 1d4 rounds, but dissipates in 1 round in areas with aquatic currents or winds. Any creature in the breath weapon\'s area is exposed to the breath weapon\'s poison (see below) and must succeed at a DC 41 Will save or gain 2 negative levels as its memories and knowledge leach away (this is a mind-affecting effect). Any creature that enters the ink or cloud, or ends its turn inside it, must succeed at another Will save (at a +4 bonus) to avoid further level loss and poisoning. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dragon Turtle','Breath Weapon (Su)','Cloud of steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 20 half; effective both on the surface and underwater. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nuckelavee','Breath Weapon (Su)','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 Reflex save against the breath weapon must make a DC 21 Fortitude save or contract mortasheen (see below). The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Uraeus','Breath Weapon (Su)','Once every 1d4 rounds, as a standard action, a uraeus\'s head can expel a 30-foot-line of poison. All creatures in the area are blinded for 1 round and must save against poison (Reflex DC 15 negates both). As a full-round action, a uraeus can either expel two lines or bite with one head and breathe poison with the other. Each head tracks its breath weapon\'s availability separately.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yamaraj','Breath Weapon (Su)','In addition to its cold breath weapon, a yamaraj can breath a 60-foot cone of beetles and other insectile scavengers. Creatures in the breath weapon\'s area take 16d6 points of slashing damage and are nauseated for 1d4 rounds (Reflex 30 halves damage and negates nausea). The scavengers persist as a swarm around the affected creature that is closest to the breath weapon\'s point of origin; this swarm has the same statistics as an army ant swarm, but its distraction DC is the same as the yamaraj\'s breath weapon DC. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Zomok','Breath Weapon (Su)','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. Creatures may attempt a saving throw for half damage. 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 DC 28 Strength or Escape Artist check. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Earth Mephit','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('Ice Golem','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('Jyoti','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('Magma Mephit','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('Salt Mephit','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('Steam Mephit','Breath Weapon (Su)','','d20web','Special (Su)','d20',1),('Anzu','Breath Weapons (Recharge 5-6)','The anzu uses one of the following breath weapons:','5e SRD','Action','D&D 5e',1),('Brass Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('Bronze Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('Copper Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('Gold Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('Silver Dragon','Breath Weapons (Recharge 5-6)','The dragon uses one of the following breath weapons.','5e SRD','Action','D&D 5e',1),('Dragon Horse','Breath Weapons (Su)','As a standard action, a dragon horse can breathe out a 30-foot cone of mist. This mist either deals 10d6 points of cold damage (DC 20 Reflex half), creates a region of fog in the area that lasts for 1 minute (similar to that created by a fog cloud spell), or creates a blast of severe wind (see the wind effects table) in the area. The dragon horse may use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Rusalka','Breathless Kiss','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target\'s lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.','5e SRD','Action','D&D 5e',1),('Guecubu','Broken Ground (Su)','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.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Grendel','Brutal Surge (Su)','When Grendel expends mythic power to add a surge die to an attack roll, he also adds a surge die to that attack\'s damage roll. This is not an action and does not require him to expend any additional uses of mythic power to use this ability.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bandersnatch','Brutal Tail','','d20web','Special (Ex)','d20',1),('Bandersnatch','Brutal Tail (Ex)','The quills and barbs on a bandersnatch\'s tail cause triple damage on a critical hit from its tail slap. A bandersnatch adds 1-1/2 times its strength bonus on attack rolls when using its tail slap.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bugbear','Brute','A melee weapon deals one extra die of its damage when the bugbear warrior hits with it (included in the attack).','5e SRD','Special','D&D 5e',1),('Croaker','Brute','A melee weapon deals one extra die of its damage when the croaker hits with it (included in the attack.','5e SRD','Special','D&D 5e',1),('Nkosi','Brute','A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack).','5e SRD','Special','D&D 5e',1),('Ogre','Brute','A melee weapon deals one extra die of its damage when the ogre brute hits with it (included in the attack).','5e SRD','Special','D&D 5e',1),('Aatxe','Bulwark (Costs 3 Actions)','The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead. Aatxe spend their considerable lifetimes protecting a swath of territory that contains several small villages and farming communities. In time, the aatxe becomes the embodiment of its communities\' values and traditions, upholding such tenets. If left without the guidance of the deity who assigned the aatxe to the area, an aatxe can become corrupted when a community\'s values and traditions steer toward tyranny and oppression. A corrupted aatxe\'s alignment changes to lawful evil, it has advantage on Charisma (Intimidation) checks, and its Bulwark legendary action changes to the following.','5e SRD','Legendary Action','D&D 5e',1),('Jabberwock','Burble (Recharges 5-6)','The jabberwock shouts nonsense words. Anyone in a 60-ft. cone in front of the jabberwock must make a DC 20 Wisdom saving throw or suffer from the confusion spell for 1 minute.','5e SRD','Action','D&D 5e',1),('Sand Kraken','Buried Camouflage','A sand kraken has advantage on Dexterity (Stealth) checks and it has total cover from attacks as long as it remains buried.','5e SRD','Special','D&D 5e',1),('Agnibarra','Burning Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.','5e SRD','Action','D&D 5e',1),('Fire Monkey','burning hands','Innate, at will','5e SRD','Special','D&D 5e',1),('Shining Child','Burning Touch','Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) radiant damage plus 19 (4d6 + 5) fire damage and must make a DC 17 Constitution saving throw. On a failure, the target begins to radiate, shedding bright light in a 60-foot radius centered on it. A successful saving throw negates this effect. While under this effect, the target automatically fails Dexterity (Stealth) checks. The target can repeat the saving throw at the end of each of its turns, taking an additional 14 (4d6) fire damage on a failure or ending the effect on itself on a success. The Burning Touch effect can be extinguished by magical darkness, a greater restoration, or a heal spell.','5e SRD','Reaction','D&D 5e',1),('Shining Child','Burning Touch (Su)','A shining child corrupts the positive energy within a living creature into an unnatural burning light. For the next 5 rounds after a successful touch attack by a shining child, the target takes 2d6 points of fire damage. The burning light can be \"extinguished\" by casting darkness or deeper darkness on the target, or by entering an area of natural darkness (not counting the light from the burning target).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shining Child','Burning Touch (Su)','','d20web','Special (Su)','d20',1),('Dossenus','Burrow (Ex)','A dossenus can burrow through stone (or weaker materials such as wood) as easily as dirt.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Queen Of Scorpions','Burrow (Scorpion or True Form Only)','The Queen of Scorpions moves up to her burrowing speed without provoking opportunity attacks.','5e SRD','Legendary Action','D&D 5e',1),('Burrowling','Burrow Awareness','A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet.','5e SRD','Special','D&D 5e',1),('Shalkeshka','Burrowing Charge','','d20web','Special (Ex)','d20',1),('Antelope','butt','1 * butt (1d4)','OSE','Action','OSR',1),('Caribou','butt','1 * butt (1d6)','OSE','Action','OSR',1),('Deer','butt','1 * butt (1d4)','OSE','Action','OSR',1),('Elk','butt','1 * butt (1d8)','OSE','Action','OSR',1),('Goat','butt','1 * butt (1d4)','OSE','Action','OSR',1),('Moose','butt','1 * butt (1d8)','OSE','Action','OSR',1),('Ox','butt','1 * butt (1d6)','OSE','Action','OSR',1),('Immature Desert Ghost','By contact','1-6','BECMI','Action','OSR',1),('Malignant Mouth','Cackle (Recharge 5-6)','All creatures within a 30 ft.-radius from mouth have one of the following effects. Roll 1d6 separately for each target.','5e SRD','Action','D&D 5e',1),('Cactus Cat','cactus spikes','7 (1d6+1)','d20web','Action','d20',1),('Caligni Caller','Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('Caligni Creeper','Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('Caligni Dancer','Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('Caligni Slayer','Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('Caligni Stalker','Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('Caligni Vanguard','Caligni','These subterranean people have darkvision, and some have powers to create darkness.','fan json','Trait','Pathfinder 2e',1),('Amaru','Call Lightning (Recharge 5-6)','The amaru magically calls down a bolt of lightning from above to a point within 120 feet it can see. Each creature within 5 feet of that point must make a DC 18 Dexterity saving throw. A creature takes 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. Outdoors in stormy conditions, the increases to 49 (9d10) lightning damage.','5e SRD','Action','D&D 5e',1),('Virtuoso Lich','Call Muse','The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich\'s \"muse,\" has a speed of 0 and is incapacitated as it watches or listens to the lich\'s artistic expression. The muse 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 lich\'s Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed. The lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn\'t its muse.','5e SRD','Action','D&D 5e',1),('Ophidiotaur','Call Serpents (1/Day)','The ophidiotaur magically calls 1d6 poisonous snakes or flying snakes (ophidiotaur\'s choice). The called creatures arrive in 1d4 rounds, acting as allies of the ophidiotaur and obeying its spoken commands. The snakes remain for 1 hour, until the ophidiotaur dies, or until the ophidiotaur dismisses them as a bonus action.','5e SRD','Action','D&D 5e',1),('Amon','Call the Hounds (costs 2 actions)','Ammon summons 2d4 hell hounds to his side to fight as his allies.','5e SRD','Legendary Action','D&D 5e',1),('Catrina','Calm Emotions Aura (Su)','A catrina\'s aura acts like a calm emotions spell with a radius of 30 feet. A creature that succeeds at its save is immune to that catrina\'s aura for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Neak Ta','calm emotions, mending, telekinesis','Innate, at will','5e SRD','Special','D&D 5e',1),('Aghasura','Camouflage','The aghasura has advantage on all Dexterity (Stealth) ability checks.','5e SRD','Special','D&D 5e',1),('Cuero','Camouflage','A cuero gains double the normal proficiency bonus on Dexterity (Stealth) checks in water, and if prone in water it gains advantage on Stealth checks.','5e SRD','Special','D&D 5e',1),('Hyaenodon','Camouflage','A hyaenodon has advantage on Dexterity (Stealth) checks made in tall grass.','5e SRD','Special','D&D 5e',1),('Leshy','Camouflage','A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage.','5e SRD','Special','D&D 5e',1),('Suturefly','Camouflage','A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks.','5e SRD','Special','D&D 5e',1),('Ungern','Camouflage','Ungern are able to take advantage of most of their environments. When in wilderness settings they are able to conceal themselves. When concealed, they have advantage on Stealth checks.','5e SRD','Special','D&D 5e',1),('Water Leaper','Camouflage','The water leaper has advantage on Dexterity (Stealth) checks when underwater.','5e SRD','Special','D&D 5e',1),('Yeti','Camouflage','The yeti has advantage on Dexterity (Stealth) checks made to hide in mountainous and snowy terrain.','5e SRD','Special','D&D 5e',1),('Giant Rockfish','Camouflage','70% chance of being mistaken for a rock or coral formation.','OSE','Special','OSR',1),('Skulk','Camouflaged Step','','d20web','Special (Ex)','d20',1),('Dervish','Camp leaders','Led by 10th level cleric.','OSE','Special','OSR',4),('Brigand','Camp leaders','Combined camps are led by a 9th level fighter, plus a 5th level fighter for every 50 brigands. Also 50% chance of a magic-user (level 1d3 + 8); 30% chance of a cleric (8th level).','OSE','Special','OSR',5),('Nomad','Camp leaders','Tribal chief (8th level fighter), plus a 5th level fighter for every 100 nomads. 50% chance of a cleric (9th level); 25% chance of a magic-user (8th level).','OSE','Special','OSR',6),('Black Bear','Camp raids','Sometimes raid camps, for food (especially fish and sweet treats).','OSE','Special','OSR',3),('Dervish','Camps','Groups commonly combine and live in a camp or tribe of up to 300 dervishes, plus women, children, and animals. 25% chance of a wood or brick enclosure.','OSE','Special','OSR',3),('Nomad','Camps','Hunting / foraging groups commonly combine and live in a tribe of up to 300 nomad warriors.','OSE','Special','OSR',5),('Frogfolk','Cane','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Lich','Cantrip','The hierophant lich casts a cantrip.','5e SRD','Legendary Action','D&D 5e',1),('Aaleear','Cantrips','mending, minor illusion','5e SRD','Special','D&D 5e',1),('Chelicerae','Cantrips','acid splash, mage hand, minor illusion, true strike','5e SRD','Special','D&D 5e',1),('Androsphinx','Cantrips (at will)','sacred flame, spare the dying, thaumaturgy','5e SRD','Special','D&D 5e',1),('Aranea','Cantrips (at will)','dancing lights, poison cloud, shocking grasp','5e SRD','Special','D&D 5e',1),('Dragon Crab','Cantrips (at will)','druidcraft, guidance, poison spray, resistance','5e SRD','Special','D&D 5e',1),('Elf','Cantrips (at will)','dancing lights, friends, mage hand, message, prestidigitation','5e SRD','Special','D&D 5e',1),('Gynosphinx','Cantrips (at will)','mage hand, minor illusion, prestidigitation','5e SRD','Special','D&D 5e',1),('Kalidah','Cantrips (at will)','druidcraft, mending, resistance, thorn whip','5e SRD','Special','D&D 5e',1),('Lich','Cantrips (at will)','guidance, mending, sacred flame, thaumaturgy','5e SRD','Special','D&D 5e',1),('Lilin','Cantrips (at will)','chill touch, fire bolt, mage hand, minor illusion, prestidigitation','5e SRD','Special','D&D 5e',1),('Mogrl','Cantrips (at will)','fire bolt, minor illusion, poison spray, shocking grasp','5e SRD','Special','D&D 5e',1),('Shroom','Cantrips (at will)','acid splash, mage hand, poison spray, ray of frost','5e SRD','Special','D&D 5e',1),('Swamp Naga','Cantrips (at will)','dancing lights, mage hand, message, poison spray','5e SRD','Special','D&D 5e',1),('Virtuoso Lich','Cantrips (at will)','mage hand, message, true strike, vicious mockery','5e SRD','Special','D&D 5e',1),('Gypsosphinx','Cantrips(at will)',': mage hand, mending, minor illusion, poison spray','5e SRD','Special','D&D 5e',1),('Hippopotamus','Capsize','','d20web','Special (Ex)','d20',1),('Dragon Turtle','Capsize (Ex)','A dragon turtle can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain\'s Profession (sailor) check, whichever is higher. For each size category larger than the dragon turtle\'s size, it takes a cumulative -10 penalty on this CMB check.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sea Serpent','Capsize (Ex)','A sea serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain\'s Profession (sailor) check, whichever is higher.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Elf','Captivating Gaze','The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target\'s speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter\'s allies, it has advantage on the next saving throw. The effect also ends if the creature can no longer see or hear the enchanter. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the enchanter\'s Captivating Gaze for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Harpy','Captivating Song (Su)','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 DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy\'s song for 24 hours. 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. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tarrasque','Carapace (Su)','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.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Merchant','Caravan guards','For every merchant, 4 guards are present (1st level fighters). AC 4 [15], with crossbows, swords, daggers.','OSE','Special','OSR',4),('Blemmyes','Carnivorous Compulsion','If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it.','5e SRD','Special','D&D 5e',1),('Horse','Carry loads','Up to 4,500 coins unencumbered; up to 9,000 at half speed.','OSE','Special','OSR',3),('Mule','Carry loads','Up to 2,000 coins unencumbered; up to 4,000 at half speed.','OSE','Special','OSR',3),('Camel','Carry loads','Up to 3,000 coins unencumbered; up to 6,000 at half speed.','OSE','Special','OSR',4),('Horse','Carry loads','Up to 3,000 coins unencumbered; up to 6,000 at half speed.','OSE','Special','OSR',5),('Horse','Carry loads','Up to 4,000 coins unencumbered; up to 8,000 at half speed.','OSE','Special','OSR',9),('Hawk','Carry prey','Up to halfling-sized.','OSE','Special','OSR',4),('Lesser Djinni','Carrying capacity','6,000 coins without fatigue. Up to 12,000 coins for 3 turns walking / 1 turn flying. Must rest 1 turn afterwards.','OSE','Special','OSR',10),('Lesser Efreeti','Carrying capacity','Up to 10,000 coins (flying).','OSE','Special','OSR',10),('Androsphinx','Cast a Spell (Costs 3 Actions)','The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('Dragon Crab','Cast a Spell (Costs 3 Actions)','The dragon crab casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('Gynosphinx','Cast a Spell (Costs 3 Actions)','The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('Gypsosphinx','Cast a Spell (Costs 3 Actions)','The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('Imperial Dragon','Cast a Spell (Costs 3 Actions)','The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal.','5e SRD','Action','D&D 5e',1),('Pumpkin King','Cast a Spell (Costs 3 Actions)','The Pumpkin King casts a spell from their list of innate spells, consuming a use of the spell as normal.','5e SRD','Legendary Action','D&D 5e',1),('Virtuoso Lich','Cast a Spell (Costs 3 Actions)','The lich casts a spell from its list of prepared spells, using a spell slot as normal.','5e SRD','Legendary Action','D&D 5e',1),('Cloud Giant','Castle','Built into mountain-sides or floating on cloud banks.','OSE','Special','OSR',3),('Fire Giant','Castle','Black, low-walled. Made of baked mud and raw iron.','OSE','Special','OSR',3),('Frost Giant','Castle','High upon snowy mountains.','OSE','Special','OSR',3),('Storm Giant','Castle','High among mountain peaks, atop banks of clouds, or in deep waters.','OSE','Special','OSR',4),('Queen Of Cats','Cat Passivism','No cats or weretigers can willingly attack the Queen of Cats. They can be forced to do so through magical means.','5e SRD','Special','D&D 5e',1),('Catfolk','Cat\'s Luck','Once per day when a catfolk makes a saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.','aquilae','Special','OSR',1),('Catfolk','Cat\'s Luck (Ex)','Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Silvanshee Agathion','Cat\'s Luck (Su)','','d20web','Special (Su)','d20',1),('Korrigan','Catch Me If You Can','When a creature moves within 5 feet of the korrigan, the korrigan can cast the misty step spell.','5e SRD','Reaction','D&D 5e',1),('Catfolk Pouncer','Catfolk','A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features. An ability with this trait can be used or selected only by catfolk. An item with this trait is created and used by catfolk.','fan json','Trait','Pathfinder 2e',1),('Brigand','Cavalry','The other half is mounted on riding horses and has: chainmail, shield, sword.','OSE','Special','OSR',2),('Aeolaeka( Stone Azata)','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Astral Deva','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Balisse','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Bastion Archon','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Bralani','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Cassisian','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Choral','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Draconal','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Gancanagh','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Garuda','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Ghaele','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Guloval','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Horned Archon','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Hound Archon','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Lantern Archon','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Legion Archon','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Lillend','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Lyrakien','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Monadic Deva','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Movanic Deva','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Peri','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Planetar','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Procyal','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Shield Archon','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Silvanshee','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Solar','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Star Archon','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Stone Lion','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Stone Lion Cub','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Trumpet Archon','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Veranallia','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Vulpinal','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Wheel Archon','Celestial','Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.','fan json','Trait','Pathfinder 2e',1),('Draconal Agathion','Celestial Focus','','d20web','Special (Ex)','d20',1),('Niutomi','Celestial Weapons','The niutomi\'s weapon attacks are magical. When the niutomi hits with any weapon, the weapon deals an extra 2d8 radiant damage or 4d8 radiant damage against undead (included in the attack).','5e SRD','Special','D&D 5e',1),('Neh-thalggu','Cerebral Power (Recharge 6)','The neh-thalggu uses the power of its collected brains to supercharge its magic. The brain collector can use this ability as a bonus action to cause the target of one of its spells to make any saving throws against its brain collection trait with disadvantage.','5e SRD','Special','D&D 5e',1),('Kyton','Chain Armor (Ex)','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.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Rakshasa','chain lightning','6th level (1 slots)','5e SRD','Special','D&D 5e',1),('Niutomi','Chain Undead','The niutomi may touch one incapacitated, paralyzed, petrified, stunned, or unconscious undead. The target must then make a DC 14 Constitution saving throw or be reduced to 0 hit points. If the saving throw succeeds, the undead creature loses the condition and may act normally on its next turn. Undead reduced to 0 hit points are chained on the niutomi\'s next turn and returned to their proper burial place or other destination. So long as they remain chained, the undead remain at rest and at 0 hit points.','5e SRD','Action','D&D 5e',1),('Warrior','Chakram','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) slashing damage in melee or 6 (1d6 + 3) slashing damage at range.','5e SRD','Action','D&D 5e',1),('Gbahali','Chameleon Hide','The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali\'s next turn have disadvantage.','5e SRD','Special','D&D 5e',1),('Skulk','Chameleon Skin','','d20web','Special (Ex)','d20',1),('Vampire','Change form','At will; takes 1 round:','OSE','Special','OSR',7),('Diminution Drake','Change Scale','As a bonus action, the drake can change its size to Tiny or Small for 1 minute. While its size is reduced, it can\'t use In One Bite, and it has advantage on stinger attacks made against creatures larger than it. It can end this effect early as a bonus action.','5e SRD','Special','D&D 5e',1),('Bakeneko','Change Shape','The bakeneko can magically polymorph into a Small humanoid or back into its true form. Its statistics are the same in each form. If the bakeneko dies, it reverts to its true form.','5e SRD','Action','D&D 5e',1),('Barghest','Change Shape','The barghest can assume the shape of a goblin or a normal wolf. It can keep this form indefinitely, reverting to its natural form upon death. It retains its natural weapons while in alternate shape.','5e SRD','Special','D&D 5e',1),('Boiuna','Change Shape','The boiúna can transform into a Small or Medium humanoid or back into its original form. In this humanoid form, it loses its bite and tail attacks.','5e SRD','Action','D&D 5e',1),('Falajitax','Change Shape','The falajitax magically polymorphs into a Small or Medium humanoid, into a Large giant, into a Small, Medium or Large beast or back into its true form. Other than its size, its statistics are the same in each form. The falajitax\'s earrings resize but are always visible and position appropriately on the creature it polymorphs into. If the falajitax dies, it reverts to its true form.','5e SRD','Action','D&D 5e',1),('Go-zu','Change Shape','The go-zu oni magically polymorphs into a Small or Medium humanoid or beast, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its greataxe, which shrinks so that it can be wielded in humanoid form. If the oni magus dies, it reverts to its true form, and its greatsword reverts to its normal size.','5e SRD','Action','D&D 5e',1),('Qasogonaga','Change Shape','The qasogonaga magically polymorphs into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. If the qasogonaga dies, it reverts to its true form.','5e SRD','Action','D&D 5e',1),('Rakshasa','Change Shape','As the spell alter self, but concentration is not required.','5e SRD','Special','D&D 5e',1),('Scylla','Change Shape','The scylla magically polymorphs into a Small or Medium female humanoid, or back into her true form. The scylla loses its bite and tentacle attacks but can wield weapons or make slam attacks as appropriate for its form. Its statistics are otherwise the same in each form. Any equipment it is wearing or carrying isn\'t transformed. She reverts to her true form if she dies.','5e SRD','Action','D&D 5e',1),('Werecrocodile','Change Shape','The werecrocodile transforms into a Large crocodile or into a crocodile?humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\'t transformed. It reverts to its true form if it dies.','5e SRD','Bonus Action','D&D 5e',1),('Kitsune','Change Shape (Su)','A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bronze Dragon','Change Shape (Su)','','d20web','Special (Su)','d20',1),('Gold Dragon','Change Shape (Su)','','d20web','Special (Su)','d20',1),('Kitsune','Change Shape (Su)','','d20web','Special (Su)','d20',1),('Leshy','Change Size','The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Diminutive). The change is entirely illusory, so the leshy\'s statistics do not change.','5e SRD','Action','D&D 5e',1),('Efreeti','Change Size','(Sp) 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. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Janni','Change Size','(Sp) Twice per day, a 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. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Changeling Exile','Changeling','A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.','fan json','Trait','Pathfinder 2e',1),('Spellhound','Channel Breaker','The spellhound has advantage on attack rolls against a creature, if the creature is concentrating on a spell.','5e SRD','Special','D&D 5e',1),('Sema','Chaotic Energy Blast','Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 5 (2d4) force damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.','5e SRD','Action','D&D 5e',1),('Charau-ka','Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Charau-ka Acolyteof Angazhan','Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Charau-ka Butcher','Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Charau-ka Dragon Priest','Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Charau-ka Warrior','Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Malarunk','Charau-ka','Note from Nethys: no description was provided for this trait','fan json','Trait','Pathfinder 2e',1),('Aatxe','Charge','If the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Antelope','Charge','When there is no other means of escaping danger, an antelope will put down its head and charge a foe; on a successful attack this charge deals full maximum damage (8 points) to its opponent who must make a Dexterity save or be knocked prone. The antelope continues to move double its movement through its target and beyond in a straight line path.','5e SRD','Special','D&D 5e',1),('Balban','Charge','If the demon moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the demon can make one slam attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Boar','Charge','If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Brother Ox','Charge','If Brother Ox moves at least 20 feet straight toward a target and then hits it with a gore attack, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Catoblepas','Charge','If the catoblepas moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.','5e SRD','Special','D&D 5e',1),('Centaur','Charge','If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.','5e SRD','Special','D&D 5e',1),('Clubnek','Charge','If the clubnek moves at least 20 feet straight toward a target and then hits with its beak on the same turn, the target takes an extra 3 (1d6) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Dolphin','Charge','On the first round of combat or any time it can move up to 10 feet before attacking, the dolphin can make both a ram and a bite attack against the same target.','5e SRD','Special','D&D 5e',1),('Dracotaur','Charge','If the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage.','5e SRD','Special','D&D 5e',1),('Giant Seahorse','Charge','If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Hodag','Charge','If the hodag moves at least 10 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Jackalope','Charge','If the jackalope moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.','5e SRD','Special','D&D 5e',1),('Jolnoch','Charge','If the Jolnoch can run at least 20 ft. towards a target and hit with a bite attack, it does an additional 9 (2d8) damage. Further, the target must make a Strength save (DC 13) or be knocked prone.','5e SRD','Action','D&D 5e',1),('Lantern Goat','Charge','If the lantern goat moves at least 20 feet straight toward a target and then hits it with a head butt attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Moose','Charge','If the moose moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the moose can make one attack with its hooves as a bonus action.','5e SRD','Special','D&D 5e',1),('Mountain Strider','Charge','If the mountain strider moves at least 15 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the mountain strider and knocked prone.','5e SRD','Special','D&D 5e',1),('Nuckelavee','Charge','If the nuckelavee moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the attack deals an extra 16 (3d10) piercing damage.','5e SRD','Special','D&D 5e',1),('Ophidiotaur','Charge','If the ophidiotaur moves at least 30 feet straight toward a target and then hits it with a poisoned glaive attack on the same turn, the target takes an extra 5 (1d10) slashing damage.','5e SRD','Special','D&D 5e',1),('Ravager','Charge','If the ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the ravager can make one claw attack against it as a bonus action.','5e SRD','Special','D&D 5e',1),('Sarsaok','Charge','If the sarsaok moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Siehnam','Charge','If the siéhnam moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Unicorn','Charge','If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Elephant','Charge','In first round of combat, when not in melee. Requires clear run of at least 20 yards. Tusks inflict double damage.','OSE','Special','OSR',1),('Gorgon','Charge','When not in melee. Requires a clear run of at least 20 yards. Gore inflicts double damage.','OSE','Special','OSR',1),('Mastodon','Charge','In first round of combat, when not in melee. Requires a clear run of at least 20 yards. Tusks inflict double damage.','OSE','Special','OSR',1),('Rhinoceros','Charge','If disturbed or threatened, will charge in a random direction. Requires a clear run of at least 20 yards. Make a horn attack on all in the path: inflicts double damage.','OSE','Special','OSR',1),('Hornface Behemoth','Charge','In first round of combat, when not in melee. Requires a clear run of at least 20 yards. Horns inflict double damage.','OSE','Special','OSR',2),('Horse','Charge','When not in melee. Requires a clear run of at least 20 yards. Rider\'s lance inflicts double damage. Horse cannot attack when charging.','OSE','Special','OSR',6),('Wereboar','Charge (Boar or Hybrid Form Only)','If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.','5e SRD','Special','D&D 5e',1),('Wereorca','Charge (Killer Whale or Hybrid Form Only)','If the wereorca uses a Dash action and swims at least 15 feet straight toward a creature, it can make one bite attack against it as a bonus action.','5e SRD','Action','D&D 5e',1),('Camel','Charge attacks','Are not possible, when mounted on a camel.','OSE','Special','OSR',5),('Rhinoceros','Charge; Trample','See main entry.','OSE','Special','OSR',3),('Rhinoceros','Charge; Trample','See main entry.','OSE','Special','OSR',4),('Vampire','Charm','The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn\'t under the vampire\'s control, it takes the vampire\'s requests or actions in the most favorable way it can, and it is a willing target for the vampire\'s bite attack. Each time the vampire or the vampire\'s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.','5e SRD','Action','D&D 5e',1),('Werefox','Charm','One humanoid the werefox can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 minute. The charmed target obeys the werefox\'s verbal commands. If the target suffers any harm or receives a command that will put them in danger, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the werefox\'s charm for the next 24 hours. The werefox can have only one target charmed at a time. If it charms another, the effect on the previous target ends.','5e SRD','Action','D&D 5e',1),('Harpy','Charm','Anyone who hears the song of a group of harpies must save versus spells or be charmed: move towards the harpies (resisting those who try to prevent it); defend the harpies; obey the harpies\' commands (if understood); unable to cast spells or use magic items; unable to harm the harpies. A character who saves is unaffected for the rest of the encounter. Killing the harpies breaks the charm.','OSE','Special','OSR',1),('Nixie','Charm','10 nixies together can cast a charm to enchant a victim to serve them for one year. Save versus spells or be charmed: move towards the nixies (resisting those who try to prevent it); defend the nixies; obey the nixies\' commands (if understood); unable to cast spells or use magic items; unable to harm the nixies. Killing the nixies breaks the charm.','OSE','Special','OSR',3),('Dryad','Charm','Victim compelled to approach the tree, vanishes inside it (save versus spells with a -2 penalty). If not immediately rescued, the victim is lost forever.','OSE','Special','OSR',4),('Harionago','charm monster, dominate person','Innate, at will','5e SRD','Special','D&D 5e',1),('Devil Swine','Charm person','3 times a day. Save versus spells at -2 or be charmed: move towards the devil swine (resisting those who try to prevent it); obey the devil swine\'s commands (if understood); defend the devil swine; unable to cast spells or use magic items; unable to harm the devil swine. Killing the devil swine breaks the charm.','OSE','Special','OSR',12),('Jorogumo','charm person, detect thoughts','Innate, at will','5e SRD','Special','D&D 5e',1),('Devil Swine','Charmed victims','1d4-1 accompany a devil swine.','OSE','Special','OSR',13),('Haleshi','Charming Defense','While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class).','5e SRD','Action','D&D 5e',1),('Belial','Charming Devil','Belial has a way with words, which he infuses with his own Hellish pheromones. At the start of his turn, Belial chooses one of the following effects: Indecent Proposal. All who can hear Belial and are within 30 feet must succeed on a DC 25 Wisdom saving throw or suffer the effects of the spell suggestion.','5e SRD','Special','D&D 5e',1),('Vampire','Charming gaze','Save versus spells at -2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire\'s commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm.','OSE','Special','OSR',4),('Kobold','Chieftain and bodyguards','A 2HD (9hp) chieftain and 1d6 1+1HD (6hp) bodyguards live in the kobold lair.','OSE','Special','OSR',4),('Yuki-Onna','Child Form','The yuki-onna can take the form of a small child, retaining all of its stats and abilities. When the yukionna uses its cold-touch attack, it automatically reverts to its natural form.','5e SRD','Action','D&D 5e',1),('Vampire','Children of the Night (1/Day)','The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn\'t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.','5e SRD','Action','D&D 5e',1),('Cthulhu','Chill','Unnatural chill permeates a 20-foot radius centereed on a point Cthulhu can see within 120 feet. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) cold damage.','5e SRD','Legendary Action','D&D 5e',1),('Skiurid','Chill Darkness (Su)','','d20web','Special (Su)','d20',1),('Wraith','Chill of the Grave','The oblivion wraith radiates an aura of unnatural cold in a 60-foot radius. All creatures in this area must succeed on a DC 14 Constitution saving throw or have their speed reduced by half. A creature that touches the oblivion wraith or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.','5e SRD','Special','D&D 5e',1),('Xill','Chill of the Grave','The oblivion wraith radiates an aura of unnatural cold in a 60-foot radius. All creatures in this area must succeed on a DC 14 Constitution saving throw or have their speed reduced by half. A creature that touches the oblivion wraith or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.','5e SRD','Special','D&D 5e',1),('Yuki-Onna','Chilling Touch (Su)','A yuki-onna\'s touch causes 4d6 cold damage. Whenever a creature takes cold damage in this manner, it must make a DC 20 Fortitude save to avoid being staggered by the supernatural cold for 1 round. This duration stacks. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yellow Mould','Choking','Save versus death or die within 6 rounds.','OSE','Special','OSR',4),('Tarrasque','Chomp (Costs 2 Actions)','The tarrasque makes one bite attack or uses its Swallow.','5e SRD','Legendary Action','D&D 5e',1),('Ratfolk','Chopper Squad','The ratfolk mercenary\'s melee weapon attacks deal one extra die of damage if at least one of the mercenary\'s allies is within 5 feet of the creature and the ally isn\'t incapacitated.','5e SRD','Special','D&D 5e',1),('Go-zu','chromatic orb, invisibility','Innate, at will','5e SRD','Special','D&D 5e',1),('Boreal Dragon','Cinder Breath (Recharge 5-6)','The dragon exhales a 60-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Mogrl','circle of death','6th level (1 slot)','5e SRD','Special','D&D 5e',1),('Homunculus','CL','7th; Price 2,050 gp','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Iron Cobra','CL','7th; Price 4,000 gp (iron); 20,000 gp (adamantine), 8,000 gp (cold iron), 5,000 (darkwood), or 10,000 gp (mithral)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Juggernaut','CL','13th; Price 140,000 gp','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Soulbound Doll','CL','7th; Price 4,300 gp','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Haleshi','Clam Riders','Haleshi have a mystical connection with ordinary clams and similar mollusks and are able to use mollusks to magically transport themselves from one body of water to another.','5e SRD','Reaction','D&D 5e',1),('Haleshi','Clamport (3/Day)','The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam\'s passengers and releases them. After releasing the passengers, the clam returns to normal.','5e SRD','Action','D&D 5e',1),('Gnome','Clan chieftain and bodyguards','A 4HD (18hp) chieftain and 1d6 3HD (1d4 + 9hp) bodyguards live in the gnome lair. The chieftain gains a +1 bonus to damage.','OSE','Special','OSR',4),('Noble','Class','Usually treated as 3rd level fighters, but may be of any class and level.','OSE','Special','OSR',1),('Afanc','Claw','Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) slashing damage.','5e SRD','Action','D&D 5e',1),('Ahuizotl','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Air Elemental Dragon','Claw','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Akyishigal','Claw','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Alastor','Claw','Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.','5e SRD','Action','D&D 5e',1),('Albino Death Weasel','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn\'t already grappling a creature. Until this grapple ends, the target is restrained and the albino death weasel can\'t claw another target.','5e SRD','Action','D&D 5e',1),('Amaru','Claw','Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Androsphinx','Claw','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Ankou','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Anubian','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Aqrabuamelu','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and the target is grappled (escape DC 15). The Aqrabuamelu has two claws, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('Armadillo','Claw','Melee Weapon Attack: +0 to hit, reach 5 ft., 1 targets. Hit: 1 point of piercing damage.','5e SRD','Action','D&D 5e',1),('Aviere','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage.','5e SRD','Action','D&D 5e',1),('Babau','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 4 (1d8) acid damage.','5e SRD','Action','D&D 5e',1),('Bagiennik','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Bearmit Crab','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('Belker','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage. If the target is grappled, it takes an additional 13 (3d8) necrotic damage.','5e SRD','Action','D&D 5e',1),('Black Dragon','Claw','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Black Troll','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Blue Dragon','Claw','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Boreal Dragon','Claw','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Brass Dragon','Claw','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Bronze Dragon','Claw','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Bukavac','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC 15). A bukavac can grapple up to 2 Medium size foes.','5e SRD','Action','D&D 5e',1),('Bulgasari','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10+5) slashing damage.','5e SRD','Action','D&D 5e',1),('Burrowling','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Carbuncle','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Caterwaul','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Cave Drake','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Cave Fisher','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Chaaor','Claw','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). The demon has two claws, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('Chaceklain','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.','5e SRD','Action','D&D 5e',1),('Chelicerae','Claw','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Churr','Claw','Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) slashing damage and the target is grappled and restrained.','5e SRD','Action','D&D 5e',1),('Copper Dragon','Claw','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Coral Drake','Claw','Melee Weapon Attack: +7 to hit, 5 ft. reach, one target. Hit: 8 (1d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Crab','Claw','Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.','5e SRD','Special','D&D 5e',1),('Crater Drake','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Crocotta','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Cthulhu','Claw','Melee Weapon Attack: +19 to hit, reach 40 ft., targets all creatures in a 10-foot square. Hit: 19 (4d6 + 10) slashing damage. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.','5e SRD','Action','D&D 5e',1),('Cuauhxicalli','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Dagon','Claw','Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage and target is poisoned until the beginning of Dagon\'s next turn.','5e SRD','Action','D&D 5e',1),('Deep Drake','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Demodand','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and automatically initiates a grapple if the tarry demodand wishes. Grappled creatures must succeed at a Strength (Athletics) or Dexterity (Acrobatics) check contested by the tarry demodand\'s Strength (Athletics) check. For each such grappled opponent, the tarry demodand must forgo one of its Claw attacks while the grapple is in effect. However, it has advantage on melee attacks conducted against grappled creatures.','5e SRD','Action','D&D 5e',1),('Diminution Drake','Claw','Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Dire Corby','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft.; one creature. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Dragon Turtle','Claw','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Earth Elemental Dragon','Claw','Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.','5e SRD','Action','D&D 5e',1),('Felid Dragon','Claw','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and, if the target is a creature other than an undead or a construct, it must succeed on a DC 20 Constitution saving throw or take 2 (1d4) slashing damage at the start of each of its turns as a piece of the claw breaks off in the wound. Each time the dragon hits the target with this attack, the damage dealt by the wound each round increases by 3 (1d6). Any creature can take an action to remove the claw with a successful DC 16 Wisdom (Medicine) check. The claw pops out of the wound if the target receives magical healing.','5e SRD','Action','D&D 5e',1),('Fire Elemental Dragon','Claw','Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Fire Monkey','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Firebird','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Fluttercat','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) slashing damage, plus if the fluttercat hits one target with both Claw attacks on one turn, the target takes an additional 23 (5d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Fulminar','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage.','5e SRD','Reaction','D&D 5e',1),('Galazon','Claw','Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Gargoyle','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Garuda','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Gbahali','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Ghaddar','Claw','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Gold Dragon','Claw','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Graknork','Claw','Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Gray Nisp','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) slashing damage. If both claws hit the same target, it takes an additional 8 (1d10 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Green Dragon','Claw','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Gynosphinx','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Harionago','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Hezrou','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Hoarfrost Drake','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Horakh','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).','5e SRD','Action','D&D 5e',1),('Huecambra','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Ice Troll','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Imperial Dragon','Claw','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Jabberwock','Claw','Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Jaguar','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Jorogumo','Claw','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Karkinoi','Claw','Melee Weapon Attack: +6 to hit, 10 ft. reach, one target. Hit: 19 (3d8 + 6) bludgeoning damage. Instead of dealing damage, the karkinoi can grapple the target (escape DC 15).','5e SRD','Action','D&D 5e',1),('Kelp Drake','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Ketta','Claw','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Kezai','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Kongamato','Claw','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. If the target is a Large or smaller creature, the kongamato may grapple the target (escape DC 18). When the kongamato moves, the grappled creature moves with it. Until this grapple ends, the target is restrained. The kongamato can grapple up to two creatures and usually flings them from a great height.','5e SRD','Action','D&D 5e',1),('Kuunganisha','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Leopard','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Leucrotta','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Light Dragon','Claw','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Linnorm','Claw','Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d6+7) slashing damage.','5e SRD','Action','D&D 5e',1),('Lion','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Lynx','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Manticore','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Megatherium','Claw','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and as a bonus action the megatherium can make a Strength (Athletics) check to Shove the target. It can choose to pull a target 5 feet towards itself on a successful check.','5e SRD','Action','D&D 5e',1),('Mezzalorn','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Mi-Go','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 7 (1d8 + 3) piercing damage and the target is grappled (escape DC 13).','5e SRD','Action','D&D 5e',1),('Mogrl','Claw','Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) slashing damage.','5e SRD','Action','D&D 5e',1),('Nabasu','Claw','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Nalfeshnee','Claw','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Nalusa Falaya','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Nazalor','Claw','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Neh-thalggu','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the neh-thalgaa canï¿1/2t use one of its claw attacks on another target. However, the grappled creature automatically takes 14 (2d6 + 7) bludgeoning damage at the start of the neh-thalgguï¿1/2s turn. The neh-thalggu has two claws it can use to grapple a target.','5e SRD','Action','D&D 5e',1),('Nerizo','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Nichny','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Nuckelavee','Claw','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Ophinix','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the ophinix is charged with electricity, the target also takes 5 (2d4) lightning damage.','5e SRD','Action','D&D 5e',1),('Panda','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.','5e SRD','Action','D&D 5e',1),('Panther','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Piasa','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Porcupine','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Red Dragon','Claw','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Sabretooth Jaguar','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Sailback Behemoth','Claw','Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Savager','Claw','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Sema','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Serpopard','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Shoreline Scrapper','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Silver Dragon','Claw','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Skitterdark','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 3) slashing damage plus 2 (1d4) necrotic damage.','5e SRD','Action','D&D 5e',1),('Snow Cat','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Star Drake','Claw','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Storm Dragon','Claw','Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Sunset Raptor','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage','5e SRD','Action','D&D 5e',1),('Tangagumak','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Tangtal','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Tarrasque','Claw','Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.','5e SRD','Action','D&D 5e',1),('Thanadaemon','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 5 (1d10) necrotic damage.','5e SRD','Action','D&D 5e',1),('Tiger','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Tsathogga','Claw','Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 40 (9d6 + 9) slashing damage plus 35 (10d6) acid damage.','5e SRD','Action','D&D 5e',1),('Ulnorya','Claw','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Ursa Polaris','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Vexxeh','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Water Elemental Dragon','Claw','Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('White Dragon','Claw','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Wolverine','Claw','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Xhkarsh','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Xorn','Claw','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Yaoguai','Claw','Melee Weapon Attack: +9 to hit, 1reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Yathon','Claw','Melee Weapon Attack: +8 to hit, reach 5 ft. or range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Yeti','Claw','Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage.','5e SRD','Action','D&D 5e',1),('Zouyu','Claw','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.','5e SRD','Action','D&D 5e',1),('Zuvembie','Claw','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) slashing damage plus 21 (6d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('Ahuizotl','claw','12 (1d8+5/19-20 plus','d20web','Action','d20',1),('Chaneque','claw','5 (1d3+3)','d20web','Action','d20',1),('Karkinoi','claw','13 (1d10+9/19-20 plus','d20web','Action','d20',1),('Skum','claw','2 (1d4+1)','d20web','Action','d20',1),('Xill','claw','13 (1d4+3 plus','d20web','Action','d20',1),('Yaoguai','claw','12 (1d8+6)','d20web','Action','d20',1),('Amber Golem','claw','2 * claw (2d6), 1 * bite (2d10)','OSE','Action','OSR',1),('Black Bear','claw','1 * bite (1d6)','OSE','Action','OSR',1),('Cave Bear','claw','2 * claw (1d8)','OSE','Action','OSR',1),('Chimera','claw','2 * claw (1d3)','OSE','Action','OSR',1),('Dragon Turtle','claw','2 * claw (1d8)] or breath','OSE','Action','OSR',1),('Flame Salamander','claw','2 * claw (1d4), 1 * heat aura (1d8)','OSE','Action','OSR',1),('Frost Salamander','claw','2 * claw (1d4), 1 * bite (1d8), 1 * heat aura (1d8)','OSE','Action','OSR',1),('Gargoyle','claw','2 * claw (1d3)','OSE','Action','OSR',1),('Ghoul','claw','2 * claw (1d3 + paralysis)','OSE','Action','OSR',1),('Giant Scorpion','claw','2 * claw (1d10), 1 * sting (1d4 + poison)','OSE','Action','OSR',1),('Gold Dragon','claw','[2 * claw (2d4), 1 * bite (6d6)] or breath','OSE','Action','OSR',1),('Green Dragon','claw','[2 * claw (1d6), 1 * bite (3d8)] or breath','OSE','Action','OSR',1),('Griffon','claw','2 * claw (1d4), 1 * bite (2d8)','OSE','Action','OSR',1),('Grizzly Bear','claw','2 * claw (1d4), 1 * bite (1d8)','OSE','Action','OSR',1),('Harpy','claw','2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)','OSE','Action','OSR',1),('Hippogriff','claw','2 * claw (1d6)','OSE','Action','OSR',1),('Lion','claw','2 * claw (1d4+1)','OSE','Action','OSR',1),('Manticore','claw','2 * claw (1d4), 1 * bite (2d4)','OSE','Action','OSR',1),('Mountain Lion','claw','2 * claw (1d3)','OSE','Action','OSR',1),('Owlbear','claw','2 * claw (1d8)','OSE','Action','OSR',1),('Panther','claw','2 * claw (1d4)','OSE','Action','OSR',1),('Polar Bear','claw','2 * claw (1d6)','OSE','Action','OSR',1),('Red Dragon','claw','2 * claw (1d8) or breath','OSE','Action','OSR',1),('Roc','claw','2 * claw (3d6)','OSE','Action','OSR',1),('Smilodon','claw','2 * claw (1d8)','OSE','Action','OSR',1),('Tiger','claw','2 * claw (1d6)','OSE','Action','OSR',1),('Troglodyte','claw','2 * claw (1d4)','OSE','Action','OSR',1),('Tuatara','claw','2 * claw (1d4)','OSE','Action','OSR',1),('Werebear','claw','2 * claw (2d4)','OSE','Action','OSR',1),('Weretiger','claw','2 * claw (1d6)','OSE','Action','OSR',1),('White Dragon','claw','[2 * claw (1d4), 1 * bite (2d8)] or breath','OSE','Action','OSR',1),('Roc','claw','2 * claw (1d8)','OSE','Action','OSR',3),('Frost Salamander','claw','4 * claw (1d6), 1 * bite (2d6), 1 * cold aura (1d8)','OSE','Action','OSR',4),('Roc','claw','2 * claw (1d4+1)','OSE','Action','OSR',5),('Werebadger','Claw (Badger or Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Werebear','Claw (Bear or Hybrid Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Queen Of Cats','Claw (Cat or True Form Only)','Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage.','5e SRD','Action','D&D 5e',1),('Cave Troll','claw (from','claw (from','d20web','Action','d20',1),('Ijiraq','Claw (Hybrid Form or True Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 13 (3d8) poison damage.','5e SRD','Action','D&D 5e',1),('Queen Of Scorpions','Claw (Scorpion Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 17). While in scorpion form, the Queen has two claws, each of which can grapple only one target.','5e SRD','Action','D&D 5e',1),('Aniwye','Claw (Skunk Form Only)','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Werejaguar','Claw (Tiger or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Weretiger','Claw (Tiger or Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Armadillo','claw -1 (1d2-3)','claw -1 (1d2-3)','d20web','Action','d20',1),('Zoog','claw -4 (1d3)','claw -4 (1d3)','d20web','Action','d20',1),('Afanc','Claw Attack','The afanc makes one Claw attack.','5e SRD','Legendary Action','D&D 5e',1),('Amaru','Claw Attack','The amaru makes a claw attack.','5e SRD','Legendary Action','D&D 5e',1),('Androsphinx','Claw Attack','The sphinx makes one claw attack.','5e SRD','Legendary Action','D&D 5e',1),('Cthulhu','Claw Attack','Cthulhu makes a claw attack.','5e SRD','Legendary Action','D&D 5e',1),('Gynosphinx','Claw Attack','The sphinx makes one claw attack.','5e SRD','Legendary Action','D&D 5e',1),('Linnorm','Claw Attack','The linnorm makes a claw attack.','5e SRD','Legendary Action','D&D 5e',1),('Black Dragon','claw or breath','[2 * claw (1d4 + 1), 1 * bite (2d10)] or breath','OSE','Action','OSR',1),('Blue Dragon','claw or breath','[2 * claw (1d6 + 1), 1 * bite (3d10)] or breath','OSE','Action','OSR',1),('Aalpamac','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Addanc','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 6 (1d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Alchemical Skunk','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Anophiloi','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Asanbosam','Claws','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can\'t claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.','5e SRD','Action','D&D 5e',1),('Azeban','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Balbal','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Baregara','Claws','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). The baregara can grapple one target at a time.','5e SRD','Action','D&D 5e',1),('Barghest','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+3) slashing damage.','5e SRD','Action','D&D 5e',1),('Baykok','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.','5e SRD','Action','D&D 5e',1),('Bebilith','Claws','Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage.','5e SRD','Action','D&D 5e',1),('Bog Beast','Claws','Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction of the target\'s hit point maximum lasts until the disease is cured.','5e SRD','Action','D&D 5e',1),('Cacodaemon','Claws','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2+1) piercing damage.','5e SRD','Action','D&D 5e',1),('Cacodemon','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Camazotz','Claws','Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Catfolk','Claws','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.','5e SRD','Action','D&D 5e',1),('Cave Troll','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Charfiend','Claws','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.','5e SRD','Action','D&D 5e',1),('Charybdis','Claws','Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 19 (2d10 + 8) piercing damage.','5e SRD','Action','D&D 5e',1),('Chimera','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Clubnek','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Croaker','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a croaker egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw 24 hours after the egg is implanted. A failed saving throw results in the host becoming violently ill, followed by a deep coma-like state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young croaker, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg.','5e SRD','Action','D&D 5e',1),('Devourer','Claws','Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 15 (2d6 + 8) slashing damage.','5e SRD','Action','D&D 5e',1),('Dracotaur','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Dragonne','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+4)','5e SRD','Action','D&D 5e',1),('Dretch','Claws','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.','5e SRD','Action','D&D 5e',1),('Ettercap','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Fire Lizard','Claws','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 +7) slashing damage.','5e SRD','Action','D&D 5e',1),('Gambado','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Ghoul','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Glass Gator','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can\'t attack a different target.','5e SRD','Action','D&D 5e',1),('Grendel','Claws','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature, the target is grappled (escape DC 17). The grendel has two claws. While a claw grapples a target, the claw can attack only that target. When the grendel moves, any Medium or smaller target it is grappling moves with it.','5e SRD','Action','D&D 5e',1),('Griffon','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Gypsosphinx','Claws','Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Hieracosphinx','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.','5e SRD','Action','D&D 5e',1),('Hippogriff','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Hodag','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Ichneumon','Claws','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Jaculus','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Kalidah','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Kot Bayun','Claws','Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Kyeryong','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage.','5e SRD','Action','D&D 5e',1),('Lacedon','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Lake Troll','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan\'s tools during a long rest.','5e SRD','Action','D&D 5e',1),('Lilin','Claws','Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Maenad','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) slashing damage, plus the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 21(6d6) poison damage, or half on a successful save. Mad Feast (1/Day). The maenad conjures a supernatural feast. Creatures eating from this feast gain advantage on Strength and Constitution ability checks and saving throws, 1d8 temporary hit points, and advantage on saving throws against being frightened for 12 hours. Creatures affected also have disadvantage on Wisdom saving throws (except against being frightened), and find it more compelling to engage in debauchery, excess, and violence.','5e SRD','Action','D&D 5e',1),('Merrow','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Moon-Beast','Claws','Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Mothman','Claws','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) force damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('Nupperibo','Claws','Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.','5e SRD','Action','D&D 5e',1),('Owlbear','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.','5e SRD','Action','D&D 5e',1),('Pixiu','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Raggoth','Claws','Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage, and the target is grappled (escape DC 17) and restrained.','5e SRD','Action','D&D 5e',1),('Ravager','Claws','Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 45 (10d6 + 10) slashing damage and the target is grappled (Escape DC 23). Until this grapple ends, the creature is restrained.','5e SRD','Action','D&D 5e',1),('Sahuagin','Claws','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.','5e SRD','Action','D&D 5e',1),('Shellycoat','Claws','Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.','5e SRD','Action','D&D 5e',1),('Spawn Of Chernobog','Claws','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.','5e SRD','Action','D&D 5e',1),('Stonehorn','Claws','Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) slashing damage.','5e SRD','Action','D&D 5e',1),('Subek','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Succubus','Claws','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.','5e SRD','Action','D&D 5e',1),('Swamp Troll','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Tembril','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Troll','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Tzitzimitl','Claws','Melee Weapon Attack: +12 to hit, 20 ft. reach, one target. Hit: 19 (2d12 + 6) slashing damage plus 7 (2d6) force damage and 7 (2d6) necrotic damage.','5e SRD','Action','D&D 5e',1),('Ungern','Claws','Melee Weapon Attack: +6 to hit, 5 ft. range, one target. Hit: 6 (1d4+4) slashing damage.','5e SRD','Action','D&D 5e',1),('Valkruung','Claws','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. 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),('Voonith','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Wako','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Wyvern','Claws','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Yedae','Claws','Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage.','5e SRD','Action','D&D 5e',1),('Yowler','Claws','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.','5e SRD','Action','D&D 5e',1),('Zimwi','Claws','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn\'t already grappling a creature, it is grappled (escape DC 11).','5e SRD','Action','D&D 5e',1),('Bakeneko','Claws (Bakeneko Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Quasit','Claws (Bite in Beast Form)','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Action','D&D 5e',1),('Jackalwere','Claws (Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Vrykolakas','Claws (Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vrykolakas can grapple the target (escape DC 14).','5e SRD','Action','D&D 5e',1),('Werebat','Claws (Hybrid Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.','5e SRD','Action','D&D 5e',1),('Werehyena','Claws (Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Werewolf','Claws (Hybrid Form Only)','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.','5e SRD','Action','D&D 5e',1),('Charybdis','Claws 2','The charybdis makes one attack with its claws.','5e SRD','Action','D&D 5e',1),('Cthulhu','Cleaving Claws (Ex)','A single attack from one of Cthulhu\'s claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ram','Cliff-climber','As long as the ram is on dry ground, it is not affected by difficult terrain.','5e SRD','Special','D&D 5e',1),('Giant Shrew','Climbing','Skilled climbers; can jump up to 5\'.','OSE','Special','OSR',3),('Giant Gecko','Cling','Climb walls, trees, etc. and drop on victims.','OSE','Special','OSR',1),('Carcass Crawler','Cling','Can walk on walls and ceilings.','OSE','Special','OSR',2),('Crab Spider','Cling','Can walk on walls and ceilings.','OSE','Special','OSR',3),('Rhagodessa','Cling','Can walk on walls.','OSE','Special','OSR',3),('Black Pudding','Cling','Can move across walls and ceilings.','OSE','Special','OSR',4),('Ankou','Cloak of Shadows','As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.','5e SRD','Special','D&D 5e',1),('Akyishigal','Cloak of Swarms (Recharge 5-6)','The demon lord of cockroaches can emit a cloud of flying, stinging insects from his mouth, his eyes, and the tears in his skin. This cloud surrounds him to a depth of 5 feet. When the cloak is active, all attacks against him are made with disadvantage, and Akyishigal can see in all directions (through the insects\' eyes). Any living creature that starts its turn within 5 feet of Akyishigal takes 11 (2d10) piercing damage plus 10 (3d6) poison damage, or half as much poison damage with a successful DC 17 Constitution saving throw. If the saving throw fails, the character is also poisoned for 1 hour. The swarm lasts for 5 rounds; it dissipates instantly if Akyishigal takes 30 or more damage from a nonweapon attack that he doesn\'t have resistance to. While poisoned by the Cloak of Swarms, a character emits a stench of decomposition. All uncontrolled vermin attack that character on sight and in preference to other targets.','5e SRD','Action','D&D 5e',1),('Clockwork Amalgam','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Assassin','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Brewer','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Buccaneer','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Cannoneer','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Clock Tower','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Disposer','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Door Warden','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Dragon','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Fabricator','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Gunner','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Handler','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Hunter','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Mage','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Puppeteer','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Rifler','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Soldier','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Sphinx','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Clockwork Spy','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Divine Warden Of Brigh','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Glass Elephant','Clockwork','Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function. \n\nClockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.\n\nWind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork\'s wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it\'s wound again. Some clockworks\' abilities require them to spend some of their remaining operational time. They can\'t spend more than they have and shut down immediately once they have 0 time remaining. If it\'s unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork\'s operational time doesn\'t decrease in standby.\n\n A creat','fan json','Trait','Pathfinder 2e',1),('Black Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('Blue Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('Gold Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('Green Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('Red Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('Sea Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('White Dragon','Cloud','50\' long, 40\' wide, 20\' high.','OSE','Special','OSR',5),('Swamp Naga','Cloud of Insects','A cloud of biting and stinging insects surrounds the swamp naga. A creature that starts its turn within 5 feet of the naga must make a DC 14 Constitution saving throw. On a failure, a creature takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn\'t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A wind of moderate or greater speed (at least 10 miles per hour) disperses the insect cloud for 1 minute. As a bonus action, the naga can disperse the cloud for 1 minute.','5e SRD','Special','D&D 5e',1),('Hoarfrost Drake','Cloud of Riming Ice (Recharge 5-6)','The hoarfrost drake creates a cloud of freezing fog that rimes everything in frost. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, the target takes 14 (4d6) cold damage and must succeed on a DC 12 Dexterity saving throw or drop whatever it\'s holding. On a success, the target takes half the damage and doesn\'t drop what it\'s holding. The area becomes difficult terrain until the end of the hoarfrost drake\'s next turn. A creature that enters the area or ends its turn there must succeed on a DC 14 Dexterity saving throw or fall prone.','5e SRD','Action','D&D 5e',1),('Aghasura','cloudkill','1/day each','5e SRD','Special','D&D 5e',1),('Gypsosphinx','cloudkill','5th level (1 slot)','5e SRD','Special','D&D 5e',1),('Qallupilluk','Cloying Scent (Su)','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 mind-affecting effects.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Alux','Club','Melee Weapon Attack: +7 to hit, reach 0 ft., one target. Hit: 1 bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Leshy','Club','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Nymph','Club','Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Korred','club','8 (1d4+6)','d20web','Action','d20',1),('Ogre','club','1 * club (1d10)','OSE','Action','OSR',1),('Rock Baboon','club','1 * club (1d6)','OSE','Action','OSR',1),('Sand Golem','Clutching Sands','','d20web','Special (Ex)','d20',1),('Ursikka','Coat Claws','','d20web','Special (Ex)','d20',1),('Ursikka','Coat Claws (Ex)','As a standard action, an ursikka can coat its pincerlike claws with freezing, viscous saliva. This coating lasts for 1 minute. Any creature hit by an ursikka\'s coated claws or grappled by an ursikka using the Snatch feat takes an additional 2d6 points of cold damage (Reflex DC 22 half).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sepia Snake','Cocoon (Recharge 5-6)','A sepia snake can fire a line of webbing to a range of 20 feet. Creatures in this area must make a DC 16 Dexterity saving throw. On a failure, the creature is restrained by webbing. If a creature is completely covered in webbing, it must make a successful DC 16 Constitution saving throw or be placed in a state of magical suspended animation for 1d4 + 12 days. During this time, the creature does not need food or water. In one round, the sepia snake can spit enough webbing to cover one Medium or smaller creature. For each size category larger than Medium, the snake must fire another line of webbing to completely encase an opponent. As an action, creatures hit by the webbing but not completely covered can make a DC 16 Strength check, bursting the webbing on a success. A creature that is completely wrapped in the webbing cannot break free and must rely on others to remove the webs. The webbing can be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).','5e SRD','Action','D&D 5e',1),('Crypt Spider','Cocoon Prey','As a bonus action, a crypt spider can cocoon a creature within 5 feet that is currently restrained by webbing. A cocooned creature has disadvantage on ability checks and saving throws made to escape the web.','5e SRD','Special','D&D 5e',1),('Vampire','Coffins','Must rest in a coffin during the day or lose 2d6hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations.','OSE','Special','OSR',13),('Ice Golem','Cold','','d20web','Special (Ex)','d20',1),('Yeti','Cold','','d20web','Special (Ex)','d20',1),('Adlet','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Adult Silver Dragon','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Adult White Dragon','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Ainamuuren','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Ancient Silver Dragon','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Ancient White Dragon','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Benthic Reaver','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Blizzardborn','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Bul-Gae','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Calathgar','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Drake Courser','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Fionn','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Frost Drake','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Frost Giant','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Frost Troll','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Frost Worm','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Graylok Ambusher','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Graylok Artillerist','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Graylok Gatebreaker','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Hegremon','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Ice Golem','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Ice Linnorm','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Ice Mummy','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Ice Yai','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Icewyrm','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Icicle Snake','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Jurgrindor','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Kargstaad','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Kargstaad\'s Giant','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Kun','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Ledalusca','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Manifestation Of Dahak','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Peng','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Sthira','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Umbraex','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Umonlee','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Venexus','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Venexus\'s Wyrmlings','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Wendigo','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Winter Hag','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Young Silver Dragon','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Young White Dragon','Cold','Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.','fan json','Trait','Pathfinder 2e',1),('Yeti','Cold (Su)','A yeti\'s body generates intense cold, dealing 1d6 points of 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.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Frost Worm','Cold (Su)','','d20web','Special (Su)','d20',1),('Yeti','Cold (Su)','','d20web','Special (Su)','d20',1),('Frost Salamander','Cold aura','All creatures within 20\' suffer 1d8 damage per round.','OSE','Special','OSR',5),('Frost Salamander','cold aura','4 * claw (1d6), 1 * bite (2d6), 1 * cold aura (1d8)','OSE','Action','OSR',6),('White Dragon','Cold Aura (Su)','','d20web','Special (Su)','d20',1),('Silver Dragon','Cold Breath','The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Ursa Polaris','Cold Breath (Recharge 5-6)','The ursa polaris exhales a blast of freezing wind and shards of ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage and 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('White Dragon','Cold Breath (Recharge 5-6)','The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Calathgar','Cold Healing','','d20web','Special (Ex)','d20',1),('Frost Giant','Cold immunity','Unharmed by cold-based attacks.','OSE','Special','OSR',2),('Frost Salamander','Cold immunity','Unharmed by cold-based attacks.','OSE','Special','OSR',7),('Ankou','Cold Iron Killer (Su)','All of an ankou\'s natural weapons are treated as cold iron for the purpose of overcoming damage reduction.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bhuta','Cold Iron Weakness (Su)','A cold iron weapon is considered to be magical when used against a bhuta. A magic cold iron weapon always functions as a ghost touch weapon when used against a bhuta.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Beli','Cold Regeneration','As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn\'t function at the start of the beli\'s next turn. The beli dies only if it starts its turn with 0 hit points and it doesn\'t regenerate.','5e SRD','Special','D&D 5e',1),('Yuki-Onna','Cold Touch','Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 33 (6d10) cold damage. If the target is a creature, it must succeed a DC 16 Constitution saving throw or be restrained for 1 round.','5e SRD','Action','D&D 5e',1),('Neh-thalggu','Collect Brain','Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated, stunned or paralyzed humanoid grappled by the brain collector. Hit: The target takes 55 (10d10) slashing damage. If this damage reduces the target to 0 hit points, the brain collector kills the target by extracting and collecting its brain.','5e SRD','Action','D&D 5e',1),('Bakeneko','color spray, silent image','Innate, at will','5e SRD','Special','D&D 5e',1),('Dagon','Command Aquatic Creature (Costs 2 Actions)','Dagon uses its Command Aquatic Creature ability, even if it has not recharged.','5e SRD','Legendary Action','D&D 5e',1),('Dagon','Command Aquatic Creature (Recharge 5-6)','One creature with a swim speed that Dagon can see within 120 feet of it hears the telepathic commands of Dagon and must make a DC 21 Wisdom saving throw. On a failed save, the creature is charmed for 24 hours. While charmed, it must follow the orders of Dagon to the best of the target\'s ability and it is immune to being charmed or frightened by another effect or spell. A target can repeat the saving throw when it takes damage, ending the effect on a success.','5e SRD','Action','D&D 5e',1),('Dagon','Command Aquatic Creature (Su)','Dagon can command aquatic creatures to do his bidding as a move action, either via using his ability to speak with animals or via telepathy. This affects all aberrations, animals, magical beasts, oozes, and vermin within 300 feet that have the aquatic subtype (Will DC 36 negates). This functions like mass suggestion, but can affect mindless creatures. Dagon can suggest obviously harmful or suicidal acts (though non-mindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Dagon issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from Dagon for 24 hours. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vrail','Communal Raptors','Unlike many birds of prey, vrail are social animals that hunt as a group. They swoop down in quick succession from different directions, each vrail slashing the target with its razor sharp talons as it flashes past. After the target bleeds to death, the vrail descend on the body as a flock and feed.','5e SRD','Action','D&D 5e',1),('Catrina','Compel Condemned (Su)','As a standard action, a catrina can force one humanoid within 30 feet to make a DC 17 Will save or be affected as per the spell dominate person. This ability functions exactly as that spell, but the catrina can only command an affected creature to approach and kiss her. This action is not considered to be against the target\'s nature or self-destructive. Any damage taken by the target (other than damage the catrina deals) immediately ends this effect.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ungern','Composite Longbow','Ranged Weapon Attack: +2 to hit, 150 ft. / 400 ft. range, one target. Hit: 9 (1d8+4) piercing damage.','5e SRD','Action','D&D 5e',1),('Moon-Beast','Compression','The moon beast can move through any space large enough for a Small creature, although it must squeeze to do so.','5e SRD','Special','D&D 5e',1),('Tizheruk','Compression','','d20web','Special (Ex)','d20',1),('Tizheruk','Compression (Ex)','A tizheruk can use its compression ability to remain in waterways as shallow as 8 inches deep. While compressing itself against the floor of a body of water, a tizheruk gains a +4 circumstance bonus on Stealth checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kamaitachi','Concealing Snow (True Form Only)','As a bonus action, the kamaitachi sheathes itself in blowing ice and snow, causing attack rolls against it to have disadvantage. The kamaitachi can use this trait only if it is in snowy terrain.','5e SRD','Special','D&D 5e',1),('Defaced Naiad Queen','Concentrate','An action with this trait requires a degree of mental concentration and discipline.','fan json','Trait','Pathfinder 2e',1),('Ghostly Guard','Concentrate','An action with this trait requires a degree of mental concentration and discipline.','fan json','Trait','Pathfinder 2e',1),('Siege Shard','Concentrate','An action with this trait requires a degree of mental concentration and discipline.','fan json','Trait','Pathfinder 2e',1),('Ophinix','Conductive Fur','While the ophinix is charged with electricity, a creature that touches the ophinix or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning damage.','5e SRD','Special','D&D 5e',1),('Black Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('Blue Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('Gold Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('Green Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('Red Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('Sea Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('White Dragon','Cone','2\' wide at the mouth, 30\' wide at far end.','OSE','Special','OSR',6),('Yuki-Onna','cone of cold','Innate, at will','5e SRD','Special','D&D 5e',1),('Ophiotaurus','Confounding Coils (Su)','Mythic creatures grappled by an ophiotaurus must succeed at a DC 21 Will save each round or be affected as if by mythic severance. The save DC is Wisdom-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Aridni','Confusion','The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds.','5e SRD','Action','D&D 5e',1),('Baalzebal','Confusion','Victims of his words become disoriented and confused as per the spell confusion.','5e SRD','Special','D&D 5e',1),('Malignant Mouth','Confusion','. Target must succeed on a DC 14 Wisdom saving throw or move in a random direction each turn, making a melee attack against the first target it encounters for 1d6 rounds.','5e SRD','Action','D&D 5e',1),('Kitsune','confusion, fly','Innate, at will','5e SRD','Special','D&D 5e',1),('Lesser Djinni','Conjure metallic objects','Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).','OSE','Special','OSR',8),('Lesser Efreeti','Conjure metallic objects','Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).','OSE','Special','OSR',8),('Lesser Djinni','Conjure soft goods / wooden objects','Up to 1,000 coins weight. Permanent.','OSE','Special','OSR',9),('Lesser Efreeti','Conjure soft goods / wooden objects','Up to 1,000 coins weight. Permanent.','OSE','Special','OSR',9),('Bouda','Constant','detect evil and good, detect magic','5e SRD','Special','D&D 5e',1),('Go-zu','Constant','see invisibility','5e SRD','Special','D&D 5e',1),('Abaia','Constant','arcane sight, speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Adlet','Constant','pass without trace','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Amarok','Constant','discern lies, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Babau','Constant','see invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Balor','Constant','true seeing, unholy aura (DC 26)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Baregara','Constant','see invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Blink Dog','Constant','blink','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cerynitis','Constant','see invisibility, speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Couatl','Constant','detect chaos, detect evil, detect good, detect law','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Criosphinx','Constant','speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Cthulhu','Constant','freedom of movement, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dagon','Constant','detect good, detect law, freedom of movement, speak with animals (aquatic animals only), true seeing, unholy aura (DC 28)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Drider','Constant','detect good, detect law, detect magic','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dryad','Constant','speak with plants','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Efreeti','Constant','detect magic','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Elohim','Constant','deathwatch, mind blank, speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Glabrezu','Constant','true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Julunggali','Constant','foresight (self only)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Karkadann','Constant','detect evil, detect good','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kech','Constant','pass without trace','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kirin','Constant','detect evil, water walk','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Marid','Constant','detect evil, detect good, detect magic, water walk','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mngwa','Constant','feather step','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Mobogo','Constant','pass without trace, speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Moon Dog','Constant','detect evil, detect magic, see invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nalfeshnee','Constant','true seeing, unholy aura (DC 23)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ophiotaurus','Constant','mind blank','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Pazuzu','Constant','detect good, detect law, freedom of movement, speak with animals (winged animals only), true seeing, unholy aura (DC 31)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Pegasus','Constant','detect evil (60-ft. radius), detect good (60-ft. radius)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Peri','Constant','fire shield (warm shield)','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Phoenix','Constant','detect magic, detect poison, see invisibility','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Pixie','Constant','detect chaos, detect evil, detect good, detect law','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Rusalka','Constant','blur, water walk','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Saxra','Constant','deathwatch, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shedu','Constant','detect chaos, detect evil, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shinigami','Constant','detect chaos, detect law, tongues, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Simurgh','Constant','detect evil, detect magic, tongues','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Sprite','Constant','detect evil, detect good','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Succubus','Constant','detect good, tongues','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tanuki','Constant','detect poison','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Tzitzimitl','Constant','arcane sight, fly, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vishap','Constant','tongues','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yamaraj','Constant','detect thoughts (DC 22), mage armor, true seeing','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Yuki-Onna','Constant','blur','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Zomok','Constant','pass without trace','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Zoog','Constant','detect magic, speak with animals','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wraith','Constitution Drain (Su)','Creatures hit by a wraith\'s touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Behir','Constrict','Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn\'t already constricting a creature, and the target is restrained until this grapple ends.','5e SRD','Action','D&D 5e',1),('Couatl','Constrict','Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can\'t constrict another target.','5e SRD','Action','D&D 5e',1),('Falajitax','Constrict','Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 17 (2d8 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the falajitax can\'t constrict another target. A target that starts its turn grappled in this way automatically takes 17 (2d8 + 8) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Glass Gator','Constrict','One creature that\'s already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw.','5e SRD','Action','D&D 5e',1),('Hydra','Constrict','Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage. The target is grappled (escape DC 19) if the hydra isn\'t already constricting a creature, and the target is restrained until this grapple ends.','5e SRD','Action','D&D 5e',1),('Ikuchi','Constrict','Melee Weapon Attack: +8 to hit, reach 20 ft., one Huge or smaller creature. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 16) if the ikuchi isn\'t already constricting two other creatures. Until this grapple ends, the target is restrained.','5e SRD','Action','D&D 5e',1),('Karkinoi','Constrict','A karkinoi can only have two creatures grappled at once. If a creature is grappled by the karkinoi at the beginning of its turn, it takes 22 (4d6+6) bludgeoning damage.','5e SRD','Special','D&D 5e',1),('Lindworm','Constrict','Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 11 (2d10) cold damage. The target is grappled (escape DC 16) if the lindworm isn\'t already constricting a creature, and the target is restrained until this grapple ends.','5e SRD','Action','D&D 5e',1),('Lindwyrm','Constrict','Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 11 (2d10) cold damage. The target is grappled (escape DC 16) if the lindworm isn\'t already constricting a creature, and the target is restrained until this grapple ends.','5e SRD','Action','D&D 5e',1),('Linnorm','Constrict','Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 13 (2d6+7) bludgeoning damage and the target is grappled (escape DC 24). Until this grapple ends, the creature is restrained, and the linnorm can\'t use constrict on another target.','5e SRD','Action','D&D 5e',1),('Sea Serpent','Constrict','Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and the sea serpent can\'t constrict another target.','5e SRD','Action','D&D 5e',1),('Swamp Naga','Constrict','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can\'t constrict another target.','5e SRD','Action','D&D 5e',1),('Queen Of Serpents','Constrict (Snake or True Form Only)','Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 27 (6d6 + 6) bludgeoning damage and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained, and the Queen of Serpents can\'t constrict another target.','5e SRD','Action','D&D 5e',1),('Giant Octopus','Constriction','Tentacles grab and constrict after a hit. Each constricting tentacle inflicts: 1d3 automatic damage per round, plus a -1 penalty to attacks.','OSE','Special','OSR',1),('Rock Python','Constriction','When a bite attack is successful, the python wraps around the victim and begins to squeeze, inflicting 2d4 automatic damage immediately and on each subsequent round.','OSE','Special','OSR',1),('Giant Squid','Constriction','Tentacles grab and constrict after a hit. 1d4 automatic damage per round.','OSE','Special','OSR',3),('Juggernaut','Construct','The juggernaut obeys the simple commands of whoever activated it by placing a brain gem in its arm. It becomes inanimate if the brain gem is removed.','5e SRD','Special','D&D 5e',1),('Adamantine Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Alchemical Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Aluum Enforcer','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Armor','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Blades','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Broom','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Colossus','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Dragonstorms','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Fireplace','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Furnace','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Silverware Swarm','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Statue','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Tea Cart','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Animated Trebuchet','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Aolaz','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Arcane Living Rune','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Azmakian Effigy','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Bramble Champion Construct','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Carrion Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Chattering Jaws','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clay Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Amalgam','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Assassin','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Brewer','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Buccaneer','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Cannoneer','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Clock Tower','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Disposer','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Door Warden','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Dragon','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Fabricator','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Gunner','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Handler','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Hunter','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Mage','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Puppeteer','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Rifler','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Shambler Horde','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Soldier','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Sphinx','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Clockwork Spy','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Cranium Preserver','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Daelum','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Desecrated Guardian','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Dig-Widget','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Dismemberment Table','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Divine Warden Of Brigh','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Divine Warden Of Nethys','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Doorwarden','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Dragonshard Guardian','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Dreshkan','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Flesh Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Fleshforged Dreadnought','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Floating Femur','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Fossil Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Giant Animated Statue','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Glass Elephant','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Glass Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Gold Defender','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Golgopo','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Guthallath','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Harrow Doll','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Homunculus','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Ice Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Imperfect Automaton','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Intellect Assemblage','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Iron Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Lazurite-Infused Stone Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Levaloch','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Lignified Adamantine Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Living-Sun Spire','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Meat Guardian','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Mechanical Carny','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Mechanical Laborer','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Mithral Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Necrophidius','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Obsidian Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Oil Living Graffiti','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Old Man Statue','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Phalanx Of Phalanges','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Planar Terra-Cotta Soldier','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Planar Terra-Cotta Squadron','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Prachalla','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Quantium Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Quarry Construct','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Radiant Warden','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Scarecophagus','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Scarecrow','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Scrabbling Ribcage','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Shadowforged Guardian','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Shieldbearer Construct','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Sicklehand Construct','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Siege Shard','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Skinstitch','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Solar Glass Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Soulbound Doll','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Soulbound Ruin','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Spellskein','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Spiral Centurion','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Spiritbound Aluum','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Stone Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Swordkeeper','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Tallow Guardian','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Tattoo Guardian','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Terra-Cotta Garrison','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Terra-Cotta Soldier','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Terrorguard','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Thorn Guardian','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Trapjaw Tangle','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Tupilaq','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Ulistul','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Ulizmila\'s Cauldron','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Weykoward','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Wood Golem','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Wyrwood Sneak','Construct','A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.','fan json','Trait','Pathfinder 2e',1),('Inkling','Construct Nature','The inkling doesn\'t require air, food, drink, or sleep.','5e SRD','Special','D&D 5e',1),('Amber Golem','Constructing','A very complex, expensive, and time-consuming process.','OSE','Special','OSR',4),('Bone Golem','Constructing','A very complex, expensive, and time-consuming process.','OSE','Special','OSR',4),('Bronze Golem','Constructing','A very complex, expensive, and time-consuming process.','OSE','Special','OSR',4),('Wood Golem','Constructing','A very complex, expensive, and time-consuming process.','OSE','Special','OSR',4),('Shoggoth','Consume','','d20web','Special (Ex)','d20',1),('Green Slime','Consume flesh','Once in contact with flesh for 6 rounds, the victim is turned into green slime in a further 1d4 rounds.','OSE','Special','OSR',3),('Yakirian','Consume Heart','The yakiran consumes the heart of a dead humanoid or giant within 5 feet. If the creature also less than 1 minute ago, the yakirian gains the following benefits:','5e SRD','Action','D&D 5e',1),('Nabasu','Consume Life (Su)','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, CMB rolls, 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, SR, and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check-success indicates it matures (gaining both the advanced and the giant simple templates) and plane shifts to the Abyss in a burst of smoke. A nabasu can have a maximum of 20 growth points-it automatically matures if it has not done so already when it reaches 20 growth points.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Megapede','Consume Metal','The megapede consumes one unattended Medium or smaller metal object or attempts to consume a metal object worn or held by the creature it is grappling. The grappled creature must succeed on a DC 13 Strength saving throw or the object is consumed. If the object is a magic item, the creature has advantage on the saving throw. Magic items consumed by the megapede stay intact in its stomach for 1d4 hours before they are destroyed.','5e SRD','Action','D&D 5e',1),('Psoglav','Consume Prey (Su)','','d20web','Special (Su)','d20',1),('Barghest','Consume the Soul','When a barghest slays an opponent, it feeds upon the victim\'s soul as well as its corpse, using a bonus action to do so. Victims whose soul is consumed by a barghest in this manner cannot be raised or resurrected through anything short of wish or true resurrection, which have only a 50% chance of success. Reincarnate may also be attempted, with only a 25% chance of success.','5e SRD','Special','D&D 5e',1),('Pixiu','Consume Treasure','The pixiu has an appetite for gold, silver, and jewels and consumes them whenever possible. If the pixiu attempts to eat a magical coin, gemstone, or piece of jewelry, the object has a 25% chance of breaking, dispelling its magic and rendering it useless. If the object doesn\'t break, the pixiu gives up trying to eat it.','5e SRD','Special','D&D 5e',1),('Go-zu','contact other plane, plane shift','Innate, at will','5e SRD','Special','D&D 5e',1),('Azza','Contagious Lightning','A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.','5e SRD','Special','D&D 5e',1),('Hydra','Contamination','The hydra emits an aura of corruption 30 feet in every direction. Plants that aren\'t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 19 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this hydra\'s Contamination for 24 hours.','5e SRD','Special','D&D 5e',1),('Crocotta','Contend','If the crocotta hits a creature with its bite attack the target must succeed on an opposed Strength (Athletics) check or become grappled (escape DC 14). Until the grapple ends, the crocotta can automatically hit the target with its bite, but the crocotta can\'t make bite attacks against another target.','5e SRD','Special','D&D 5e',1),('Vampire','Continual light','Partly blinded by the light from this spell (-4 to attacks).','OSE','Special','OSR',19),('Wako','Contortionist','The wako\'s oily coat and flexible skeleton allow them to fit through spaces as easily as a Small creature, and they can stand up from prone as a bonus action.','5e SRD','Special','D&D 5e',1),('Dagon','Control Temperature','Dagon selects an area of water within 100 feet no larger than a 20-foot sphere and causes it to heat to boiling or cool drastically. Any creature within that area must make a DC 21 Constitution saving throw, taking 27 (6d8) cold or fire damage on a failed save, or half as much on a successful saving throw.','5e SRD','Lair Action','D&D 5e',1),('Charybdis','Control Water','The charybdis casts control water or chooses one the effects of control water.','5e SRD','Action','D&D 5e',1),('Hobgoblin','Coordinated Attack','The hobgoblin soldier can add 1d4 to its attack rolls for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4.','5e SRD','Special','D&D 5e',1),('Zuvembie','Corpse Call','Zuvembies cannot speak, but their strange calls and whistles captivate the minds of those who hear them. Every living creature within 100 ft. of the zuvembie that can hear the call must succeed on a DC 15 Wisdom saving throw or be charmed until the call ends. The zuvembie must take a bonus action on its subsequent turns to continue calling creatures. It can stop the call at any time. The call ends if the zuvembie is incapacitated. While charmed by the zuvembie, a target is incapacitated and ignores the call of other zuvembies. If the charmed target is more than 5 ft. away from the zuvembie, it must move on its turn toward the zuvembie by the most direct route. It doesn\'t avoid Opportunity Attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the zuvembie, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature\'s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this zuvembie\'s call for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Horned Serpent','Corpse Cough','Those who fail a saving throw against the horned serpent\'s Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can\'t benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target\'s hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease\'s full effects don\'t manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature\'s lungs become necrotic.','5e SRD','Special','D&D 5e',1),('Balbal','Corpse Dummy (Recharges After a Short Rest)','The balbal can spend 1 minute using its razor-sharp tongue to carve a Small or Medium piece of wood into a humanoid shape. This dummy appears to casual inspection indistinguishable from the corpse of a humanoid of the same size (which may resemble a specific individual). Creatures carefully inspecting the corpse dummy can attempt a DC 15 Intelligence (Investigation) check to reveal the ruse. This is a magical illusion effect, and creatures using detect magic to examine the corpse dummy have advantage on this check.','5e SRD','Action','D&D 5e',1),('Black Dragon','Corrupt Water (Sp)','','d20web','Special (Sp)','d20',1),('Virtuoso Lich','Corrupted Art','The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action\'s effects change, depending on if the target is undead.','5e SRD','Action','D&D 5e',1),('Belial','Corrupting Touch','Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) psychic damage and the target must succeed on a DC 24 Wisdom saving throw or become charmed by Belial for one minute.','5e SRD','Action','D&D 5e',1),('Mix Couatl','Couatl','A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities.','fan json','Trait','Pathfinder 2e',1),('Quetz Couatl','Couatl','A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities.','fan json','Trait','Pathfinder 2e',1),('Scalliwing','Couatl','A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities.','fan json','Trait','Pathfinder 2e',1),('Xiuh Couatl','Couatl','A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities.','fan json','Trait','Pathfinder 2e',1),('Upasunda','Counter','Whenever the upasunda is missed by a melee weapon attack, it can make a melee weapon attack against the creature that missed it if the upasunda is in range.','5e SRD','Reaction','D&D 5e',1),('Athena','Counter Strike','Athena adds 4 to her AC against one melee attack that would hit. To do so, Athena must see the attacker and be wielding a melee weapon. If the attack is blocked, she can make a Spear attack against her attacker','5e SRD','Reaction','D&D 5e',1),('Hobgoblin','Counterattack','If the attack roll made against the hobgoblin soldier results in a 10 or lower, the hobgoblin soldier may make an opportunity attack against the attacker.','5e SRD','Reaction','D&D 5e',1),('Kobold','Crafty (Ex)','Craft (trapmaking) and Stealth are always class skills for a kobold.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Orc','Craven','Afraid of larger or stronger-looking creatures, though leaders may force them to fight.','OSE','Special','OSR',3),('Lesser Djinni','Create food and drink','For 12 humans and mounts for one day.','OSE','Special','OSR',7),('Lesser Efreeti','Create food and drink','For 12 humans and mounts for one day.','OSE','Special','OSR',7),('Tanuki','create food and water','Innate, at will','5e SRD','Special','D&D 5e',1),('Neak Ta','create food and water, cure wounds (as a 3rd level spell slot)','Innate, at will','5e SRD','Special','D&D 5e',1),('Elohim','Create Life (Su)','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.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Pumpkinhead','Create Shambling Mound (Above Ground Only)','Pumpkinhead creates a shambling mound, appearing in an empty space within 60 feet of Pumpkinhead that he can see.','5e SRD','Lair Action','D&D 5e',1),('Spectre','Create Spawn (Su)','Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level 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.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wight','Create Spawn (Su)','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 a -2 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 full-fledged and free-willed wights. They do not possess any of the abilities they had in life.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Wraith','Create Spawn (Su)','A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d2 points of Constitution 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.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vrykolakas','Create Spawn (Su)','','d20web','Special (Su)','d20',1),('Wraith','Create Specter','The oblivion wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The targetÂs spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the oblivion wraithÂs control. The oblivion wraith can have no more than ten specters under its control at one time.','5e SRD','Action','D&D 5e',1),('Xill','Create Specter','The oblivion wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target\'s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the oblivion wraith\'s control. The oblivion wraith can have no more than ten specters under its control at one time.','5e SRD','Action','D&D 5e',1),('Nekomata','Create Undead (Su)','','d20web','Special (Su)','d20',1),('Lesser Efreeti','Create wall of fire','Create wall of fire','OSE','Special','OSR',6),('Djinni','Create Whirlwind','A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.','5e SRD','Action','D&D 5e',1),('Banelight','Create Will-o\'-Wisp (Su)','','d20web','Special (Su)','d20',1),('Yellow Musk Creeper','Create Yellow Musk Zombie (Su)','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. 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 (see below).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Crypt Spider','Create Zombie','The crypt spider creates a zombie from a humanoid creature it has killed with its poison. This works like the animate dead spell, except the zombie stays under the crypt spider\'s control for 1d4 days. At the end of this duration or when the zombie is destroyed, the corpse bursts open, releasing hundreds of crypt spider young (use swarm of spiders statistics). The crypt spider can have no more than four zombies under its control at one time.','5e SRD','Action','D&D 5e',1),('Tanuki','creation','Innate, at will','5e SRD','Special','D&D 5e',1),('Mngwa','Creature of the Night (Su)','A mngwa exists only at night, appearing at sunset and fading away at sunrise. It receives the benefit of a heal spell (CL 15th) each night when it reappears. A mngwa\'s connection to darkness is so strong that it has sunlight powerlessness even within the effects of a daylight spell. However, a daylight spell that affects a mngwa loses 10 minutes of duration for each round it affects a mngwa in this way.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Crinaea','Crinaea\'s Curse','The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn\'t poisoned.','5e SRD','Special','D&D 5e',1),('Colossal Ape','Crippling Rend','','d20web','Special (Ex)','d20',1),('Frogfolk','Croaked Decree (1/Day)','The frogfolk makes a loud pronouncement. Each ally within 60 feet of the frogfolk that can hear the pronouncement has advantage on its next attack roll.','5e SRD','Action','D&D 5e',1),('Bukavac','Croaking Blast (Recharge 5-6)','A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration.','5e SRD','Action','D&D 5e',1),('Balbal','Crocodile Command','The balbal can communicate with crocodiles and similar creatures as if using speak with animals and has advantage on Wisdom (Animal Training) checks made against them, and crocodiles treat them as if they had a permanent sanctuary (DC 12) spell. The balbal\'s presence causes crocodilians to become aggressive toward other creatures and hard to control, with advantage on saving throws against becoming charmed or frightened. A typical balbal lurking in the water has 1d6 friendly crocodiles lurking nearby. These crocodiles have advantage on attack rolls against any creature they have seen attack the balbal within the previous minute.','5e SRD','Special','D&D 5e',1),('Baba Yaga','Cronesight','Baba Yaga has advantage on Wisdom (Perception) checks that rely on sight. As an action, she can observe a target and magically know its current emotional state. If the target fails a DC 19 Charisma saving throw, she also knows the creature\'s alignment and discovers a hidden secret about the target.','5e SRD','Special','D&D 5e',1),('Baba Yaga','Cronespeech','Creatures with Intelligence 3 or lower obey Baba Yaga unquestioningly. Her utterances are often captured as engravings on nearby stone and wood surfaces. These magical reproductions of her words are made in the Common tongue and fade after several days.','5e SRD','Special','D&D 5e',1),('Wako','Crumbling Cave','Continual burrowing causes a part of the ceiling to collapse above one target that the creature can see within 30 feet of it. The target must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained (escape DC 10) and unable to breathe, see, hear, or stand up.','5e SRD','Lair Action','D&D 5e',1),('Honey Badger','Crunch','Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled creature. Hit: The target suffers from broken bones and must make a DC 15 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the target cannot take any actions or reactions during that turn. If the target receives magical healing or takes a long rest, the effect ends.','5e SRD','Action','D&D 5e',1),('Darkmantle','Crush','Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target\'s head, and the target is also blinded and suffocating while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle\'s speed also becomes 0, it can\'t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.','5e SRD','Action','D&D 5e',1),('Dragon Crab','Crush','Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the dragon crab. Hit: 16 (2d10 + 5) bludgeoning damage.','5e SRD','Action','D&D 5e',1),('Monstrous Crayfish','Crush','The monstrous crayfish crushes one creature that it has grappled. The target takes 7 (1d8 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Juggernaut','Crush','','d20web','Special (Ex)','d20',1),('Juggernaut','crush (4d10+24','24','d20web','Action','d20',1),('Ikuchi','Crush (Recharge 4-6)','Each creature grappled by the ikuchi must make a DC 16 Strength saving throw, taking 23 (4d8 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Giant Squid','Crush boats','25% likely to wrap the 2 large tentacles around a boat, doing 1d10 hull damage per tentacle. When the large tentacles are grappling a boat, in subsequent rounds, the beak inflicts 2 points of hull damage automatically.','OSE','Special','OSR',1),('Alp','Crushing Leap (Su)','','d20web','Special (Su)','d20',1),('Shoggoth','Crushing Suction','A creature engulfed by the shoggoth takes 6d8+9 bludgeoning damage, or half damage if it makes a Con save (DC 23).','5e SRD','Action','D&D 5e',1),('Malignant Mouth','Cure Wounds','. The target is healed for 1d8+2 hit points.','5e SRD','Action','D&D 5e',1),('Sprite','Curse','Five sprites can collectively curse a target (no attack roll; save versus spells). The effect is determined by the referee, but will always be used to comical effect (e.g. target trips, target\'s nose grows).','OSE','Special','OSR',1),('Cyclops','Curse','1-in-20 cyclops can place a curse on a character once a week. Save versus spells or be afflicted by a curse of the referee\'s choosing. (Maximum possible effects: -2 penalty to saves, -4 penalty to hit, an ability score reduced by 50%.)','OSE','Special','OSR',4),('Ningyo','Curse of Ill Fortune','When a creature that the ningyo can see attacks the ningyo and misses, the attack is automatically redirected against another creature within 5 feet of the ningyo or the attacker. This attack uses the same attack roll.','5e SRD','Special','D&D 5e',1),('Qallupilluk','Curse of Scales (Su)','If a qallupilluk grapples a Medium or Small humanoid opponent, her target begins transforming into an aquatic monster. Starting on the third consecutive round of grappling, the grappled target must succeed at a DC 18 Fortitude 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. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Psoglav','Cursed Bite','','d20web','Special (Ex)','d20',1),('Clay Golem','Cursed Wound','','d20web','Special (Ex)','d20',1),('Stank Hog','Cut and Run','Melee Weapon Attack: +5 to hit. Hit: 12 (2d8 + 3) slashing damage. The stank hog charges its opponent, often emerging from the cover of thick underbrush, and attempts to gore with its tusks and keep running to the safety of more underbrush, if present, or simply to put space between itself and the opponent. Any opponent gored in such a manner must make a DC 12 Dexterity saving throw or be knocked prone. The hog may or may not release its mephitic gas attack during this charge.','5e SRD','Action','D&D 5e',1),('Draug','cutlass','6 (1d6+2/19-20) or 2 claws +5 (1d4+2)','d20web','Action','d20',1),('Neak Ta','Cyclonic Fury (Recharge 5-6)','The neak ta magically gathers a mass of debris and loose objects and sets it rapidly swirling in a 20-foot radius around itself. A creature that ends its turn in the area or enters the area for the first time on a turn must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage and is blinded until the end of its next turn on a failed save, or half as much damage and isn\'t blinded on a successful one. The cyclonic fury lasts for as long as the neak ta maintains concentration (as if concentrating on a spell), for up to 1 minute.','5e SRD','Action','D&D 5e',1),('Cytillipede','Cytillesh Flash (Su)','Once per day, a cytillipede can cause the cytillesh patches that grow along its body to release a bright flash of blue light that provides bright light in a 20-foot radius and raises the light level by one step for the next 20 feet (treat this ability as a 4th-level light spell). Creatures within the 40-foot area of effect must succeed at a DC 22 Will save. Those within the 20-foot area of bright light that fail are stunned for 1d4 rounds. Creatures within the next 20 feet that fail are instead confused for 1d2 rounds. The save DC is Constitution-based and includes a +2 racial bonus.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Agradaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Astradaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Cacodaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Ceustodaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Crucidaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Derghodaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Leukodaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Meladaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Olethrodaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Piscodaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Purrodaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Sordesdaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Thanadaemon','Daemon','A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.','fan json','Trait','Pathfinder 2e',1),('Aaleear','Dagger','Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) piercing damage.','5e SRD','Action','D&D 5e',1),('Archer','Dagger','Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage.','5e SRD','Action','D&D 5e',1),('Barbegazi','Dagger','Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) cold damage.','5e SRD','Action','D&D 5e',1),('Crinaea','Dagger','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.','5e SRD','Action','D&D 5e',1),('Eleinomae','Dagger','Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.','5e SRD','Action','D&D 5e',1),('Elf','Dagger','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Hobgoblin','Dagger','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Kalke','Dagger','Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Korrigan','Dagger','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Otterfolk','Dagger','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Phooka','Dagger','Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.','5e SRD','Action','D&D 5e',1),('Serpentfolk','Dagger','Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success.','5e SRD','Action','D&D 5e',1),('Succubus','Dagger','Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.','5e SRD','Action','D&D 5e',1),('Phooka','dagger','6 (1d3)','d20web','Action','d20',1),('Satyr','dagger','6 (1d4+2/19-20)','d20web','Action','d20',1),('Soulbound Doll','dagger','3 (1d2-2/19-20)','d20web','Action','d20',1),('Medium','dagger','1 * dagger (1d4) or 1 * spell','OSE','Action','OSR',1),('Pixie','dagger','1 * dagger (1d4)','OSE','Action','OSR',1),('Karina','Dagger (Human Form Only)','Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing or slashing damage.','5e SRD','Action','D&D 5e',1),('Kitsune','Dagger (Humanoid Form Only)','Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.','5e SRD','Action','D&D 5e',1),('Werebat','Dagger (Humanoid Form Only)','Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Sylph','dagger -1 (1d4-1/19-20)','dagger -1 (1d4-1/19-20)','d20web','Action','d20',1),('Barbegazi','Dagger, Ranged','Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.','5e SRD','Action','D&D 5e',1),('Mummy','Damage immunity','Only harmed by fire or magic. All damage reduced by half.','OSE','Special','OSR',3),('Wraith','Damage reduction','Half damage from silver weapons.','OSE','Special','OSR',3),('Cloaker','Damage Transfer','While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.','5e SRD','Special','D&D 5e',1),('Lich','Damnation (Costs 2 Actions)','The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\'s saving throw is successful or the effect ends for it, the target is immune to the hierophant lich\'s Damnation for the next 24 hours.','5e SRD','Legendary Action','D&D 5e',1),('Necrophidius','Dance of Death','','d20web','Special (Ex)','d20',1),('Vrock','Dance of Ruin (Su)','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 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vila','Dance of the Luckless (1/Day)','Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non-vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken.','5e SRD','Special','D&D 5e',1),('Baba Yaga','Dance of the Time Taunter (1/day)','When Baba Yaga\'s turn ends, she can take an additional turn. A creature able to see Baba Yaga dance through time has its understanding of the universe challenged and must succeed on a DC 18 Intelligence saving throw or be stunned until the end of its next turn. A set of iron dentures flap through the air, screeching in a voice like metal scraping on metal.','5e SRD','Reaction','D&D 5e',1),('Tarantella','Dancing','Those affected suffer a -4 penalty to attack rolls and AC. After 5 turns of dancing, they become exhausted: fall to the ground, helpless.','OSE','Special','OSR',3),('Athena','Dancing Blade (recharges 5-6)','Athena moves up to her movement speed without provoking opportunity attacks. She makes an attack roll against every creature of which she passes within 10 feet, dealing 43 (8d8+7) piercing damage.','5e SRD','Action','D&D 5e',1),('Kyton','Dancing Chains (Su)','A kyton can control up to four chains within 20 feet as a standard action, 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 DC 15 Will 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. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Drider','dancing lights','Innate, at will','5e SRD','Special','D&D 5e',1),('Aghasura','darkness','3/day each','5e SRD','Special','D&D 5e',1),('Mogrl','darkness','5/day each','5e SRD','Special','D&D 5e',1),('Darkmantle','Darkness Aura (1/Day)','A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can\'t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.','5e SRD','Action','D&D 5e',1),('Upasunda','darkness, levitate','Innate, at will','5e SRD','Special','D&D 5e',1),('Ratfolk','Dart','Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.','5e SRD','Action','D&D 5e',1),('Nasurgeth','Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('Sykever','Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('Umbraex','Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('Urveth','Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('Vanyver','Darvakka','Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.','fan json','Trait','Pathfinder 2e',1),('Fei Shei','Dazzle (recharges 5-6)','The fei shei opens a brightly-hued neck fan and subjects targets to a burst of disorienting colors. All targets within a 15-foot cone are affected as if by a color spray spell; roll 6d10 to determine how many hit points are affected and targets are blinded until the start of the fei shei\'s next turn in order of their hit points, as per the spell.','5e SRD','Action','D&D 5e',1),('Juggernaut','DC 34)','DC 34)','d20web','Action','d20',1),('Chuhaister','Deadfall Shield (Recharge 5-6)','When the chuhaister or one ally within 30 feet of it is hit by an attack, the chuhaister can create a magical, wooden barrier that interrupts the attack. The attack causes no damage. The shield splinters and disappears afterwards.','5e SRD','Reaction','D&D 5e',1),('Jubjub Bird','Deadly Bite','','d20web','Special (Ex)','d20',1),('Jubjub Bird','Deadly Bite (Ex)','A jubjub bird applies 1-1/2 times its Strength modifier to damage dealt by its bite attack. A successful critical hit decapitates and instantly slays a Large or smaller victim (DC 33 Fortitude negates decapitation; creatures without a head are immune to this effect) and deals triple normal damage regardless of the decapitation result. The save DC is Strength-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shoggoth','Deadly Blow','','d20web','Special (Ex)','d20',1),('Korrigan','Deadly Breath (Recharge 4-6)','The korrigan targets one creature within 5 feet and exhales its foul breath. The creature must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.','5e SRD','Action','D&D 5e',1),('Kamaitachi','Deadly Claws','','d20web','Special (Ex)','d20',1),('Mogwai','Deadly Dagger','Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (3d4 + 4) piercing damage. Target must make a DC 15 Constitution save or be subject to a harm spell (see below).','5e SRD','Action','D&D 5e',1),('Bulette','Deadly Leap','If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target\'s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn\'t knocked prone, and is pushed 5 feet out of the bulette\'s space into an unoccupied space of the creature\'s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette\'s space.','5e SRD','Action','D&D 5e',1),('Aniwye','Deadly Musk (Recharge 5-6; Skunk Form Only)','The aniwye releases a cloud of highly poisonous musk from its tail in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 24 (7d6) poison damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\'t stunned.','5e SRD','Action','D&D 5e',1),('Akata','Deaf','The akata can\'t hear. It is immune to any spell or effect that relies on hearing to function, but it automatically fails Wisdom (Perception) checks that rely on hearing.','5e SRD','Special','D&D 5e',1),('Akata','Deaf','','d20web','Special (Ex)','d20',1),('Felid Dragon','Deafening Roar','Each creature within 60 feet of the dragon and that can hear it must succeed on a DC 18 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the dragon\'s Deafening Roar for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Ankou','Death Ascended','The ankou has the celestial type in addition to the dragon type.','5e SRD','Special','D&D 5e',1),('Linnorm','Death Curse','Drowning. If a creature reduces a fjord linnorm to 0 hit points or kills it outright, the creature must make a DC 20 Wisdom saving throw. On a failed save, the creature suffers from the curse of drowning. The cursed creature loses the ability to breathe water and cannot gain that ability; in addition, a creature that can hold its breath can hold its breath only half as long.','5e SRD','Special','D&D 5e',1),('Scarlet Ibis','Death Curse','When the scarlet ibis dies, all curses currently inflicted by the ibis become permanent and can be removed only by the remove curse spell or other magic. In addition, the creature that dealt the killing blow must succeed on a DC 14 Charisma saving throw or become cursed with every option listed in the ibis\'s beak attack. A creature casting remove curse on a creature cursed in this way must succeed on a DC 14 Charisma saving throw or suffer the curses it just removed.','5e SRD','Special','D&D 5e',1),('Caiman','Death Dive','When grappling a foe of its size or smaller, a black caiman can perform a deadly dive as its action. As it clings to its foe, it uses the force of its powerful tail to propel it downward in the water, allowing it to inflict bite damage and drag the target up to the black caiman\'s swimming speed. The creature is still grappled by the black caiman.','5e SRD','Action','D&D 5e',1),('Shinigami','Death Everlasting','A creature killed by the shinigami can only be brought back to life with true resurrection or wish.','5e SRD','Special','D&D 5e',1),('Grodair','Death Flood (Su)','When a grodair is killed, it immediately explodes in a 15-foot-radius burst of highly pressurized water that deals 5d6 points of bludgeoning damage (DC 17 Reflex for half). After the explosion, a successful DC 25 Survival check allows a creature 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. Failing this Survival check by 5 or more causes the cluster to burst, dealing an additional 2d6 points of damage to that creature (no save) and destroying the organs entirely. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nabasu','Death Gaze','When a creature that can see the nabasu\'s eyes starts its turn within 30 feet of the nabasu, the nabasu can force it to make a DC 15 Wisdom saving throw if the nabasu isn\'t incapacitated and can see the creature. On a failure, the creature loses a hit die. A creature that has lost its last hit die to the nabasu\'s death gaze has disadvantage on all death saves for the next 24 hours, and if it dies within that time, it rises as a ghoul in 1d4 rounds under the nabasu\'s control. Ghouls created in this way become free willed if the nabasu that created them dies. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\'t see the nabasu until the start of its next turn, when it can avert its eyes again. If the creature looks at the nabasu in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the nabasu are done at disadvantage.','5e SRD','Special','D&D 5e',1),('Crocodile','Death Roll','','d20web','Special (Ex)','d20',1),('Crocodile','Death Roll (Ex)','When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Balor','Death Throes','When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren\'t being worn or carried, and it destroys the balor\'s weapons.','5e SRD','Special','D&D 5e',1),('Beetle','Death Throes','When a giant cave beetle reaches 0 hit points, it releases a strong acidic cloud in a 5-foot radius. Creatures within this area must make a DC 11 Constitution saving throw, taking 7 (2d6) acid damage on a failed saving throw, or half as much damage on a successful saving throw. Every giant cave beetle in 500 feet is capable of detecting the smell of this acid.','5e SRD','Special','D&D 5e',1),('Air Shark','Death Throes','','d20web','Special (Ex)','d20',1),('Balor','Death Throes (Su',') When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Frost Worm','Death Throes (Su)','When killed, a frost worm explodes in a 100-foot-radius burst that deals 12d6 cold damage and 8d6 piercing damage (DC 23 Reflex half). The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nabasu','Death-Stealing Gaze (Su)','As a free action 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 DC 18 Fortitude save or gain a negative level. 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. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kelp Drake','Deathroll','The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn\'t stunned. The kelp drake can use this action only if both itself and the target are immersed in water.','5e SRD','Action','D&D 5e',1),('Death Vulture','Decaying Breath (Recharge 6)','The vulture breathes necrotic energy in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more also age a number of years equal to half the damage taken.','5e SRD','Action','D&D 5e',1),('Mi-Go','Deceptive','A mi-go is a master of deception. It has advantage on Deception and Disguise checks.','5e SRD','Special','D&D 5e',1),('Mi-Go','Deceptive','','d20web','Special (Ex)','d20',1),('Mi-Go','Deceptive (Ex)','A mi-go is a master of deception. It gains a +4 racial bonus on Bluff and Disguise checks. Bluff and Disguise are always class skills for a mi-go.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Deep One','Deep Dweller','','d20web','Special (Ex)','d20',1),('Deep One','Deep One Skills','','d20web','Special (Ex)','d20',1),('Deep One','Deep One Traits','','d20web','Special (Ex)','d20',1),('Griffon','Defend nest','Attack if it is approached.','OSE','Special','OSR',2),('Black Bear','Defensive','Adults will protect their young with their lives, but otherwise only attack if cornered.','OSE','Special','OSR',2),('Mule','Defensive','May attack if threatened, but cannot be trained to attack on command.','OSE','Special','OSR',2),('Dryad','Defensive','Distrustful of strangers. Attempt to charm anyone who approaches or follows.','OSE','Special','OSR',3),('Astri','Defensive Counter','When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker.','5e SRD','Reaction','D&D 5e',1),('Alpha Fish','Defensive Frenzy','When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action.','5e SRD','Special','D&D 5e',1),('Camazotz','Defensive Round','-If intruders prove too dangerous for a camazotz, it takes to the air to identify the most vulnerable creatures for it to attackThe camazotz prefers using its Vampiric Shroud attack against solitary creatures or individuals separated from their allies.','5e SRD','Tactic','D&D 5e',1),('Bouda','Defiling Smear (1/Day)','The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 Constitution saving throw against poison or be poisoned for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda\'s defiling smear for 24 hours. The stench of a smear remains potent for one week.','5e SRD','Special','D&D 5e',1),('Upasunda','Deflect Missiles','Whenever a ranged weapon attack would hit the upasunda, it can deflect it by reducing the amount of damage it does by 1d10 + 20.','5e SRD','Reaction','D&D 5e',1),('Salt Mephit','Dehydrate (Su)','','d20web','Special (Su)','d20',1),('Kamaitachi','Delayed Doom (Su)','','d20web','Special (Su)','d20',1),('Furcifer','Deleriant Aura','','d20web','Special (Ex)','d20',1),('Abrikandilu','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Babau','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Balor','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Brimorak','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Dretch','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Glabrezu','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Gluttondark Babau','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Hezrou','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Invidiak','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Kalavakus','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Kimilekki','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Marilith','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Nabasu','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Nalfeshnee','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Omox','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Quasit','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Roru','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Shemhazian','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Succubus','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Treerazer','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Vavakia','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Vermlek','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Vrock','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Vrolikai','Demon','A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.','fan json','Trait','Pathfinder 2e',1),('Vargouille','Demon\'s Kiss','If an incapacitated target is within five feet of the vargouille, the vargouille can kiss that creature, which must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma at the end of each hour, as its facial features take on a fiendish aspect. The curse is held at bay by direct sunlight or the daylight spell. Once the cursed target\'s Charisma drops to 2, it suffers an excruciating, violent death as its head tears away from its body to become a new vargouille. The curse can be ended only by a remove curse or greater restoration spell. The physical changes are undone when the curse ends through these means.','5e SRD','Action','D&D 5e',1),('Dero Magister','Dero','This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.','fan json','Trait','Pathfinder 2e',1),('Dero Stalker','Dero','This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.','fan json','Trait','Pathfinder 2e',1),('Dero Strangler','Dero','This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.','fan json','Trait','Pathfinder 2e',1),('Ginjana Mindkeeper','Dero','This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.','fan json','Trait','Pathfinder 2e',1),('Camel','Desert travel','Move at full speed through broken lands and deserts.','OSE','Special','OSR',3),('Brass Dragon','Desert Wind (Su)','','d20web','Special (Su)','d20',1),('Wight','Desiccating Touch (Su)','','d20web','Special (Su)','d20',1),('Mummy','Despair (Su)','All creatures within a 30-foot radius that see a mummy must make a DC 16 Will 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. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Shinigami','Destroy Soul (Su)','A shinigami possesses six gems in which it encapsulates souls with its soul bind spell-like ability. These gems are only useful to the shinigami that owns them, and if the shinigami dies, the gems are destroyed as well. As a standard action 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 1d6 negative levels on all creatures in the area of effect. A successful DC 30 Fortitude save reduces this to 1 negative level. 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. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Vampire','Destroying','','OSE','Special','OSR',20),('Ychen Bannog','Destroying Bellow (Recharge 5-6)','The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren\'t deafened with a successful DC 18 Constitution saving throw.','5e SRD','Action','D&D 5e',1),('Vampire','Destroying coffins','Permanently killed if all hit points lost when unable to rest (see coffins).','OSE','Special','OSR',24),('Orcus','Destruction','The Wand of Orcus can only be destroyed if Orcus is truly slain and destroyed. If Orcus is permanently slain, the Wand of Orcus becomes brittle and can be easily smashed into dust.','5e SRD','Regional Effect','D&D 5e',1),('Abrikandilu','Destructive Attacks (Ex)','An abrikandilu\'s natural attacks can threaten and confirm critical hits against objects. In addition, an abrikandilu gains a +5 racial bonus on Strength checks to break or destroy objects.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ypotryll','Destructive Charge (Ex)','A ypotryll\'s charge attack ignores up to 1 point of a target object\'s hardness for each 5 feet charged.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Stirge','Detach','If stirge or victim dies.','OSE','Special','OSR',3),('Giant Leech','Detaching','Must be killed.','OSE','Special','OSR',2),('Giant Weasel','Detaching','If weasel or victim dies.','OSE','Special','OSR',3),('Aatxe','Detect','The aatxe makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Aboleth','Detect','The adult aboleth makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Air Elemental Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Action','D&D 5e',1),('Amaru','Detect','The amaru makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Black Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Blue Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Boreal Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Brass Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Bronze Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Copper Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Cthulhu','Detect','Cthulhu makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Dragon Crab','Detect','The dragon crab makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Earth Elemental Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Fire Elemental Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Gold Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Green Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Hydra','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Action','D&D 5e',1),('Imperial Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Action','D&D 5e',1),('Light Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Linnorm','Detect','The linnorm makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Queen Of Serpents','Detect','The Queen of Serpents makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Red Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Silver Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Storm Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Water Elemental Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('White Dragon','Detect','The dragon makes a Wisdom (Perception) check.','5e SRD','Legendary Action','D&D 5e',1),('Sea Serpent','Detect (Costs 1 Action)','The sea serpent makes a Wisdom (Perception) check.','5e SRD','Action','D&D 5e',1),('Suturefly','Detect Blasphemy','The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw.','5e SRD','Special','D&D 5e',1),('Gold Dragon','Detect Gems (Sp)','','d20web','Special (Sp)','d20',1),('Kirin','detect good and evil, gaseous form, water walk','Innate, at will','5e SRD','Special','D&D 5e',1),('Shinigami','detect good and evil, tongues, true seeing','Innate, at will','5e SRD','Special','D&D 5e',1),('Hellhound','Detect invisible','75% chance per round. 60\' range.','OSE','Special','OSR',3),('Amber Golem','Detect invisible creatures','Within 60\'.','OSE','Special','OSR',7),('Garuda','detect magic, light','Innate, at will','5e SRD','Special','D&D 5e',1),('Kalke','Detect Spellcasting','Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate.','5e SRD','Special','D&D 5e',1),('Rakshasa','Detect Thoughts (Su)','A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kitsune','detect thoughts, fire bolt (2d10), invisibility (self only), major image','Innate, at will','5e SRD','Special','D&D 5e',1),('Dossenus','Devastating Maw (Ex)','A dossenus\' bite attack counts as adamantine for the purposes of overcoming DR and bypassing hardness.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Barbazu','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Cornugon','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Deimavigga','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Erinys','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Gelugon','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Gylou','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Hamatula','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Hellbound Attorney','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Imp','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Lemure','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Levaloch','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Lorthact','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Munagola','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Osyluth','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Phistophilus','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Pit Fiend','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Sarglagon','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Zebub','Devil','A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.','fan json','Trait','Pathfinder 2e',1),('Baaphel','Devil Touched','Baaphel makes a Fear Touch attack.','5e SRD','Legendary Action','D&D 5e',1),('Alastor','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('Amon','Devil\'s Sight','Magical darkness doesn\'t impede Ammon\'s darkvision.','5e SRD','Special','D&D 5e',1),('Baalzebal','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('Baaphel','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('Belial','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('Ghaddar','Devil\'s Sight','Magical darkness doesn\'t impede the ghaddar\'s darkvision.','5e SRD','Special','D&D 5e',1),('Lilin','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('Lilith','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('Mammon','Devil\'s Sight','Magical darkness doesn\'t impede the devil\'s darkvision.','5e SRD','Special','D&D 5e',1),('Nupperibo','Devil\'s Sight','Magical darkness doesn\'t impede the nupperibo\'s darkvision.','5e SRD','Special','D&D 5e',1),('Deep One','Devoted','','d20web','Special (Ex)','d20',1),('Devourer','Devour Soul','When the devourer reduces a creature to 0 hit points, that creature must succeed on a DC 18 Wisdom saving throw or the devourer consumes the creature\'s soul. Creatures that die in this manner can only be restored to life by a true resurrection or wish spell.','5e SRD','Special','D&D 5e',1),('Baykok','Devour Soul (Su)','A baykok can take a standard action to devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a DC 19 Fortitude save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. A creature subjected to this attack cannot be brought back to life via raise dead (resurrection and more powerful effects work normally). When a baykok devours a soul in this way, it heals 5d6+10 points of damage and becomes hasted for 4 rounds (as if affected by haste). This is a death effect. The save DC is Charisma-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Devourer','Devour Soul (Su)','By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 22 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer\'s chest. The creature cannot be brought back to life until the devourer\'s destruction (or a spell deflection-see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell\'s level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained-these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life).','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Orcus','Devouring Darkness (Costs 2 Actions)','Orcus chooses a point that it can see within 100 feet of it. A cloud of darkness erupts from that point and lasts for 1 minute. The area is heavily obscured and each creature in the area must make a DC 24 Constitution saving throw, taking 28 (8d6) necrotic damage on a failure, or half as much damage on a success. Creatures slain by the devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds.','5e SRD','Legendary Action','D&D 5e',1),('Baregara','Devouring grapple','','d20web','Special (Ex)','d20',1),('Baregara','Devouring grapple (Ex)','The mouth at the center of a baregara\'s chest automatically deals 2d8+4 points of damage per round to any creature the baregara successfully grapples.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Muckdweller','Dextrous Swimmer','','d20web','Special (Ex)','d20',1),('Muckdweller','Dextrous Swimmer (Ex)','A muckdweller moves through water gracefully. It uses its Dexterity modifier instead of its Strength modifier on Swim checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Dhampir Wizard','Dhampir','A creature with this trait has the dhampir versatile heritage. These humanoids are the mortal offspring of vampires and members of other ancestries.','fan json','Trait','Pathfinder 2e',1),('Killer Bee','Die after attacking','On a successful sting attack, a killer bee dies.','OSE','Special','OSR',2),('Leviathan','Dimensional Vortex (Su)','','d20web','Special (Su)','d20',1),('Ankylosaurus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Brontosaurus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Compsognathus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Deinonychus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Grave Spinosaurus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Hadrosaurid','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Iguanodon','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Pachycephalosaurus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Pinacosaurus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Saurian Warmonger','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Saurian Worldwatcher','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Spinosaurus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Stegosaurus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Triceratops','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Tyrannosaurus','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Tyrannosaurus Imperator','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Velociraptor','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('War Sauropelta','Dinosaur','These reptiles have survived from prehistoric times.','fan json','Trait','Pathfinder 2e',1),('Haleshi','Diplomatic Fey','Haleshi are fey that act as intermediaries between fey who live on the land and those who live in oceans and rivers, settling disputes that arise between the two groups.&nbsp;Haleshi are impartial in their rulings and prefer to make decisions based on evidence rather than rumor and speculation.&nbsp;The job of an haleshi is a difficult one due to the chaotic and unpredictable nature of many fey, but they usually receive the backing of the fey lords, particularly the River King, whose court they frequent, and the Bear King, who admires their stoic adherence to duty in the face of adversity.','5e SRD','Reaction','D&D 5e',1),('Vampire','Dire wolf','Att 1 * bite (2d4), MV 150\' (50\'). AC, HD, morale, saves as vampire.','OSE','Special','OSR',9),('Hydra','Disabling heads','For every 8hp damage taken, one head is disabled (cannot attack).','OSE','Special','OSR',2),('Blink Dog','Disappear','If in serious danger, the pack can flee by entirely disappearing.','OSE','Special','OSR',2),('Akata','Disease','','d20web','Special (Ex)','d20',1),('Black Shuck','Disease','','d20web','Special (Ex)','d20',1),('Bog Beast','Disease','','d20web','Special (Ex)','d20',1),('Ghole','Disease','','d20web','Special (Ex)','d20',1),('Trollhound','Disease','','d20web','Special (Ex)','d20',1),('Giant Rat','Disease','Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.','OSE','Special','OSR',1),('Rat','Disease','Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.','OSE','Special','OSR',1),('Mummy','Disease','Anyone hit contracts a horrible rotting disease. Magical healing is ineffective; natural healing is ten times slower. The disease can only be removed by magic.','OSE','Special','OSR',2),('Otyugh','Disease (Ex)','Filth fever: Bite-injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Ghoul','Disease (Su)','Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. 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.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Myceloid','Disease (Su)','Purple Pox: inhaled or injury; save Fort DC 15; onset 1 minute; frequency 1/day; effect 1d2 Wis and 1d2 Con 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 takes at least 7 points of Wisdom damage from the purple pox, it must make a DC 15 Will save each day to avoid becoming affected by a lesser geas (no HD limit) that compels the sickly character to seek out the nearest myceloid colony in order to offer itself up for spore domination. The save DCs are Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nuckelavee','Disease (Su)','Mortasheen: Contact; save Fort DC 21; onset immediate; frequency 1/day; effect 1d4 Con and target is fatigued; cure 2 consecutive saves. Animals take a -2 penalty on their saves against this disease. The save DC is Constitution-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Nekomata','Disease (Su)','','d20web','Special (Su)','d20',1),('Viiret','Disease Eater','The viiret is immune to disease, and it has advantage on attack rolls against a creature if the creature is poisoned or suffering from a disease.','5e SRD','Special','D&D 5e',1),('Bagiennik','Disease Scent','','d20web','Special (Ex)','d20',1),('Bagiennik','Disease Scent (Ex)','A bagiennik can smell a diseased creature as if using the scent ability. It can discern whether the diseased creature is the source of a disease or merely a carrier; in the latter case, the bagiennik often seeks out the creature and attempts to purge its maladies.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Viiret','Disease Sense','The viiret can pinpoint, by scent, the location of poisoned creatures or creatures suffering from a disease within 60 feet of it.','5e SRD','Special','D&D 5e',1),('Giant Rat','Disease; Afraid of fire; Attacking in water','See main entry.','OSE','Special','OSR',4),('Rat','Disease; Afraid of fire; Attacking in water','See main entry.','OSE','Special','OSR',4),('Stirge','Diseased','','d20web','Special (Ex)','d20',1),('Stirge','Diseased (Ex)','Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of 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 (Pathfinder RPG Core Rulebook 557). 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.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Medusa','Disguise','Use hooded cloaks to lure victims close before revealing their true form.','OSE','Special','OSR',1),('Kitsune','disguise self, fear, tongues','Innate, at will','5e SRD','Special','D&D 5e',1),('Upasunda','disguise self, feather fall, teleport','Innate, at will','5e SRD','Special','D&D 5e',1),('Leviathan','Disjoining Bite (Su)','','d20web','Special (Su)','d20',1),('Bebilith','Dismantle Armor (Ex)','If a bebilith hits a foe with both claw attacks, it can attempt to peel away the target\'s armor and shield as a free action by making a CMB check. If the bebilith is successful, the target\'s armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a DC 25 Reflex save. The save DC is Strength-based.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Moon Dog','Dismissal','This effect works as per the spell dismissal, except it targets one evil extraplanar creature.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Bard','Dismount','As a bonus action the bear rider can dismount their bear. While dismounted, the bear acts as a normal combatant, sharing initiative with the bear rider, and using the stats for a brown bear. The bear rider may mount up again as an action.','5e SRD','Action','D&D 5e',1),('Ijiraq','Disorienting Gaze (Su)','An ijiraq can level an icy stare at a creature within 30 feet. That creature takes a -20 penalty on Perception checks and Survival checks for 24 hours (Fortitude DC 23 negates). The save DC is Charisma-based. An ijiraq can use this ability while in the shape of an elk.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kirin','dispel good and evil, lightning bolt.','Innate, at will','5e SRD','Special','D&D 5e',1),('Cetus','Dispelling Bite (Su)','The magically infused sea salt in a cetus\'s bite tears at some types of magic. Any time a cetus bites a creature under an effect or using a magic item that prevents that creature from being grappled-such as freedom of movement-or that holds the creature aloft-such as fly or air walk-each such effect is affected by a targeted dispel magic. The cetus treats its Hit Dice as its caster level for this effect.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Displacer Beast','Displacement','Appear 3\' from actual location: attackers suffer -2 to hit.','OSE','Special','OSR',1),('Furcifer','Displacement (Su)','','d20web','Special (Su)','d20',1),('Ahool','Disruptive Echo (Su)','','d20web','Special (Su)','d20',1),('Drakon','Dissolving Gaze','When a creature that can see the drakon\'s eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn\'t incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it\'s paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can\'t see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw.','5e SRD','Special','D&D 5e',1),('Aalpamac','Distance Distortion Aura','The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can\'t move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac\'s Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait.','5e SRD','Special','D&D 5e',1),('Zouyu','Distance Runner','The zouyu is capable of incredibly fast long?distance travel. When traveling at a fast pace, the zouyu can run 310 miles per day.','5e SRD','Special','D&D 5e',1),('Vanara','Distract','As a bonus action, the vanara can use its tail to distract an opponent within 5 feet of it by pulling on an arm, tossing dirt in the target\'s face, or some other method of interfering. The target must succeed on a DC 13 Dexterity saving throw or have disadvantage on all attacks against the vanara until the vanara\'s next turn.','5e SRD','Special','D&D 5e',1),('Myconid','Distress Spores','When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.','5e SRD','Special','D&D 5e',1),('Treant','Distrust fire','And those who wield it.','OSE','Special','OSR',1),('Aghash','Div','Divs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.','fan json','Trait','Pathfinder 2e',1),('Doru','Div','Divs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.','fan json','Trait','Pathfinder 2e',1),('Pairaka','Div','Divs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.','fan json','Trait','Pathfinder 2e',1),('Sepid','Div','Divs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.','fan json','Trait','Pathfinder 2e',1),('Yshula','Div','Divs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.','fan json','Trait','Pathfinder 2e',1),('Stirge','Dive attack','First attack is at +2 to hit.','OSE','Special','OSR',1),('August Rooster','Dive Bomb','If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage.','5e SRD','Special','D&D 5e',1),('Kongamato','Dive Bombing (1/Day)','A kongamato can fly high into the air with a boulder, log, or similar massive object in tow and dive directly at its target hurling the missile in its descent. It normally does this when starting a battle. The kongamato lifts an immense boulder into the air and drop it on its foes. This boulder affects a 15-foot square area, dealing 39 (4d6+25) points of bludgeoning damage to all creatures in the area on a failed DC 18 Dexterity saving throw, or half as much damage on a success. In addition, Medium or smaller creatures failing their saves are pinned under the boulder, gaining the immobilized condition and taking damage again each round at the end of their turn if they do not escape (escape DC 18). Frightful Presence. Each creature within 120 feet that can hear when the kongamato uses its thunder breath must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\'s saving throw is successful or the effect ends for it, the creature is immune to the kongamato\'s Frightful Presence for the next 24 hours.','5e SRD','Action','D&D 5e',1),('Avatar Of Walkena','Divine','This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('Divine Warden Of Brigh','Divine','This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('Meat Guardian','Divine','This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('Old Man Statue','Divine','This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.','fan json','Trait','Pathfinder 2e',1),('Jyoti','Divine Aversion','Jyoti dislike deities and their divine spellcasting servants. They have advantage on saving throws against magical spells or attacks cast by clerics and paladins, as well as those used by celestials and fiends.','5e SRD','Special','D&D 5e',1),('Jyoti','Divine Aversion (Su)','','d20web','Special (Su)','d20',1),('Sarsaok','Divine Horns','The sarsaok\'s gore attack is magical. In addition, its gore attack ignores the target\'s resistances to piercing or fire damage.','5e SRD','Special','D&D 5e',1),('Aviere','Divine Rejuvenation','An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere\'s deity prays over the aviere\'s ashes at dawn. If unholy water is sprinkled on the aviere\'s ashes, the aviere can\'t return to life, except through a wish spell or divine will.','5e SRD','Special','D&D 5e',1),('Warrior','Divine Smite','Once per turn on a hit, the champion can expend a spell slot to cause their melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to the target. If the champion expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st.','5e SRD','Special','D&D 5e',1),('Insect Swarm','Diving into water','Suffer damage for one round, then attached insects drown.','OSE','Special','OSR',7),('Black Pudding','Division','Non-fire attacks (including spells) cause the pudding to divide. Each hit creates a 2HD pudding that does 1d8 damage.','OSE','Special','OSR',2),('Ochre Jelly','Division','Lightning or attacks with weapons cause the jelly to divide into 1d4+1 2HD jellies that do half damage.','OSE','Special','OSR',2),('Wolliped','Docile','','d20web','Special (Ex)','d20',1),('Horse','Docile (Ex)','Unless specifically trained for combat (see the Handle Animal skill, a horse\'s hooves are treated as secondary attacks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Horse','Domestic','Not encountered in the wild.','OSE','Special','OSR',2),('Horse','Domestic','Not encountered in the wild.','OSE','Special','OSR',4),('Horse','Domestic','Not encountered in the wild.','OSE','Special','OSR',8),('Tuyango','Doom Squawk','When the tuyango initiates combat, it unleashes a horrid squawk which throws its victim off guard. All creatures within a 60-foot radius and capable of hearing the sound must make a DC 13 Wisdom save or become startled, forcing them to make their Initiative check at disadvantage.','5e SRD','Special','D&D 5e',1),('Dire Corby','Doomsong (Sp)','','d20web','Special (Sp)','d20',1),('Gray Render','Double Damage Against Objects (Ex)','A gray render that makes a full attack against an object or structure deals double damage.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Kothogaz, Dance Of Disharmony','Downtime','An activity with this trait takes a day or more, and can be used only during downtime.','fan json','Trait','Pathfinder 2e',1),('Ichneumon','Draconic Predator','The ichneumon is immune to a dragon\'s Frightful Presence and has advantage on saving throws against the breath weapons of dragons.','5e SRD','Special','D&D 5e',1),('Linnorm','Drag (Costs 2 Actions)','The linnorm uses Constrict. The linnorm can then swim up to half its swimming speed.','5e SRD','Legendary Action','D&D 5e',1),('Ophiotaurus','Drag Along','','d20web','Special (Ex)','d20',1),('Ophiotaurus','Drag Along (Ex)','An ophiotaurus grappling Medium or smaller creatures does not gain the grappled condition, it can maintain its grapple as a free action (though if it does, it can\'t attempt any additional checks to maintain the grapple that round), and it can move itself and its target at full speed without making additional grapple checks.','Archives Of Nethys 1e','Special','Pathfinder 1e',1),('Adult Black Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Blue Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Brass Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Brine Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Bronze Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Cloud Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Copper Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Crystal Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Forest Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Gold Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),('Adult Green Dragon','Dragon','Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.','fan json','Trait','Pathfinder 2e',1),